Colonisation Answers

We should get the new buildings, missions and something extra on top of that like deep system customization.
To some extent we most definitely will. ARX. Names/Renames, Skins for stations and settlements, etc. I think that is one of the reasons why Colonisation will be accessible to a larger player-base of solo players, and not just groups. Maybe it is also the reason why there is no way to lose a colonized system.
 
All colonization will amount to is a naked attempt on FDev's part to leverage their player base to flesh out their near-empty galaxy so they don't have to go through the time, effort, and expense of developing a new DLC to accomplish the same in a more compelling and engaging manner.

At the end of grinding away on FDev's latest hamster wheel what are you left with? Another generic, cookie-cutter, NPC-populated system like the 20,000 that preceded it in the Bubble that confers no personalization and no benefit to the System Architect beyond being able to say, "I built that!" (which nobody but the System Architect will care about). WOW! So much engagement! So much emergent gameplay! How compelling! /s

We're being lured into becoming nothing more than Colonization Contractors working on behalf of FDev to make their mile-wide, inch-deep pond two inches deep. And after jumping through that hoop - YOINK! - they pull the rug out from under you by adding the system to the ever-growing stable of NPC systems ad nauseam with nothing to show for it at a personal level other than specious "bragging rights".

Seconded. This is how unfulfilling SC will be as described by the developers.

You put 100 hours into 1 colony. You can only place existing assets from Horizons and Odyssey... so it will be similar to many other colonies. Do the System Architect and contributors get a place to live and sleep in their own colony? Nope, nothing, zilch, nada, niente.

You get nothing valuable while managing the colony. How about credits, materials, goods because you placed a farm, factory, business in the colony? Nope, nothing other than the Architect's nickname below the original system name. What about all the contributors who helped build this colony? They're not worth mentioning in the colony description.

Let's redo this treadmill for 0 rewards other than throwing your time away into deep space? No, there's better things to do.

You can't lose a colonized system because you never gain it. You design it, that's all.

The Architect is like an unpaid volunteer who fills up empty systems with old assets. He or she never gets to own nor benefit from the hard work.
 
Last edited:
I agree. Having the ability to cover a planet in your colony with unique buildings and domes would be great. Shades of Trantor.
 
It has been a year since I've participated in an expansion so I did quickly look it up (and it was outdated), I didn't go into other intricacies such as invasions and so on because my main point - one I unfortunately neglected to state explicitly is that BGS expansion range is at most about about 35- ly. So if the design intent behind colonization is that BGS expansion into the new systems has to be possible, that is likely to be the farthest range the devs could increase it to.
35 is likely the most we'll get out of Frontier. The longer ranges desired for the personal fishing holes are not likely.
 
All colonization will amount to is a naked attempt on FDev's part to leverage their player base to flesh out their near-empty galaxy so they don't have to go through the time, effort, and expense of developing a new DLC to accomplish the same in a more compelling and engaging manner.
I think you're being too optimistic. :)
 
A 20 (iirc) ly cube is used to determine the target system, it being a cube this sometimes result in an expansion range being closer to 30 ly at the edges.
Correct. And if that Expansion attempt fails because there wasn't a valid system into which to expand within range, the minor faction can enter the Investment state on its next attempt. This doubles the expansion range to 40 lys (again, a cube; so it's possible to somewhat exceed this range if plotting the distance along a diagonal cutting through the center of the cube connecting two vertices).

As these new colony systems will be populated by minor factions and subject to the rules governing BGS, then it stands to reason FDev will not allow systems to be colonized beyond the reach of a minor faction's Expansion or, at most, Investment range (short some God-handing on their part). That means colonization range will be limited to that same 20 lys or 40 lys at best.
 
Gonna throw this out there:

Make starports, outposts, and settlements in the colony systems destructible. Just simply repurpose the already existing Thargoid invasion mechanics. To take down an asset would be a major undertaking to be sure, requiring a decent amount of firepower from multiple ships across multiple sorties; not on the level of taking down a Titan, but still requiring a fair bit of coordinated effort. And, in like manner, said assets could be rebuilt using repurposed post-Thargoid invasion recovery / repairing mechanics.

