Player-made colonies: Would you or would you not go with it?

In this thread, we can discuss and debate about colonies that can be made by CMDR's, or some features about it. It is the ability, as long as you have the credits, to make your own station where other players and NPC's can dock at.

Your station's allegiance, government, economy and prohibited commodities.
This is the option where as you can choose the allegiance, party or otherwise remain independent. It's if that your reputation to the allegiance, of course, is high enough for you to be welcomed to choose your stations's allegiance you want it to be run on, and your influence to parties. Moving on to government, you can choose your government type for the station (anarchy, theocracy, dictatorship, etc.), as long as, of course it's authorized by the allegiance you are in which tolerates and prohibits certain government types. With economy types in mind, it's the decision where you can change the economy type (extraction, refinery, agriculture, etc.), which in my knowledge is the resources it produces, also. As we go into prohibited commodities, it's where as you can choose which market items you would want to have legalized or prohibited, and it's economic consequences for doing so.

Your station's docking bay count, cosmetics, defenses, general and major upgrades.
In this section, it's the part where you have enough credits to buy and sell upgrades for your station, again this includes cosmetics, defenses and number of docking bays. You could deploy high and low energy FSD wakes, as well as changing the interior cosmetic from industrial-ish to those paradise co-operative stations. The major upgrade where you can change a small station into a large station with the massive requirement of resources and a big chunk of credits to pay. This includes fuel supply as well for thirsty ships.

Your station's negative and positive consequences.
If you don't know what you're doing, you could have a major negative impact to the economy and have your station led by another leader. Everything you do to your station will affect the economy and the allegiances. It's going to be very complex. Will your station be an anarchy port where wanted pirates will dock at, will you be a booming station with a massive population with your greatest influence to your allegiance, or will you be a remote station far away from colonized space where the farthest explorers will stop at and not know what the odds are out there?

Let's discuss, why or why not should it be added, what assets should be changed? Please shout your opinions.
 
I think you've put more thought into it than I have and it's a great idea.

It seems like something along these lines will be inevitable, all those empty systems can't just be for explorers, miners and anarchy loving hostility.

The evolution of ranks/income etc seems to be carefully tied to a timeframe, and I suspect there's a "timeline" of additional functionality to be added. Meanwhile, the live use of the game lets the developers understand any rebalancing or fine tuning needed.
 
At the moment, it's less a matter of should or should not... more a matter of *could* or *could not*.

Given the heavily instanced nature of the game, it would be impossible to have true persistence of such player-built facilities, let alone have them influence the wider world. If such a thing was implemented, it would almost certainly be limited to you and people you know.

I think it's more likely that we'll get player quarters/hangars aboard stations, and that they'll operate like the Dojos in Warframe etc (requiring an invite, or membership of the same organisation).
 
At the moment, it's less a matter of should or should not... more a matter of *could* or *could not*.

Given the heavily instanced nature of the game, it would be impossible to have true persistence of such player-built facilities, let alone have them influence the wider world. If such a thing was implemented, it would almost certainly be limited to you and people you know.

I think it's more likely that we'll get player quarters/hangars aboard stations, and that they'll operate like the Dojos in Warframe etc (requiring an invite, or membership of the same organisation).
I would like to see that in ED a LOT!
 
Although there was discussion about the possibility of some form of player owned orbis type station at some long way in the future. The thing you have to remember is that in ED it is all about one man in his ship. Players are too insignificant in the great scheme of things to do the sort of project you are describing. You are not meant to be playing the role of colony builder, grand admiral, pirate king or any other strategic role. In Game of Thrones terms you are one man on a borrowed horse.
 
Last edited:
It's great idea to be able to do just that. While I agree that it would be too much for a single player to do such a thing, but an organised group of players could accomplish such a goal.
 
Small mining and refuelling stations in unpopulated systems yes, larger stations I think it's good in theory but would not be the direction I want it to go in practice.

I like in theory anything that makes the fictional world deeper and more involved. But in practice, there's an inevitable trade-off between how much it can be developed and what it adds to the game.

