Colonisation Answers

If you are an ok coder, you could write an app that parses the JSON files to get that info. It's stored on your PC. Outside of that EDDiscovery, I think that uses a program to upload that info, could be wrong though.
I'm not any kind of coder, sadly. And I've played on at least 4 different PCs over the years.
 
I'm thinking it's the romantic idea of "the lone commander at the edge of the galaxy" with his own remote outpost in the middle of nowhere. It's probably why quite a number of players are insisting the colonization can be soloable.

Though why somebody would want to go through all that headache, stress and likely, misteps alone is beyond me.
Yep,, it's the big misconception here... kinda like how "space legs" to many meant a fundamental replacement of many game mechanics with things like on-foot EVA, boarding action and such... not the very literal "Here's the ship stuff, now here's the on-foot stuff... never shall the two cross (in any meaningful way)"... that's what a standalone DLC is.

In short, Colonisation != personal bases. Anyone after the latter will be very disappointed I think.
 
Yes, and so am I. So? My point was none of this is enough to keep most players engaged in the long run, not the big majority anyways. But time will tell if I'm right or wrong on this. I'm hoping I'm wrong, for the sake of the game.

And so am I - returnee from 2019, my last logon before I came back about 1.5 months ago. If people like me are coming back then so will many others.
 
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Yep,, it's the big misconception here... kinda like how "space legs" to many meant a fundamental replacement of many game mechanics with things like on-foot EVA, boarding action and such... not the very literal "Here's the ship stuff, now here's the on-foot stuff... never shall the two cross (in any meaningful way)"... that's what a standalone DLC is.

In short, Colonisation != personal bases. Anyone after the latter will be very disappointed I think.

It's more like building a stepping stone for others, similar to how the Colonia Highway evolved. Hopefully, FD will allow players to colonize systems along that famous star road before long.
 
Those of you who realise that 10LY will take a LOOOOOOOONG time to colonise much past the bubble, I'd like to think you now appreciate what we though at the time of the kickstarter. We expected that exploring the galaxy would take months to get anywhere. We didn't realise at the time that you could get to Sag A* in as little as a few days.

Is this justification for expanding the 10LY range? No, I just thought it would nice to let you have a glimpse of what we thought back at the time of the kickstarter.
 
There's another number missing from the calculation of available systems to colonise, and that is the number of systems inside the bubble that are available for colonisation. Some post I remember reading was saying that faction with no connection to the edge of the bubble would miss out, but in my experience there are far more colonisable system in the bubble than most people realise. In fact it's quite possible with a bit of luck that a faction completely enclosed in the bubble could colonise their way to the edge of the bubble.
 
So the ultimate issue is this is called colonization, which is a term that comes loaded with preconceptions and vibes.

When you hear the word, you think of going somewhere new and setting down roots. In a game where going to the next solar system over is less than minute long jump sequence and then flying to the planet. Yes yes, in the real world 10ly is far, but in the game mechanics, it doesnt FEEL far, it feels ike you're driving an hour away for work.

When people were colonizing the New World, they sailed for months. They didn't sail for a day to an island just over the horizon and build a port city before moving on to the next island, or just decide that was far enough.

Obviously it's not a 1:1 comparison, I'm not saying it should require that. But some people want to Oregon Trail it across the wilderness to build Willamette Valley, rather than inch their way across the map. And if they want to play that hard mode, why not let them?
 
Colonisation is a bit of a strange proposition.
The individual cmdr is personally given the opportunity to create a generic set of startports in star systems. Of which there are already tens of thousands out there spanning hundreds of light years. ...I don't really get it.

For me it all hinges on how customisable these ports are. How tweakable the ongoing management system is as the architect. Not very I expect as any random pmf & pp can come along and reshape it. I'm hoping for something more personal. And this appears to be enabling us to use the dev system, to recreate what already exists? I'm failing to see anything brand new?
Think I would of preferred traditional base building. A place to store goods, ships, and things.


Flimley
I get the impression they're so constrained by budget or talent or both that completely new content is hard to come by so are resorting to scavenging existing assets, like both PP carriers and the colonisation ships appear mere reshuffles of FC components, and after 10 years we still only have those old PP portray images in the game, and using the system creation dev kit with a guest access variation as the colonisation feature, with all the limitations that that entails.
 
I get the impression they're so constrained by budget or talent or both that completely new content is hard to come by so are resorting to scavenging existing assets, like both PP carriers and the colonisation ships appear mere reshuffles of FC components, and after 10 years we still only have those old PP portray images in the game, and using the system creation dev kit with a guest access variation as the colonisation feature, with all the limitations that that entails.
Thing is, Colonisation has long been an (unused) BGS state. If nothing else, "Colonisation" has likely been a long-term intent of the BGS... but considering how many edge-cases crop up in the BGS on the regular.. my personal view is it would've been hell to make it completely system-driven with no direct player input in a way that would prevent an exponentially fast blowout of the bubble over time.

So I'd suggest this sort of system was always the intent for colonisation.
 
Thing is, Colonisation has long been an (unused) BGS state. If nothing else, "Colonisation" has likely been a long-term intent of the BGS... but considering how many edge-cases crop up in the BGS on the regular.. my personal view is it would've been hell to make it completely system-driven with no direct player input in a way that would prevent an exponentially fast blowout of the bubble over time.

