Thinking about this a bit more, I'd have seen it as an opportunity to introduce a new game play feature a lot have been asking for: EVA
Hauling is fine. Some love it. Many tolerate it (I'm that group). Some hate it, though.
Making this the
only method was fine but limited. This is how I'd have done it:
- Make it so building claims takes an initially set time frame. From 2 days up to 4 weeks, depending on the size of the build. This happens automatically, whether you do anything or not.
- Allow commanders to expedite this process via activities:
- Hauling, same as it is now. A list of requirements is provided based on how much time is left to complete the build. Everything you provide speeds that up by a linear rate (1T:1time)
- Add a new building game. On foot or EVA. More on this below, but the idea is you can speed up the build completion time by actually helping to build stuff.
- Add missions to the construction services menu:
- Security Sweep: fend off an attack of pirates, with varying difficulties (up to 4 player teams) in space. Or visit an instanced location on the build site (via EVA, then on foot, if in space, or just on foot otherwise), to kill pirates who have boarded/broken into the installation.
- Surveyor: gather intel on the locality (missions sending you to beacons, surface POIs, and a new EVA mission type where you get to explore a location on the build to gather information about the progress)
- Passengers: Bring more workers to the site from local systems. Take workers home after their shifts.
- Incident Management: Visit locations of the build (in ship & EVA), or enter instances via EVA and then on foot, or just on foot if on the surface, in order to extinguish fires, repair damaged modules, upload data to correct faulty software, or recover lost items/tools.
- Secure Funding: Once a day, funding missions are on offer, allowing commanders to donate credits to expedite the process
EVA game play:
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For this, I'd do something FD haven't done since 2021, add a new suit type:
EVA suit.
The EVA suit's tool is the
Arc Welder. The opposite of the Arc Cutter. The Welder can be used to repair damaged assets on foot and in space. It allows the usage of one primary weapon, one secondary weapon, and functions similarly to the Maverick suit. EVA is always done tethered to your ship, so you have a limited range of usage. With this, you don't run out of power. You can detach the tether if you reach an airlock (either your own ship or a target installation).
The main function of the suit is repairs (essentially the Arc Cutter mini game but used on broken items, needing the player to trace a path to repair an item - if they stray too much from the path, the item is damaged instead of repaired).
The secondary function is building. This game play is used for building a module as part of a surface or space installation. You take an item from your ship/srv to a location and weld it into place, taking care not to damage anything nearby. Some modules can require a lot of work, so having a team will make it faster (you can choose what module you want to build each time you begin).
Completion of a module reduces the build completion time dependent on the size of the module.
[Incidentally, I'd add the ability to use the Welder in your EVA suit to repair your ship's hull and modules, as an alternative to fitting the auto repair maintenance units/repair limpet controller]
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Any and all of these tasks/missions can be repeated. Each time, the timer is reduced by an amount dependent on the activity. In theory, a squadron could all work on a build separately, performing tasks that they enjoy the most.
Players who would just prefer to wait... can just wait and play the game elsewhere.