Colonisation Answers

Do we know if the commodities that have to be delivered for the initial starport will be either donated or sold?
 
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.
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.

Just take the Thargoid war mechanics, reskin them, and apply them to colonies; except that now Commanders become the potential antagonists rather than the Thargoids (though this doesn't preclude Thargoid attack, either).

I like your suggestion of System Architects having the option to invest in increased defenses for their colony systems. Which would then finally see combined arms become fully realized after FDev failing to deliver on that front with the surface Conflict Zones.

A surface settlement bristling with surface-to-air defenses. Maverick-suited Commanders drop-shipping in to cut panels and disable those defenses ahead of the main assault. Ground defense forces attempt to repel them. SRV Scorpions taking up positions to begin artillery barrages. The settlement firing back. A wing of fighters fly ahead of a T-10 loaded with mines to clear a path for a bombing run. Infantry digging in to repel the coming ground assault. Commandos taking advantage of the distraction to launch a raid on the Power Building. If the System Architect has invested heavily enough, an FSD signal is detected; a Farragut-Class Battle Cruiser materalizes in the sky above the settlement! Etc., etc., etc.

Back and forth until victory is declared for one side or the other. If it's the attackers who meet their victory condition first, the asset is disabled and will need repair to bring it back online. Similar mechanic can be applied to space-based starports and outposts. Maybe even boarding actions which see combat in Concourses, hangars, or even other areas of the station.
 
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.
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 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
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.

As for cosmetics - for sure. So far, in this very successful year for the game, every feature and content were released with monetization for them in one way or the other. 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'. So I'm certain there will be Names/Renames, Skins for stations and settlements, and I will be very shocked if there weren't any (plus it would be a very bad decision from a business pov).

Completely new station type early access, anyone? XD
 
Do we know if the commodities that have to be delivered for the initial starport will be either donated or sold?
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'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.
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.

With ships there is a bit better situation - you can pick the closest color match (at least something) for a PJ, and then there are Decals, Bobbleheads and Ship kit banners to represent. PP 2 was monetized, albeit not as good as it could've been.
 
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.
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).

At least something like this ^ would make sense. If player is not reimbursed for commodities they haul - yeah, this would make very little sense without a full ownership of the system.
 
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.

Having Traffic Control personnel recognize me as the system architect would be plenty good for me. I'm looking at you Fleet Carrier crew...
 
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