Add missions for colonisation

How about Missions and less ressources for construction sites?
cut out these large amounts of cmm, aluminium, steel and titan but add a contact to every construction site wich offers a mission (or more?) to complete the building.

Alternative: The missions to promote the construction of stations could also come from factions on other stations or from other systems.
The sold commodities, as part of the mission at the construction site, would automaticly count for progress.

Stupid hauling an incredible amount of the same material is very annoying. I want more variety to make it more fun.
 
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Colonisation is essentially a hauling loop. Missions are a different thing entirely, a reputation loop, a combat loop, and sometimes a hauling loop, but colonisation, as far as I can see, was only ever intended as a hauling loop. It's something for the truckers, like Thargoids was for combat, I doubt I will ever colonise anything because I am not a trucker and I don't feel the need to have it changed to better suit my style of play.
 
to quote you: "Missions are sometimes a hauling loop", "colonisation is hauling"

but then you write missions are different, that doesn't make sense

The missions to promote the construction of stations could also come from factions on other stations or from other systems.
maybe that's what you meant by "different"
 
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to quote you: "Missions are sometimes a hauling loop", "colonisation is hauling"

but then you write missions are different, that doesn't make sense

The missions to promote the construction of stations could also come from factions on other stations or from other systems.
maybe that's what you meant by "different"

Sorry you don't understand, Thargoids are a combat driven activity, Colonisation is a hauler driven activity, you see the similarities, but missions can be anything, mining, combat, courier, reputation, exploration, but they aren't colonisation activities, they have kept these separate for a reason only they know!.
 
but colonisation, as far as I can see, was only ever intended as a hauling loop. It's something for the truckers, like Thargoids was for combat,
Which is bad game design. A feature as big as Fdev apparently want colonisation to be should not be that limited.
While the Thargoid war was combat focused, outside of the conflict zones it was more combat adjasent. Attacking a titan, which after all was the end fight, was more akin to mining in a high threat environment than combat. There was also settlement reactivation missions. And while Fdev should have put a lot more effort into varied game loops for for the thargoid war, it was still a better than the haulage only that is trailblazers.
 
Which is bad game design. A feature as big as Fdev apparently want colonisation to be should not be that limited.
While the Thargoid war was combat focused, outside of the conflict zones it was more combat adjasent. Attacking a titan, which after all was the end fight, was more akin to mining in a high threat environment than combat. There was also settlement reactivation missions. And while Fdev should have put a lot more effort into varied game loops for for the thargoid war, it was still a better than the haulage only that is trailblazers.
I am not sure Trailblazers and colonisation was going to be that big a thing in FDevs mind well at least not as big as it has turned out to be. Based on just how amazed they seemed to be at how many systems we were building so fast during a beta.
 
I am not sure Trailblazers and colonisation was going to be that big a thing in FDevs mind well at least not as big as it has turned out to be. Based on just how amazed they seemed to be at how many systems we were building so fast during a beta.
I'm guessing that's a combination of Fdev not understanding how much effort their players can put in (despite the years of data) and Fdev not realising that the players would build "bridges" to the systems the actually wanted to build in...showing that they not only just don't understand their own players, but gamers as a whole.
 
How about Missions and less ressources for construction sites?
cut out these large amounts of cmm, aluminium, steel and titan but add a contact to every construction site wich offers a mission (or more?) to complete the building.

Alternative: The missions to promote the construction of stations could also come from factions on other stations or from other systems.
The sold commodities, as part of the mission at the construction site, would automaticly count for progress.

Stupid hauling an incredible amount of the same material is very annoying. I want more variety to make it more fun.

Colonization does need mission variety and management features. It shouldn't only be limited to hauling and placing facilities.

Which is bad game design. A feature as big as Fdev apparently want colonisation to be should not be that limited.
While the Thargoid war was combat focused, outside of the conflict zones it was more combat adjasent. Attacking a titan, which after all was the end fight, was more akin to mining in a high threat environment than combat. There was also settlement reactivation missions. And while Fdev should have put a lot more effort into varied game loops for for the thargoid war, it was still a better than the haulage only that is trailblazers.

Seconded.
 
You could offer missions at the construction site/colony ship, with rewards being counting X commodities as being delivered. "Massacre the pirates attacking our hauling ships" -> Reward of either +5k CMM Composite, +5k steel, or +500 of something annoying like Emergency Power Cells. Difficulty is proportional to whats being built too.

Another wild idea would be to make missions divide total remaining tonnage by some percentage. Hauling is still the core of it, but doing some massacres to scare off the pirates could halve the actual tonnage you need to deliver.
 
Sure, but fix the results of colonization first. As things currently stand, we're pilots-for-hire by the NPCs. Doesn't matter if we're haulers or bounty hunters. We don't have any control of anything that's constructed. What's the point of owning something if you can't do anything with it?

Yeah, it's a passive income. But consider the time invested and the income itself. How many credits could you have earned if you had spent the time earning them instead of colonizing? 120M per hour is a good benchmark.
Now, how many years of passive income would it take to earn the same amount? Is it still worth the time invested?

What's the point of colonizing? There's nothing special to do with those systems, settlements and stations. Nothing to care about. They don't feel personal.
It's like I'm a construction worker who helped build a shopping mall. All I can be is a customer with discounts. I can't be the mall's manager. The system is not mine.
 
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Sure, but fix the results of colonization first. As things currently stand, we're pilots-for-hire by the NPCs. Doesn't matter if we're haulers or bounty hunters. We don't have any control of anything that's constructed. What's the point of owning something if you can't do anything with it?

Yeah, it's a passive income. But consider the time invested and the income itself. How many credits could you have earned if you had spent the time earning them instead of colonizing? 120M per hour is a good benchmark.
Now, how many years of passive income would it take to earn the same amount? Is it still worth the time invested?

What's the point of colonizing? There's nothing special to do with those systems, settlements and stations. Nothing to care about. They don't feel personal.
It's like I'm a construction worker who helped build a shopping mall. All I can be is a customer with discounts. I can't be the mall's manager. The system is not mine.
Welcome to Elite one of the few games where you don’t get to play as the hero or other significantly important character.
 
Welcome to Elite one of the few games where you don’t get to play as the hero or other significantly important character.
Just reminded me of EVE Online. Everyone starts as nobody special. But there are many stories in the game's history about what the players managed to achieve. As individuals and as groups.
Agency potential is on a whole other level.
 
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