I like the idea of a penal colony, as well as a hermit engineer. The engineer would want a rare good from the bubble and would provide a way home. Ideas:
In particular, I find (2) particularly attractive. That would certainly encourage visitors to M67.
- A star jet generator: A cargo item, which when ejected near a star will explode, triggering neutron star type jets for a limited time (which can be used by multiple ships).
- An FSD upgrade, which doubles the effects of jumponium crafting (so a J3 boost can get you back to the galaxy).
- A one-time boost to your FSD, just like a neutron star jet.
- A star jet generating mechanism: He will trigger a change to the local star, to generate jets for a limited time. These might be regularly scheduled for 1 day per week.
+1 to Unusual ways of getting home!
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Yeah, me too.
I know the half-life time of human attention and the knee jerking willingness to give up something established for something totally new, even if it's the same thing in another costume. Still, the idea in itself is good, albeit not a new one. What I find interesting is a one-way colony that hopes of a future return home; not today, not tomorrow, not soonish. It's a cliffhanger really and no one knows if they'll ever make it.
Don't get me wrong, CCN was an awesome experience for the three months I was involved, but everyone should know their limits, and I like to think I did my bit by bringing people on board. I played my part but others with better ideas and enthusiasm made it what it is today.
It shows communities can be the bedrock of this game imho.
Regarding Elysium, that's my thoughts. It is unique due to the nature of it. If it was like anywhere else, it wouldn't be that interesting.
It's precisely because it's a one way trip that it opens the door for FD to think about new kinds of gameplay and features that could be born out of it.
The catch 22 is that if it's made easy to return from, it loses that uniqueness.
Some good ideas in this thread being bandied about though.
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