Building Your Own Settlement Colony! :-)

So I was looking at some of the recent images that folks have been uploading of planets now showing signs of life with all the lights and twinkles, etc. It looks amazing and got my thinking cogs into gear.

Imagine if we had the ability to set up and establish colonies on newly discovered worlds (since there are 400 billion or so systems out there to explore! J ).

CORE CONCEPT

The player is able to explore and discover a new and uninhabited planet out in the uncharted areas of the universe. Upon finding one, they can opt to establish a colony on the planet in the hopes to make it thrive and gain in size and population.
Doing this would enable the player to start to gain money from trading and importing / exporting goods by working up to building a trade outpost in the planet’s orbit.
The trade outpost could eventually grow in size and usefulness to become a fully fledged Station under the player’s ownership. (Which would tie in with player-owned stations).
Only one planet can be colonised by a player. The planet could be razed and all outposts destroyed if need be, to allow moving to a new system.

PLANET / COLONY NAME

The planet could be renamed after the CMDR who discovered it (Or at least the colony city in the system map as a minor faction perhaps), enhancing its importance in the universe and the effect that the player has on the game universe as a whole.

BUILDING THE COLONY - RESOURCES

Building up the colony on the planet takes time and a lot of resources (both money and trade resources). This would make a good money sink for the game as well. The player will need to provide for the colony as a full time job (perhaps Colonizer becoming a new career path), by providing money and trade items for them as the colony grows. Eventually the colony would become (more or less) self-sufficient, enabling the player to be away for longer periods of time.
If the colony starts to lack the resources it needs, it will start to dwindle in size and tech levels, etc. Eventually the colony would “die out” if left too long and the planet would be open for re-colonization.

BUILDING THE COLONY – GAMEPLAY

The colony would be created in a similar manner to games such as SimCity / CitiesXL with a sim-style building mechanic. The player could create his colony however he wanted, placing settlement buildings and trade / industry buildings in the shape / placement that suits his city-building needs. Other players can also view the colony in a “birds-eye” view to admire it (and so the builder can show off, of course! J ).

COLONY UNDER SIEGE

The trade outpost / station would be able to be attacked by pirates (player and NPC), though it would have some minor defences as an outpost and major defences as a station. The player would be warned that the colony is under siege and can return to defend off attackers. This would need some further thought as to the stages that the siege happens / how quickly – in case the player is offline. Perhaps a warning through the Mobile App would work too?

COLONY RESOURCES

This could depend on the planet itself, starting off with just a few base select resources that can be produced (mining extracts, metals, etc). As the colony grows in size and number, increasing its technological ability and produce, this affects the trade available and more advanced trade materials are required.



These are my general thoughts on how this could work. Let me know what you think.
You might like it – great. You might hate it – that’s ok, too. J
 
There's something coming that will allow players to contribute to building a new station. It will take a lot of effort from a lot of players for a lot of time to bring into reality.

As you might expect, this has gone down like a pint of cold sick with some vocal members of the forum.
 

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This is already coming but ........ the player will act with others to support existing factions in expanding into virgin systems, but player owned stations or colonies are out of the question, it takes a group of players to make a meanginful impact even on small systems.

The OP might wanna refer to the orgiinal DDA documents or recent posts about 1.1 by micheal brookes and how they already have the system planned out
 
The problem with this, it would change the game fundamentally. No longer are you just a pilot/captain of a ship flying through the space trading, fighting exploring. With a colony you had to microcontroll your colony. Manage the construction of new building, getting resources, get new people to settle in your colony etc etc. If you want to make this right, you would´nt have much time anymore to do anything else than managing your colony/station, which means no more flying through space.

Also if you do this, it would have to be immensely expensive to set up a colony or a station. That would mean that probably only a small percentage of the playerbase will be able to do this. If you make it too cheap, too much people would own their own station/colony etc which would make it just unrealistical (a simple pilot can not just build his own station or colonize a planet just like that, that would be silly)

That means that you probably waste a lot of ressources on a feature that only few people can actually achieve.

Now I really would like to be able to do what you are suggesting. I just dont see it in this game working.
 
I like the Idea of making settlements on Earth-like planets far away, alltough not by single CMDR but as a community Goal. Someone recently posted here about a earth-like planet he found near the Center of the Glaxay, would be great place for a little settlement for Tourismus/Scientific research.

Bringing all the stuff there to build all that is need to make the place work on its own would be one hughe challenge for the Community :D
 
Its a neat idea that would be fun to play with, don't see it happening though.

They seem to be going for the "insignificant player and the capable group" design, your idea would give the player too much control.
 
FD statement, not going to be a spreadsheet game.

And yet, we have trading. :D Can't get any more spreadsheety than that.
In fact, Elite is the only game I have ever played where I have to have an Excel sheet open constantly while I play! Ahem!
 
In the X games you could own multiple stations, and have multiple ships flying between them buying resources trading etc. I found I was spending more time micromanaging that stuff than flying my ship.

I don't want Elite to go that way
 
In the X games you could own multiple stations, and have multiple ships flying between them buying resources trading etc. I found I was spending more time micromanaging that stuff than flying my ship.

I don't want Elite to go that way

I do. I loved the micro management of X. There's no reason the game cant provide what we both want. Having station ownership will not spoil your pew pewing and your pew pewing will not spoil my empire building.
 
ED does need something though, accumlating wealth is one thing, but it would be nice if there was something to spend it on other than spacecraft, what Scorpyon is suggesting would give a group of players an added incentive to co-operate with one another, plus surely there would be settlers in space looking for a new home, I think it is a good idea, if it is possible to include that scenario into the framework of the game and of cause if the devs want to go down that route, which is another matter.
What the game is showing us though is the endless possibilities that ED has, it just needs the imagination of the devs and of cause money to be able to unleash the full potential of ED.
Lets all hope it will happen.
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There is no economic argument for station or colony building. Without a means of production these could never run at a profit. Also where is the labour going to come from, it takes 20 years to make a new adult from scratch and without the time acceleration of the original Elite I doubt if many players are interested in that sort of time frame to build a population.

You could buy lots of slaves and free them and use lots of robotics for the manual work but you would have to sink billions or even trillions of credits before it started to break even.

If you build a station or settlement people are not going to turn up by magic, this is not Sim City nor should it be.
 
Thanks for the positive comments guys. Appreciate the feedback!

Its really just an idea and not goinh to be to everyones taste of course.

I like the idea of it working as a group tho! A bit like a guild owned project or similar. Carving out a chunk of the galaxy as your own with some friends.

As for expense driving it towards higher earning players, thats not necessarily a bad thing. It gives more high end content for seasoned players and something other than ships to spend your hard earned credits on! :)
 
I do. I loved the micro management of X. There's no reason the game cant provide what we both want. Having station ownership will not spoil your pew pewing and your pew pewing will not spoil my empire building.

But what happens when a group of pew-pew crazies attack your station? :)
 
There's something coming that will allow players to contribute to building a new station. It will take a lot of effort from a lot of players for a lot of time to bring into reality.

As you might expect, this has gone down like a pint of cold sick with some vocal members of the forum.

is the pint of cold sick in the patch notes? I must of missed that. I wonder if it will be based on supply and demand ;)
 
Is that why trading is so basic and boring? and the rest of the game is so shallow? interesting.

Trading is now a decent seminal challenge now they have made it more dynamic. But I guess if not everyone likes to have their intelligence tested as well as their trigger finger.
 
Community goals won't change that either : seems again you'll be tasked to fill a 2D progress bar in some screen display, just taking even longer than the existing bars you can fill - and with unknown/possibly no real benefit.

yeah that bar is so immersive
 
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