So I'd suggest this sort of system was always the intent for colonisation.
Didn't know there's a system state associated with it, I was only aware of the economy type, which I thought was mere fluff (although would make sense if exploration payouts were higher in those, never considered checking).

My comment wasn't all that specific on colonisation, I got the impression over the past years (well, ever since Odyssey), although the Titans and Spires were true new content to be fair. The rest felt reheated assets and gameplay loops from the existing toolkit to make do with what they have already. And colonisation feels a continuation of that unfortunately. I don't even mind if it's done well, but... The current proposals don't look great right now.
 
Didn't know there's a system state associated with it, I was only aware of the economy type, which I thought was mere fluff (although would make sense if exploration payouts were higher in those, never considered checking).
It, along with a bunch of other unused states, appear via the game API used by sites like inara.

The economy type you mention is Colony, which i understand to be a population with no specific purpose other than people living at it.
 
When people were colonizing the New World, they sailed for months.

And it took decades, and often multiple attempts to set up a single successful colony, there are at least 11 failed European colonisation attempts of the US, and that's not to mention the vanished Vikings, your point being? This is a game, as long as you put the work in you are guaranteed a successful colony.
 
And here is the time when planetary base SNUGGLY BUNNY WUNNY on pinkly perfect world comes into the view.

Colonisation in a galaxy sounds like a great plan. Considering the technicallity of getting from Bubble to Colonia or wherever it is, still havent got there after 10 years of play time. then again im in no rush to.

Planetary bases or station in orbit will make transition for travellers a lot easier and before you know it, we have another version of EVE. Elite back in the day was a superb marketing system and travel game that awe inspired a lot of people. Now its getting into a new realm of expansion, but how far will that expansion go. The initial game had 8 separate galaxies each independent from the other. Colonising trade routes iis going to make for a better game assuming it will also increase the number of Gankers exponentially
 
I get the impression they're so constrained by budget or talent or both that completely new content is hard to come by so are resorting to scavenging existing assets, like both PP carriers and the colonisation ships appear mere reshuffles of FC components,

Well the overall design should have similarities, because it must fit in the ED aesthetics. So I don't mind if they re-use old assets as long as it looks different enough.

SC will use Horizon-era buildings too. Those are not made for first-person walking. They should be updated, but I think Fdev won't do it.

after 10 years we still only have those old PP portray images in the game,

Yep, that's very disappointing. Why wouldn't those famous powers update their social profile photos after 5 years.

and using the system creation dev kit with a guest access variation as the colonisation feature, with all the limitations that that entails.

SC (system colonization) is probably based on backend tech, but to make it usable by players requires a lot of technical changes. They can't simply hand us their back-end tools.

I'm just disappointed by the lack of depth, customization and rewards for SC.

And it took decades, and often multiple attempts to set up a single successful colony, there are at least 11 failed European colonisation attempts of the US, and that's not to mention the vanished Vikings, your point being? This is a game, as long as you put the work in you are guaranteed a successful colony.

IRL: explorers built colonies for treasure, territory, resources, influence, trade routes. In ED we get neither of these things afaik except trade routes and faction influence. The System Architect can place structures which determines the system economy... that's about it yawn.

I would. But then fun for me is to trek between the bubble and Beagle Point ... and all points between ... for long-range exploration. I'd have a blast setting up a colony deep into the black where few players would ever find it.

If we could build colonies in deep space (far from the bubble without a daisy chain), those colonies should be visible in the Galaxy Map. Because that makes it useful for other deep space explorers. The colony can't be taken from the Architect (zero risk).
 
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It, along with a bunch of other unused states, appear via the game API used by sites like inara.

The economy type you mention is Colony, which i understand to be a population with no specific purpose other than people living at it.
Actually just realise I was thinking of terraforming. So yeah just as irrelevant:)
 
I look forward to receiving more information from frontier, and am willing/wanting to give this a try for myself once released.
But, and let's assume you have built all your appropriate star ports and such like with the economy and government to your liking.... what then? Will you have any ongoing agency/oversight/management for that system? Or, you just move on to the next one and forever? We are given as individuals this opportunity, but currently the end result appears identical to the existing. I still don't get it.
@Knuttin Atoll you correct from your post 194. It appears we are given guest Dev access and plus with its limitations.

Flimley
 
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Wake us up in 2026, see if anyone's reached 500 Ly out...😴
I think the thing people are forgetting, and Zac's said it on two different live streams, is that this is only from the bubble to start with. Frontier are not ruling out (at this stage) allowing colonisation from areas outside the bubble. If they do, that will allow colonisation from both Colonia and Explorer's Anchorage near to Sag A*.
 
Basebuilding could serve three purposes:

1) creativity; as in building unique things as in Minecraft, Fallout etc. That isnt a thing here, we'll be building the same assets everyone already knows.

2) gameplay advantages, like passive income. That doesnt apply here.

3) opening new spaces; like a completely player-build new bubble somewhere. This would be the obvious draw of colonisation here, but its effectively knee-capped by the 10ly limit.

i can see players go nuts for years to come if this is changed, but otherwise it feels like powerplay 1.0: nice general idea, but a poor execution leaving people uninterested.

I do understand concerns about there always being a station within 1000ly, removing deep space. But just balance it; the further a new system is from the closest inhabited system the more resources are initially needed. This makes deep space colonisation initially a group effort, after which individual cmdrs can add to the new bubble.
 
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