Colonisation Hub/Centre

My suggestion:

Introduce a new T2 building (costing 1-3 T2 construction points) called "Colonisation Hub". It should be a dock able space installation / station. It must be built like any regular installation (perhaps with pre-requisites), but once you have built it, you can:
  • See on the colony's stats: wealth, happiness, development level etc. maybe with some hints on what to build next. I.e. it could show something like: "build 3 more points of high tech and you unlock outfitting and shipyard services" or "colony unhappy due to lack of agricultural settlements", so you get broad hints on what to do.​
  • Donate commodities (like steel, aluminium etc.) and then distribute them to construction projects within the same system.​
  • Accept missions to gain "Development Points" upon their completion.​
  • Donate mined goods from the same system to gain "Development Points".​
  • Donate bounty vouchers from the same system to gain "Development Points".​
  • Donate explo data of surrounding systems to gain "Development Points".​
  • Donate exo bio data of surrounding system to gain "Development Points".​
  • Turn in the "Development Points" to slightly improve market size of the colony (i.e. make it richer).​
  • Turn in your "Development Points" for auto-buying building commodities.​
  • Turn in a large chunk of "Development Points" for an extra M build point.​
  • Turn in a very large chunk of "Development Points" for an extra L build point.​
The gain for these "Development Points" needs to be balanced of course, since exo bio data has a higher CR payout than bounty hunting for example.

But then you could use these "Colonisation Hubs" to do other activities in the system and still have them contribute to the development of the colony. Say I am bored of hauling after two hours to build a settlement. Now I have to option to hunt some pirates in my own colony to vary up my gameplay. Then Instead of donating those BV for hard cash, I turn them in at the colonisation hub and use them to buy 300t of steel to finish the settlement.

One could even think about a "Colonisation Centre" (a Tier 3 station costing appropriate amount of T3 construction points) that has the same function, but also extends its reach 15 LY (colonisation radius) to other colonies around the system. This way squadrons and large group could designate a big system (with rings, and lots of surface building slots) as the "main colony". Surrounding colonies would then benefit from this "Colonisation Centre". If that seems unbalanced, you could add limitations: a colony could require at least a "Colonisation Hub" (T2 building) to benefit from a close-by "Colonisation Centre". Or a "Colonisation Centre" can only be built if the colony itself reaches a certain level of High-Tech, Wealth and/or System Development.

My goal here is rather simple: give people that prefer to shoot pirates, run missions, mine or explore a way to contribute to colonies. And allow larger colonisation efforts by groups and squadrons more options to build a central main colony that supports its "smaller" support colonies around it.
 
  • See on the colony's stats: wealth, happiness, development level etc. maybe with some hints on what to build next. I.e. it could show something like: "build 3 more points of high tech and you unlock outfitting and shipyard services" or "colony unhappy due to lack of agricultural settlements", so you get broad hints on what to do.​
This should just be in the standard architect mode UI from the start.
 
My suggestion:

Introduce a new T2 building (costing 1-3 T2 construction points) called "Colonisation Hub". It should be a dock able space installation / station. It must be built like any regular installation (perhaps with pre-requisites), but once you have built it, you can:
  • See on the colony's stats: wealth, happiness, development level etc. maybe with some hints on what to build next. I.e. it could show something like: "build 3 more points of high tech and you unlock outfitting and shipyard services" or "colony unhappy due to lack of agricultural settlements", so you get broad hints on what to do.​
  • Donate commodities (like steel, aluminium etc.) and then distribute them to construction projects within the same system.​
  • Accept missions to gain "Development Points" upon their completion.​
  • Donate mined goods from the same system to gain "Development Points".​
  • Donate bounty vouchers from the same system to gain "Development Points".​
  • Donate explo data of surrounding systems to gain "Development Points".​
  • Donate exo bio data of surrounding system to gain "Development Points".​
  • Turn in the "Development Points" to slightly improve market size of the colony (i.e. make it richer).​
  • Turn in your "Development Points" for auto-buying building commodities.​
  • Turn in a large chunk of "Development Points" for an extra M build point.​
  • Turn in a very large chunk of "Development Points" for an extra L build point.​

The gain for these "Development Points" needs to be balanced of course, since exo bio data has a higher CR payout than bounty hunting for example.