There's a good chance that you either end up with meta-gaming (the players are far more significant than their character should be simply because they're players, and are insulated from some of the troubles of a turbulent galaxy with trillions of people), or with questionable gameplay (players spend vast fortunes and vast amounts of time to build a station, NPC politics goes against them and the people kick them out of their own base). I don't think either of those things is right for Elite.

So I do think it should be possible for players to build or maintain some small installations. I think it would add a lot - something to work on long-term, and a way to make the player care about some specific corner of the galaxy.. so that all those political shifts of the factions are something that matter to them, and they stay involved in.

However, the larger scale stuff, I don't think it's realistically possible to implement a system where the player is involved in large scale politics that is sophisticated enough. It would inevitable make the player unrealistically important, as all the intrigue, negotiation, backstabbing, public opinion, media etc. that would go on can't be simulated properly by the game with a player involved. We can accept all of that just being the roll of a dice with NPCs, where we only see the results - but that wouldn't work for players. It would just end up with I built it so it's mine unless other players take it off me.. and I don't think that sort of meta-gaming is right for Elite.
 
It's great idea to be able to do just that. While I agree that it would be too much for a single player to do such a thing, but an organised group of players could accomplish such a goal.

There are no in game mechanics to facilitate this (guilds/corporations) and for the reasons I mentioned there are unlikely to be. ED is trying to get away from that kind of thing.
 
The "too big a proposition for a player's boots" is a fair point IMO.

Like Hoderi says, maybe a group contributed thing would work better, or the ability to fund an already existing faction's intentions of expanding.
 
Yes to everything, plus fine control over imports, exports, and production along with tax rates and incentives for immigration. And more, much more.
|
The background sim is already there, might as well turn that part of the engine into a legitimate part of the game.
 
Because a bunch of players could simply go into Solo mode and "pull a Lugh" on your station, leaving you with very little recourse.

Exactly. There is no persistence in the current instancing system, and in this regard the game has more in common with Dark Souls than Eve Online - we are all a bunch of ghosts to one another, whose worlds occasionally intersect for brief periods. In this context, erecting any sort of permanent monument is contrary to our fleeting nature.
 
It's a great idea for a different game than this one. Even aside from the game's focus on single pilot flying, the network model won't support it.

Look at it this way.... if the game did allow persistent player-owned stations, you couldn't possibly be in every instance of that station that the game generates. It will generate other copies of the station for other players that can't be P2P matched to your computer, which means that you can't defend it, among other things.

If the station was only generated within your own P2P Island instance (the way your ship is), then you're the only one guaranteed to ever see it, along with just a small subset of other players who could ever be matched into that single P2P instance and single copy of the station.

Bottom line: there is no persistence of objects that everyone in the game sees, except for the NPC-owned stuff like stations and outposts.

Instead of station ownership, think in terms of assisting factions in the game that own outposts and stations. Those become "yours" when you're strongly allied with that faction, in the sense of shared participation. And everyone in the game can see the faction status of that station. They just can't always see you, personally.
:)
 
Because a bunch of players could simply go into Solo mode and "pull a Lugh" on your station, leaving you with very little recourse.

Well stations that don't have a population should not really be vulnerable to that sort of thing. If players were able to own stations that do have a population, it's implausible that they would be able to go out and personally fight every one of their enemies and rivals anyway.
 
One player could do that as in Simcity

Sure, in a singleplayer or 1v1 multiplayer game it's possible. It's not possible here, because there is never just one copy of any object in the game.

There would be copies of the station generated in other P2P instances where you couldn't interact with it, so what would be the point? And if there is only one copy generated just for your own P2P instance (like your ship), then most other players couldn't interact with it (just like your ship). Again, what would be the point?
 

vonvonbraun

Banned
I would love to have control of a station or a system

my piracy association of commanders cant wait

- - - - - Additional Content Posted / Auto Merge - - - - -

Sure, in a singleplayer or 1v1 multiplayer game it's possible. It's not possible here, because there is never just one copy of any object in the game.

There would be copies of the station generated in other P2P instances where you couldn't interact with it, so what would be the point? And if there is only one copy generated just for your own P2P instance (like your ship), then most other players couldn't interact with it (just like your ship). Again, what would be the point?





The point would be to have a home of your own. And you could invite friends in your instance. Like many other games do..
 
Back
Top Bottom