Response to Colonization Updates

We can still grow the bubble with a 20ly range.

Imagine having to do 10ly a week just to get where you wanna go.

A Stock Sidewinder with an A-rated FSD gets just under 16ly. Sol to Shinrarta Dezhra is 64.43ly


You'd be spending 7 weeks, minimum, to chain civilization that length, leaving that Sidewinder just sitting there for two of them.

14 days. 336 hours. 20,160 minutes.
Yeah, numbers aren't final. But the post I replied to wasn't talking about 10 vs 20 lys, but having no range limit at all.
I find it interesting that people are assuming you’ll be able to build a station and the at the next tick start in the next system.

I can imagine a situation where you’ll have to actually establish the colony before you can use it as a jumping off point for the next one.
IIRC Frontier said in the stream that once the initial starport is finished, you can move on to the next system.
 
What we could do with is the ability to be able to build some deep space stations with a working economy.

To start an agricultural - mining economy once developed well enough will be able to trade small amounts of mined goods including Tritium for engineered goods.

If the economy is good enough then the station could be expanded to include engineering and tourist facilities or if the economy flops the station gets abandoned and the empty facilities get left for possible future game expansion:)
 
Whatever arbitrary limit Frontier sets will be less important than the number of participants, and how far they have to drive trucks.

A system with only a couple of players working on it, and greater than, say, 20 ly away from sources, is going to have more trouble than a large group next to a huge clump of stuff.
 
Whatever arbitrary limit Frontier sets will be less important than the number of participants, and how far they have to drive trucks.

A system with only a couple of players working on it, and greater than, say, 20 ly away from sources, is going to have more trouble than a large group next to a huge clump of stuff.
Yes but an FC and enough credits to fund an over the top buy order will fix a lot of that trouble.
 
But that doesn’t necessarily mean you can use that system as a jumping off point. Just implies that you can only have one colony ship active at a time.
The stream fairly explicitly said that once the primary asset is complete the colony beacon turns into a standard nav beacon and the system functions like a normal system now: powerplay eligible and with it's own new colonization contact available in contacts. They mentioned this in the context of systems transitioning from primary colonization to a subsequent development stage with continued input from the player architect.
 
But that doesn’t necessarily mean you can use that system as a jumping off point. Just implies that you can only have one colony ship active at a time.

But then, it’s all speculation and it’s all open to change during the beta anyway.
(12:43 in case the timestamp doesn't work.)

I do think they pretty much said you can use that to keep colonizing further out ("beyond the 10ly", "daisy-chain"). Of course it's all work in progress and even things they said aren't set in stone.
 
I was going to create my own response thread on this topic, but figured I'd add to the existing thread.

My comments and questions are based on the video referenced here:
Source: https://youtu.be/YicQ2CkwIOQ?si=yYgoqY3iZoZvBJNF


Initial comments by Piers Jackon (7:39+)
Piers Jackson is most excited about colonization. This is what he has wanted to do the most. This is a very encouraging comment. Very cool to know that the Director of Projects shares this passion with so many players, like myself.

System colonization contact (9:00+)
A new contact will be created for those interested in colonization.
Questions:
  • Are these contacts going to exist within every inhabited system?
  • Or are these special contacts, similar to fleet carrier contacts, material traders, engineers, etc?

Selection of colonization systems (9:37+)
Players can select a system within a distance of 10 light years (tentative).
Question:
  • Is the 10 light year distance based on the location of the system colonization contact, or is it 10 light years from the current bubble periphery? I am assuming it is based on the location of the colonization contact.

Converting uninhabited system into an inhabited system (12:50+)
Once you complete your initial station, the beacon turns into a navigation beacon and the colonization contact appears in your new station.
Questions:
  • Is this colonization contact available for other players to use?
  • Can another player use the system I just created to jump 10 years away and construct their own station, or is that new contact open only to me?

System architects (15:10+)
The faction that you bought the claim from will be brought over … you can bring your factions into the new system.

Questions:
  • How is that faction identified? Will it depend on the station in which the contact is located?
  • If you are a single commander, without a squadron or faction connection, how is that handled?
  • Will the BGS eventually impact your system? For example, if you have done the work to colonise a system, including bringing your faction into the system, can another faction come in and take over the system, impacting the government, commodities, black markets, etc?
  • Will FDev open up PMFs again, or are commanders limited to existing factions in the game?
Long Range Colonization (19:50+)
Factions and player led groups will be pushing the bubble out.
My understanding is that will include a combination of individual commanders, squadrons, BGS supporters, and power play supporters.