Development points sounds gamey, not immersive. Those activities should just give an option for a materials / resources payout which goes directly to a colony of choice (delivered by NPCs).

But then you could use these "Colonisation Hubs" to do other activities in the system and still have them contribute to the development of the colony. Say I am bored of hauling after two hours to build a settlement. Now I have to option to hunt some pirates in my own colony to vary up my gameplay. Then Instead of donating those BV for hard cash, I turn them in at the colonisation hub and use them to buy 300t of steel to finish the settlement.

This hub could be an HQ for a player guild (Vanguards). It should be more than a place to get missions. The reward (payout) per activity would be credits or materials / resources.

My goal here is rather simple: give people that prefer to shoot pirates, run missions, mine or explore a way to contribute to colonies. And allow larger colonisation efforts by groups and squadrons more options to build a central main colony that supports its "smaller" support colonies around it.

Seconded.
 
Development points sounds gamey, not immersive. Those activities should just give an option for a materials / resources payout which goes directly to a colony of choice (delivered by NPCs).

The point here is to allow balancing. So if someone who looked at two plants for ten minutes and gained 200 million credits in exo bio for it (obvious hyperbole), and one who went mining for two hours to fill up a cutter contribute an equal amount of points.
Points instead of credits, so you can actually trade them in for non-commodities like a "max population" boost, or a Tier 2 construction point in a full system.
You can name them "Colony Merits" or "Colony Development Resources" or "Colony Investment Opportunities" if "points" is too generic for you.

This hub could be an HQ for a player guild (Vanguards). It should be more than a place to get missions. The reward (payout) per activity would be credits or materials / resources.

I don't want to be paid in credits, or materials, or resources. I have enough of these already. I want a direct way to "magically" ship 500t of steel to a construction site simply by turning in, say, four hours of bounty vouchers.
 
Honestly, I do like the idea of being able to do other things that translate to a benefit for a facility under construction, instead of just hauling.
"Your wing stopped a load of wanted pirates? 4 million credits worth of vouchers?! Great, that translates to improved construction security which means x percent reduced overall resource requirements for a week." Such things may have to have a capped, but still a solid idea.
 
Honestly, I do like the idea of being able to do other things that translate to a benefit for a facility under construction, instead of just hauling.
"Your wing stopped a load of wanted pirates? 4 million credits worth of vouchers?! Great, that translates to improved construction security which means x percent reduced overall resource requirements for a week." Such things may have to have a capped, but still a solid idea.

4 million credits worth of voucher? Why voucher? Just make it credits or materials. I'll choose the materials and have it delivered by NPCs to colony X to speed up construction.
 
4 million credits worth of voucher? Why voucher? Just make it credits or materials. I'll choose the materials and have it delivered by NPCs to colony X to speed up construction.
The figure was made up, but why not? This is to support the idea of a hub able to offer Colonisation benefits from other gameplay loops.

Throwing credits at everything including NPCs is already being discussed in another thread with amounts of pro and con.
Fight pirates? Exobio? Deliver mining-only mats? It is in itself a record you "did something else" to help the system and can be seen as a viable trade.
 
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The figure was made up, but why not? This is to support the idea of a hub able to offer Colonisation benefits from other gameplay loops.

Throwing credits at everything including NPCs is already being discussed in another thread with amounts of pro and con.

I mean skip the vouchers, just make the rewards credits or materials / commodities.

Fight pirates? Exobio? Deliver mining-only mats? It is in itself a record you "did something else" to help the system and can be seen as a viable trade.

Seconded for more gameplay variety.
 
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