Add Activities to Colonization Process

Add Activities to Colonization
  • Not as an alternative to hauling. In addition.
  • Make the building process a bit more involved with additional interactive gameplay. Add a bit of depth.
  • Breaks up the repetitive nature of hauling. Makes it seem there is more to the overall activity than just A-B hauling.

Examples.
I am sure other cmdrs can think of many better examples.

1. NPC Pirates are attracted to colony build sites (makes sense).
  • Increased pirates as long as a construction is in process.
  • Interdictions are much more common. Perhaps by 50% per active construction.
  • Defeating pirates reduces pirate activity and interdictions to normal levels for 24 hours. Ability to reduce it down to 0%.
  • Adding security facilities reduces pirate activity. Pirate interdiction goes down, possibly to normal levels.

2. Construction Effort Supplies
  • As long as a construction is in process, basic supplies must be provided in addition to the build requirements.
  • Regular supplies of food, water, and other essentials improves the construction effort.

3. Mapping Out The System
  • Bonus for each planet Detailed Surface Scan
  • Daily bonus for landing and walking on each planet (max 3 times per planet per day)
  • Daily bonus for a mining samples from asteroids, rings, planet surface. Daily bonus for exobiology sample. (valid only for systems that have this)
  • Not a huge bonus, just something to recognize the cmdr is investigating the system.
 
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