Not what he was suggesting.
Well if players can disable buildings (not destroy) I wouldn't be against that. Because it encourages cooperation to defend and rebuild colonies. So it's not static. The Architect could hire NPCs to defend the colony.
Not what he was suggesting.
Yep, that's what I'm suggesting. Players wouldn't be able to entirely wipe an asset off the map; it would continue to persist, but in a disabled state with obvious damage and burning animations, etc. (assuming the attackers are successful, of course, in fighting past defenses; both NPC and real player). But while so disabled, its services / functions are unavailable until it's repaired / rebuilt.Well if players can disable buildings (not destroy) I wouldn't be against that. Because it encourages cooperation to defend and rebuild colonies. So it's not static. The Architect could hire NPCs to defend the colony.
Was it?His proposal is PVE, because it would be the Thargoids that could attack and disable buildings.
Check the commodities needed in the Sol system currently.Do we know if the commodities that have to be delivered for the initial starport will be either donated or sold?
But they are just for patches to an existing structure not the complete fabrication of a new one.Though it's doubtful the quantities involved in Ida style operations would be feasible for a median level Cmdr in 4 weeks.
I think you are right. Another reason why initial colonization phase should be accessible is that the real cost of it won't be first starport. Imagine system with 40+ bodies and dozens of landables. To fully colonize and build such system you might build dozens of settlements! That's why it doesn't make sense make it initially expensive. The costs will basically add up. I am all in for settlements/colonies related cosmeticsTo 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.
Not knowing how now. It used to be that people, thinking they were playing BGS, would bring a couple T9s into a billion starved system and the system would change its status.I think you are right. Another reason why initial colonization phase should be accessible is that the real cost of it won't be first starport. Imagine system with 40+ bodies and dozens of landables. To fully colonize and build such system you might build dozens of settlements! That's why it doesn't make sense make it initially expensive. The costs will basically add up. I am all in for settlements/colonies related cosmetics
Yes, completely agree. Costs in commodities/time will ramp up quite rapidly after initial successful claim if someone would want to actually put stations/settlements in.I think you are right. Another reason why initial colonization phase should be accessible is that the real cost of it won't be first starport. Imagine system with 40+ bodies and dozens of landables. To fully colonize and build such system you might build dozens of settlements! That's why it doesn't make sense make it initially expensive. The costs will basically add up. I am all in for settlements/colonies related cosmetics
I've written before and I'll say it again. When joining a Power, I can't even paint my ships and my FC in the color of my Power.If players can't fully own the system withing game mechanics, only visuals could come to the rescue to make the system look and feel 'yours'.
Unless I missed something they haven't specified.Do we know if the commodities that have to be delivered for the initial starport will be either donated or sold?
Yeah, I have my on gripes with lack of paintjobs, mostly for new ships tho. But I get it - to have Independent PJs for ships, but no PJs for even main factions. No commander suits to represent factions/powers either, and FC cosmetics simply don't exist in this regard.I've written before and I'll say it again. When joining a Power, I can't even paint my ships and my FC in the color of my Power.
Since FDev clearly stated that one of the main target audiences for Colonisation - are Truckers, I think it is very likely that Trucking of commodities will be paid off by the Minor Faction player bought the beacon from. Akin to a Fill-an-Order system. Player doesn't own a system. Somebody else does, most likely a MF, just as it would own Settlements/Stations. So right now it looks like player is an Architect and a Hauler of materials for construction, not an investor (apart from initial claim/beacon).Unless I missed something they haven't specified.
I'm currently guessing that as we're having to pay for the beacon that at least the initial deliveries are donations, but I would hope at some point we can be paid for them so that colonisation can be a self-sustaining gameplay-loop. Otherwise there's the prospect of having to take a 'break' from colonisation to go mining or bounty hunting or whatever just to be able to pay for your next structure.
I can certainly see myself doing one system in my Power's space just to push buttons and see what falls out. I always have a home system, typically using one of the large planetary ports (ring-walled) as a home base. Finding a good spot to build one of those cities could be fun, but it'll ultimately be no different to using one of the existing ones.
There really needs to be some passive benefit from being a system architect, either in credits and/or materials, assuming the economy is mature enough to self-sustain and bring in profit.
So true. It should be at least unlockable skin at some levelI've written before and I'll say it again. When joining a Power, I can't even paint my ships and my FC in the color of my Power.
Incidentally, I'm going to love breaking things like RobigoOne thing I'd like to see is golden mission systems. A collection of system to make the best passenger, source and deliver and trade missions.