What you create will be yours (21:05+)
The system architect cannot "lose" the system. The system architect has power of what can be deployed into the system, but anyone can enter it.
Questions:
  • How will BGS and Power Play 2.0 impact the authority of the system architect (see questions above)? Will a player be daisy chaining systems only to find prior links in the chain have been completely changed by BGS and PP2.0 activity?

Opinions and Recommendations

The comments below are subjective. Folks may disagree, and that's cool. I'm looking at the game based on my experience running a squadron, creating a PMF, and most recently, starting to get into PP2.0....
  1. Colonization should be something that works for individual players, squadrons, BGS supporters and PP2.0 supporters. It is a huge galaxy, with room for everyone.
  2. There are going to be players who are extremely excited by the notion of creating some far away colony because they want to get away from the bubble, BGS, and Power Play.
  3. There are going to be players who are extremely excited by the possibilities of creating a new system to further the ends of their squadron, faction, PP2 strategies, etc.
  4. Care needs to be given that Power Play 2.0 and the BGS do not wash over and muddy systems that the players have put a lot of time cultivating. I think this is especially true for those who are looking to do this indvidually. My experience with the BGS includes factions that are very diligent and communicative about their expansions, and other groups who are the polar opposite. I think many players are interested in colonization because they want some elbow room.
  5. I think the easiest way to give system architects a real measure of authority would include the ability for them to set docking access to their facitlities, similar to how fleet carriers operate.
 
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The upkeep will be massive, this is where squardons should be used. Carriers and systems upkeep should have the option for squardons members to transfer funds to contribute to upkeep

Some will say that's not fair, they arent in a squardon, oh well join one.

The solo player shouldn't mean squardons should suffer. No point in each squardon member paying for individual assets, and when someone cannot play as much other squardon members can help.
 
The upkeep will be massive, this is where squardons should be used. Carriers and systems upkeep should have the option for squardons members to transfer funds to contribute to upkeep

Some will say that's not fair, they arent in a squardon, oh well join one.

The solo player shouldn't mean squardons should suffer. No point in each squardon member paying for individual assets, and when someone cannot play as much other squardon members can help.
 
The upkeep will be massive,

Is this confirmed by statements made by FDev, or is this just an assumption? Because judging from what I've seen, it looks to me like the costs of system colonisation will lie largely in setting things up and adding additional facilities, rather than requiring permanent upkeep costs to pay.

Forcing anyone interested in colonisation to join or found squadrons is a poor idea, limiting the accessibility of a brand new feature is not the way to sell it to the players. That was the kind of mistake they made with PP1. It's not necessary for PP2 and it shouldn't be necessary for colonisation.
 
I wonder if this is an attempt to recreate the original idea of exploration where we were to look for warp links between stars while miners would mine and builders build up stations etc.

This would seem a similar outcome to that while they can't exactly close down links between stars now years later.

Also, it keeps all the players from just dispersing to the four winds.
 
Is this confirmed by statements made by FDev, or is this just an assumption? Because judging from what I've seen, it looks to me like the costs of system colonisation will lie largely in setting things up and adding additional facilities, rather than requiring permanent upkeep costs to pay.

Forcing anyone interested in colonisation to join or found squadrons is a poor idea, limiting the accessibility of a brand new feature is not the way to sell it to the players. That was the kind of mistake they made with PP1. It's not necessary for PP2 and it shouldn't be necessary for colonisation.
^ This
 
I wonder if this is an attempt to recreate the original idea of exploration where we were to look for warp links between stars while miners would mine and builders build up stations etc.

This would seem a similar outcome to that while they can't exactly close down links between stars now years later.

Also, it keeps all the players from just dispersing to the four winds.
Interesting idea.
 
There's 3 things i REALLY hope for:
1) The range gets extended to at least 40-100ly (40 would be logical since it's also the bgs faction expansion range)
2) We get a lot of control on the orbits of space stations (ive already got a system in mind for my squadron to colonise together, and it has a ringed ELW, i really wanna be able to choose an orbit that is not parralel to the rings so we can see them from the station, and I want to be able to build the station ridiculously close to the planet, for the view)
3) We get to NAME the damn stations, cmon fdev, it's at least half the fun! (With heavy moderation of course, otherwise it will be chaos)
 
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There's 3 things i REALLY hope for:
1) The range gets extended to at least 40-100ly (40 would be logical since it's also the bgs faction expansion range)
2) We get a lot of control on the orbits of space stations (ive already got a system in mind, and it has a ringed ELW, i really wanna be able to choose an orbit that is not parralel to the rings so we can see them from the station, and I want to be able to build the station ridiculously close to the planet, for the view)
3) We get to NAME the damn stations, cmon fdev, it's at least half the fun! (With heavy moderation of course, otherwise it will be chaos)
It would be nice if I could start my own faction of one player, but I doubt Frontier is going to allow that. Naming things is a very long shot. I think the BGS ranges will probably be used.
 
