Squadrons and Proper colonization mechanics

Not if the these new super squadrons decide to block access to their station to MEMBERS ONLY. So it wouldn't make any difference if you are in Solo, a PG or Open, can't land, can't get the bits you need. Think I am being over the top, nah I have seen this in nearly every game where group mechanics get allowed in.
The new system assets would work the same way all stations and spaceports work so explain to everyone how a Squadron could block access from a commander. If you can not do it now what makes you think we will be able to do it in the future.
 
Let me take a wild stab in the dark...you're thinking that you/you're faction should earn money AFK from controlling a station...am I right?
For the love of god...no Player bases in Elite :)

We were promised that inflatable asteroid hangar years ago,
still not here.
People direly need something they can build up and manage,
to keep 'em busy and not burn out due to senseless grind
that doesn't even leave a taste of accomplishment.

Now we are promised suqadrons and carriers and they got postponed
till next year.
What do you think happens?
 
The new system assets would work the same way all stations and spaceports work so explain to everyone how a Squadron could block access from a commander. If you can not do it now what makes you think we will be able to do it in the future.

No player or player group OWNS a station like you are suggesting.
 
Okay doesn't even have to be about rares or engineering requirements, it could be as simple as not letting non-squadron members dock to refuel or repair. Especially if they find their new system nicely placed on route to Colonia or somewhere.

So let me understand your fear you are saying if a Squadron builds a station between the bubble and colonia. You are afraid that they will not let you dock to refuel and refit?
I have two issues with that. One if you are that far out and are not unable to refuel and repair yourself you should not be out that far. Also the ability to deny access to a station dose not exist in the game now what makes you think it will in the future
 
So let me understand your fear you are saying if a Squadron builds a station between the bubble and colonia. You are afraid that they will not let you dock to refuel and refit?
I have two issues with that. One if you are that far out and are not unable to refuel and repair yourself you should not be out that far. Also the ability to deny access to a station dose not exist in the game now what makes you think it will in the future

Also the ability of a single player or group to own station dose not exist in the game now what makes you think it will in the future
 
Great Idea's Vicktore, I wish you luck I really do and it is with great reluctance that I say this, but but I wont be investing, I'm Out!
 
This should be a function of minor factions in general, not a squadron function.

I can envisage a 'Colonization' BGS state with mechanics similar to station repair.
 
Okay doesn't even have to be about rares or engineering requirements, it could be as simple as not letting non-squadron members dock to refuel or repair. Especially if they find their new system nicely placed on route to Colonia or somewhere.

To me that sounds interesting - especially if I'm the one denied docking rights. Human conflict can be the beginning of adventure.
 
This should be a function of minor factions in general, not a squadron function.

I can envisage a 'Colonization' BGS state with mechanics similar to station repair.

I understand your feelings but if that means Commanders could not start a build new bubbles out side of the existing bubble and Colonia. What I would like to see is mechanics that allow you to start new bubbles anywhere in the Galaxy
 
Nope, not Soon(TM). This was axed from Q4, put on the back burner and will likely become paid DLC sometime in 2020. Maybe.
 
After reading everything in this thread (cause apparently I have nothing else to do with my time), and seeing everyone's concerns from starport access blocking that could cause rare resource shortages to being left out of a major game function as an unaligned freelance player to name calling, I think I have two galaxy class suggestions here:

1.) Make all expansion/colonization gameplay contract based to a minor faction specifically. Not Universal Cartographics or Major Faction based. You pick up a contract from a local minor faction going through expansion, and deposit the module it provides into a system (if this provides too much freedom and game-breaking issues, then make the contract randomly select a system FOR THE PLAYER FACTION, thus ending free placement). This means that instead of the Player Faction controlling access, it's done via the NPC Faction. Once either the land or space station is built and can house a ship, other minor political factions move into the system. This way the games base mechanics aren't sacrificed to give MORE power to Player Factions in ANY way, and we freelance players can still aid in helping colonize or expand influence if we choose. This would NOT be a Player Faction ONLY mechanic.

As a side note to the above: this style of expansion mechanic could also be made to occur naturally without Player Faction participation, it just takes longer.

2.) Respect. Both for your fellow commanders and to the programmers and designers who we can all agree wouldn't be stupid enough to add any mechanic into the game without it being thought through. They've done a pretty okay job so far. Hiccups and all, they aren't incompetent.

-CMDR Ray Xarez
 
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After reading everything in this thread (cause apparently I have nothing else to do with my time), and seeing everyone's concerns from starport access blocking that could cause rare resource shortages to being left out of a major game function as an unaligned freelance player to name calling, I think I have two galaxy class suggestions here:

1.) Make all expansion/colonization gameplay contract based to a minor faction specifically. Not Universal Cartographics or Major Faction based. You pick up a contract from a local minor faction going through expansion, and deposit the module it provides into a system (if this provides too much freedom and game-breaking issues, then make the contract randomly select a system FOR THE PLAYER FACTION, thus ending free placement). This means that instead of the Player Faction controlling access, it's done via the NPC Faction. Once either the land or space station is built and can house a ship, other minor political factions move into the system. This way the games base mechanics aren't sacrificed to give MORE power to Player Factions in ANY way, and we freelance players can still aid in helping colonize or expand influence if we choose. This would NOT be a Player Faction ONLY mechanic.

As a side note to the above: this style of expansion mechanic could also be made to occur naturally without Player Faction participation, it just takes longer.

2.) Respect. Both for your fellow commanders and to the programmers and designers who we can all agree wouldn't be stupid enough to add any mechanic into the game without it being thought through. They've done a pretty okay job so far. Hiccups and all, they aren't incompetent.

-CMDR Ray Xarez

Let me say I like your approach but if I could add to it a little.
These could be mission for Squadrons with pay outs of influence and reputation. I would also add that the size of the minor faction and how rich the minor faction is I.E. its net worth determines how many light years away from the headquarters you can colonize.
Let us take the Earth Defense Fleet for example. Our home system of Okinura has a very large population and the EDF is in 20+ systems controlling the majority of them so the Net Worth of the EDF is high. That being said if the EDF wants to colonize a system it could do so let’s say 100 lightyears away from its home system and start to expand out from there.
Using this type of colonization mechanics could be a great asset to many Squadrons and could effect Power Play as well.
It is gameplay like this that would innovate and creat emergent gameplay events.
 
I know that some commanders would like space legs to be developed next but I am of the opinion that a proper colonization Mechanics would be a better addition to the game first
 
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