Before I give a quick precis of how I'd redesign the Colonization feature again, just a rather depressing set of heads up from someone who has actually worked in the industry here;
1.) Devs don't tend to listen to feedback outside of bugs, they're designing the kind of game
they want to make, and wont generally change course even in the face of disasterous feedback. When I was on Ultima Online, they didn't even listen to fellow staff giving them the Meet And Greet feedback I was in part paid to collect for them.
2.) The game engine may not be capable of doing what you, or even they want to make; I especially suspect this is the case here, where everything seems to have the same underlying structure, namely simple local flight sim and moving values up and down on a global database. The last time they tried something new, ground combat in Odyssey, it was half baked, under delivered and shockingly broken at launch.
3.) The community itself usually has far too many people who have a parasocial relationship with the product as-is, and assume the Devs are their friends and Saviours and very meaning of existence, and will argue against any and all attempts to change it, even improve it for anyone else (it is, of course, already perfect for
them too); this leads to public debate not only being often pointless but increasingly toxic and destructive of the wider community itself, with no end change to the product to show for any of it.
With all that in mind though, just as an exercise in showing you can have different design ideas, even if we'll likely never get them...
- Increase sales prices of construction commodities to at least be competitive with the market place, so people will want to deliver to other people's sites. Right now outside of PowerPlay/Guild war politics which is colonizing for Guild prestige, many people have either burnt out with endless hauling for almost no money made at all, or the insane grind to actually get materials there to bother with their own systems, much less anyone elses.
- Add a permanent notice board to every constructed station that says who donated resources. Give people the lure of fame. (Except does that data still exist for already completed stations? Probably too late for this now)
- Allow players to set up NPC fleets to do the hauling for them, using their own equipped ships. Gives a reason to spend more money to have a wider fleet, as well as putting those greedy NPCs that fly fighters to use. Make it expensive, a gold sink, to trade cash earned for time spent hauling otherwise. Equipment level and NPC combat/trade rank improves chances of success/time spent flying the goods in for you. (This infringes on one of the very few use cases the poorly designed fleet carrier system has though, you won't be getting this).
- Someone here suggested Mission Board requests at the station; you'd need to have one active in the system to work, and see above re: Fleet carriers. Good idea though, also a gold sink if the player has to put the reward in. Could tie into hauling/Scarab driving too if you can add your own Rare Goods reward as a further temptation for others.
- Someone here also suggested allowing local bounty work etc, involving other forms of gameplay in system to aid colonization. Also good idea, but would need balancing; if you had bounty hunting aiding the tech level say, someone could come along and shoot police, detech your system, and directly grief people even in PvE (and are we even sure yet how factions work in the new systems?) Would probably have to be just a direct "You did stuff, they get resources" correlation.
- All the above might accelerate the already rich's control of colonization; it would need to be some sort of balancing pass to prevent this, but... I wonder if Wide (simple, plenty) Colonization isn't a deliberate design choice compared to Tall (complicated, few). (I suspect we're in the "burn the product for as much Arx purchases as we can before sunsetting" mode, frankly. What it does to the long term ecosystem isn't the priority now; You're individually buying Arx to rename stations, so go mad and grab as many as Outposts in new systems as you can, so there's more chance of someone seeing your pricey new names as they move about. Leaving you stuck in one system will only sell as many Arx renames as there are slots in there, so boo to that.)
Are my ideas perfect? Nope. Lots of tweaking needed. So we wont be getting any of this, as there probably isn't the time or staff required to do more than implement the already decided designs. Nice to dream though, isn't it? Until someone who has invested far too much of their own personal sense of worth and meaning decides it's a personal attack on them, and woo hoo! (Not happened here, to myself on these forums at least, but my goodness the industry stories even a low level worker can tell you).