Not posted about the new colonisation mechanism before, it is something that interests me as a potential project to work on essentially alone as so many of my other achievements have been over the years.
I think the expansion range is a way to limit how much of the galaxy can be colonised & much like ship jump range over the years it's something that can be increased as time goes on. This far into the game I don't see much benefit to that initial limitation though apart from a lack of confidence in what the playerbase could do that cannot be undone.
But mostly if I am to do it alone or as part of a small player group I think the system I 'create' would be extremely vulnerable to invasion & takeover by any of the well established large expansionist factions which is not my idea of fun at all. Being the architect would be fun, and presumably that could not be taken away from me but I'd have an opinion on what factions should fill the 7 slots (assuming it works this way).
Honestly I think I'd prefer to create a system more like those on the colonia bridge where there were just the native lawful faction & a local anarchy, far enough away that it wouldn't be vulnerable to invasion unless another system within range were colonised (potentially ending up with a mini-bubble like Colonia.
Watching with interest though, in principle 10ly for the initial rush of enthusiasm should limit the damage that cannot be undone then increase it further down the line once the playerbase gets used to the new mechanism.
I agree the proposed (and very tentative) 10LY range is meant to keep the kids inside the playpen so FDev can measure the impact of the new feature. I would expect that to increase over time as feedback is received.
I think for many players, colonization will supplant BGS as their primary activity. Players who worked BGS and minor factions as a way to exert some influence on the galaxy will use colonization to meet that interest. I expect many will want to move out of the tidal zones of BGS and PP in order to achieve as much control over their systems as possible.
Colonization will likely take a good amount of time and in game resources (credits, materials, etc). Putting in the effort to get something off the ground, only to have the local expansionist group move in, will definitely kill the buzz for many.
The options to prevent outsider groups from taking over systems might create more problems than they solve....
- One option, which I mentioned elsewhere, would be to give the system architect control over docking access, similar to fleet carriers. In a normal state of affairs, everyone could use the system. But the SA would have recourse to impose a sort of martial law if they felt they needed to defend the system. Then again, that could create it's own set of issues, notably if missions were populating in and out of the system.
- Another option would be to keep only a single faction (the SA's faction) in the system... sort of how Odyssey settlements work.
- Yet another option would be to lock the founding faction at a 55% floor. Other factions could enter but they would never be able to engage in a control conflcit with the founding faction. I'm not sure if the game's BGS code could accomodate that.
Another issue is that PMFs are no longer being added into the game. I'd imagine someone colonizing a system would like to have their own faction coming in, rather than having to pick some random faction they have no connection to. That's not an issue for me (my PMF is already in game), but it could be an issue for others.
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