Colonisation != Exploration
Apparently colonization equals expansion. Not to say being (relatively) near other systems excludes the possibility of a colony, but I think there is also an idea of remoteness that can be conjured when thinking of a colony in a scifi setting.
 
1) The range gets extended to at least 40-100ly (40 would be logical since it's also the bgs faction expansion range)
BGS expansion range (extended range) is 30 LY cubic, which is sufficiently unintuitive that they're unlikely to use it anywhere else. 30 LY sphere would be possible, though, if they wanted something a bit bigger than 10 LY.

  • Are these contacts going to exist within every inhabited system?
  • Or are these special contacts, similar to fleet carrier contacts, material traders, engineers, etc?
From what they've said, only in the bubble to start with. And presumably not in the core bubble systems where every system in range is already populated. Given that they get added by default to any newly-colonised system I can't imagine they'll be all that rare.

  • Is the 10 light year distance based on the location of the system colonization contact, or is it 10 light years from the current bubble periphery? I am assuming it is based on the location of the colonization contact.
That seems a safe assumption, given their later comments about chaining colonisation - though if the contacts are widely spread around the existing periphery the two should be mostly equivalent anyway.
(The follow-up that raises is what, exactly, is the bubble's periphery anyway? Does Maia and the Pleiades count? [1] Do "loose" but nearby systems such as New Yembo or Quince? Defining it as "the systems with colonisation contacts" keeps it dynamic.)

  • Is this colonization contact available for other players to use?
  • Can another player use the system I just created to jump 10 years away and construct their own station, or is that new contact open only to me?
I'd be very surprised if it was restricted to just you, since that would really slow down team efforts where your friend gets started on the next system while you carry on building up the first one - and with a short 10 LY range would allow players to monopolise bottlenecks far too easily.
  • How is that faction identified? Will it depend on the station in which the contact is located?
Station owner of the starport with the colonisation contact does sound the obvious way, given how most other things work.
  • If you are a single commander, without a squadron or faction connection, how is that handled?
Aligning a squadron to a faction requires you to be Allied with the faction (presumably, primarily, to keep the list of options smaller than all 70,000 of them). Something similar would make sense here.
(Follow-up question: are there any distance limitations on bringing in these other factions and if so, how large? If the answer is "No" that probably explains why they're keeping things close to the bubble and even then allows for some weirdness)
  • Will the BGS eventually impact your system? For example, if you have done the work to colonise a system, including bringing your faction into the system, can another faction come in and take over the system, impacting the government, commodities, black markets, etc?
Don't see why not, though they'd have to get close enough to do so in the normal way - and you could presumably bring in enough other factions that they'd at least have to do an invasion to get that far, set up the system assets for easy defence, maybe even deliberately make the system look boring to outsiders.
(Of course, why would they bother when they could just colonise their own? The number of BGS-active player groups seeking out fights for the sake of it is fairly low.)
How will BGS and Power Play 2.0 impact the authority of the system architect (see questions above)? Will a player be daisy chaining systems only to find prior links in the chain have been completely changed by BGS and PP2.0 activity?
From what they've said, you can only be System Architect for a single system at a time, so it's certainly possible that things will happen to ones you've moved on from. Of course, a larger player group would be able to hold active Architect positions on multiple systems at once.
 
California Sector, Coal Sack, Crab Nebula, Sag A, Colonia Highway...how many other exurbs?
There are a bunch of asteroid bases (plus surface settlements since Odyssey) within 5,000 - 7,000 ly in every direction, except directly East. Take a look at the EDAstro map, like this.
Whether singular inhabited systems would eventually be suitable to start colonizing from... who knows.
 
There are a bunch of asteroid bases (plus surface settlements since Odyssey) within 5,000 - 7,000 ly in every direction, except directly East. Take a look at the EDAstro map, like this.
Whether singular inhabited systems would eventually be suitable to start colonizing from... who knows.
We'll find out early next year, I presume, when more of the mechanics behind colonization are revealed and the Beta will commence. Much can be changed.
 
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