This introduces risk into the mix, the possibility of loss. Not permanent, of course; the burning superstructure will always be there, waiting to be repaired and the colony will forever remain an inhabited system. But until it's repaired, it's offline with no services available in similar fashion following a Thargoid attack. Now it becomes personal. Now System Architects and their associated friends, squad members, supporters, and allies have a vested interest in reinforcing and defending their colonized systems from attack.

Of course something worth defending beyond merely bragging rights will have to be introduced, as well. Otherwise, why bother?

We know passive income is out of the question as FDev clearly does not want that as part of their game (and I can't say I disagree). There's the obvious loss of convenience while the asset's services are offline, the disruption of markets and trade routes, etc. However, even that may not be enough motivation; it may require some greater incentive to defend what one has built. What that is, I have only vague ideas. One such is systems where the primary starport is offline can not be used as the anchor for the next colonization effort until that port is repaired and brought back online.

Regardless, I'd certainly like to see something more dynamic than just more rubber-stamped, inert NPC systems added to the game; we have more than enough of those already. Because otherwise where we're headed is a galaxy of long tendrils of zombie systems populated by a single starport as players rush to build bridges to their preferred destinations.

If, instead, one is going to have to keep an eye on what they've built - and even reinforce it a bit beyond merely a single starport - over concern of potential attack and being cut off from using it as an expansion point, that will add some variety, some conflict, some chaos, some risk, some back and forth fights over territory, some emergent gameplay to the colonization effort.
 
Gonna throw this out there:

Make starports, outposts, and settlements in the colony systems destructible. Just simply repurpose the already existing Thargoid invasion mechanics. To take down an asset would be a major undertaking to be sure, requiring a decent amount of firepower from multiple ships across multiple sorties; not on the level of taking down a Titan, but still requiring a fair bit of coordinated effort. And, in like manner, said assets could be rebuilt using repurposed post-Thargoid invasion recovery / repairing mechanics.

This introduces risk into the mix, the possibility of loss. Not permanent, of course; the burning superstructure will always be there, waiting to be repaired and the colony will forever remain an inhabited system. But until it's repaired, it's offline with no services available in similar fashion following a Thargoid attack. Now it becomes personal. Now System Architects and their associated friends, squad members, supporters, and allies have a vested interest in reinforcing and defending their colonized systems from attack.

Of course something worth defending beyond merely bragging rights will have to be introduced, as well. Otherwise, why bother?

We know passive income is out of the question as FDev clearly does not want that as part of their game (and I can't say I disagree). There's the obvious loss of convenience while the asset's services are offline, the disruption of markets and trade routes, etc. However, even that may not be enough motivation; it may require some greater incentive to defend what one has built. What that is, I have only vague ideas. One such is systems where the primary starport is offline can not be used as the anchor for the next colonization effort until that port is repaired and brought back online.

Regardless, I'd certainly like to see something more dynamic than just more rubber-stamped, inert NPC systems added to the game; we have more than enough of those already. Because otherwise where we're headed is a galaxy of long tendrils of zombie systems populated by a single starport as players rush to build bridges to their preferred destinations.

If, instead, one is going to have to keep an eye on what they've built - and even reinforce it a bit beyond merely a single starport - over concern of potential attack and being cut off from using it as an expansion point, that will add some variety, some conflict, some chaos, some risk, some back and forth fights over territory, some emergent gameplay to the colonization effort.
No thanks

O7
 
We know passive income is out of the question as FDev clearly does not want that as part of their game (and I can't say I disagree). There's the obvious loss of convenience while the asset's services are offline, the disruption of markets and trade routes, etc. However, even that may not be enough motivation;

Fdev was against base-building too until they announced this feature. So they do change their minds about stuff. The passive income could be limited strictly to the Architect's budget to build, improve, repair, and expand colonies. I do think contributors (players who help build a colony) should be incentivized with a reward.

Zac said on the stream that Colonisation isn't a PvP feature.

His proposal is PVE, because it would be the Thargoids that could attack and disable buildings.
 
Back
Top Bottom