Colonisation - new feature, and I love it!

I would like it to be more of a communal thing - even individuals owning capital ships seems weird to me - but I guess by the nature of the game, and so many playing Solo, that it will be achievable as a solo player even if it’s not ideal.
It's a hard balancing act for sure. As a player who typically plays solo, meeting up with friends every now an then when we can organise some time to be on together, I've always liked the fact that I don't NEED those friends to reach a goal. It's just fun to do stuff together when the opportunity arises.

I'm the one saving for a fleet carrier, and even if my friends got the cash before me, they'd likely not bother due to not wanting to deal with upkeep, so it's on me if we want one to use. It would likely be me leading the colonisation effort if we spun one up, using my Carrier (once I've got it) to support, with them helping out when they fancy, assuming I'll be able to set up orders for them to do so, a bit like Fleet Carrier request orders.
 
I would like it to be more of a communal thing - even individuals owning capital ships seems weird to me - but I guess by the nature of the game, and so many playing Solo, that it will be achievable as a solo player even if it’s not ideal.

I think too much explorers like to play solo to cut them form so significant update. This is still a game for every kind of players. At the FU even the host correct Zac when he was talking about "player fo it" to "or groups of players" :D
I totally understand, we shouldn't exclude people from the community of players becuase they aren't able to do something in group or compete with others. Of course, you can invite people to play together, but still there is a grop of for an example people with disabilities. I like to think about evey person, not just a stats, even if I love stats :)

This was started years ago by a commander who built up The Azura Initiative . A player made bubble with regular FC etc mining exploration . The mined stuff was regularly trucked back to the bubble to sell and buy more trit.

I discovered that initative short time after my idea about "Bubble for explorers" in Arcadia :)
 
Here's my humble opinion regarding the colonization. I'll try to not go crazy on what can be imagined from the few informations we currently have, and keep in mind most of our expectations will get grounded down when they'll release more. Let's go!

How much a colonization will take? In money, time, players effort, you name it... I assume it should take a significant amount of each of those, obviously, both for sense of scale, to avoid cluttering the galaxy with colonization carriers (like we get systems with more FCs than there's peebles in a planet's rings) and to let players a chance to engage in the process.

About engagement, could this be the advent of what I expected FCs and squadron would have brought to the game: player curated (to a certain extent obviously) mission boards and/or mini-CGs dynamically populated by the BGS as colonization takes place. Sure it'll use the current loops and grind we love to hate and/or hate to love. That brings to the next point...

How will this happen? I assume it could happen in multiple phases each bound to certains objectives, and resolved with week/month server ticks: prospection (on arrival, must gather astral, exobio data - though what if already scanned?), preparation & construction of the colonization station (gathering mats and commodities implied by the results of first step), expansion & reinforcment of the system (I assume each buildable asset will come with its recipe and requirements, and a weight for colonization performance and securing rates).

How will the economy of a system will be set? I do hope the specs of a system (determined in phase 1) will influence what can or cannot be done. Would be surprising to be able to set an agricultural system with 1 black hole and 2 barren potatoes :)

What about opposing force? Related to engagement, could be "things" that'll play against colonization, like if there's an ammonia world that could trigger our beloved antagonists, and some players will definitely try to bother colonists. Though I do hope there won't be ways for a colonization to fail for ridiculous reasons (like a carrier owner away from the game for too long or account delete)

That brings to... What about ownership and place in the grand scheme of BGS? I find quite weird a system would "belong" to a player. Why not a squadron or better a players minor faction. If we can pledge a system to a certain Power, I guess it'll be a thing for minor factions too...That would help to convey the feeling of belonging to a system, a minor faction and that a piece of the galaxy is special to a player.

All in all and given what I raised in my ramblings above, what I really hope with this feature is it's the perfect opportunity to better blend the different pillar elements of the game together, more than currently. Typically Odyssey gameplay seem sadly too detached from the other parts of the game, when it brought a new toolset that could be exploited (already available on-foot gameplay and interactable devices barely used - like in science labs) better to make the game a more organic and systemic experience.

In conclusion... Many potential, so interrogations, much wait, wow!
 
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And I want to remind, that 400B systems are an unimaginable number.

Look, every commander can have a carrier. Carriers are totally free if you consider where you can fly. Do we have a crowd in Galaxy? now imagine that outside the bubble every carrer is a space station. Do we have real crowd? No, still Galaxy is empty.

We need more than 100.000 years to discover the galaxy. I t hink even pretty easy colonisation wount change this a lot and the impact will be noticable, but marginable.

The references I've seen to people moaning about loads of abandoned carriers all over the bubble (which in my opinion is a problem with the user interface, not the carriers themselves which are otherwise easily ignored), strongly indicates that most people don't intuitively grasp the sheer scale of a galaxy with 400 billion stars in it. Same thing with the kvetching about the possibility of colonisation being made into "easy mode". Thousands of commanders spending a decade merely visiting stars have barely carved out a scratch in the pile of unexplored systems. Colonisation will always be slower than mere exploration.
 
Here's my humble opinion regarding the colonization. I'll try to not go crazy on what can be imagined from the few informations we currently have, and keep in mind most of our expectations will get grounded down when they'll release more. Let's go!

How much a colonization will take? In money, time, players effort, you name it... I assume it should take a significant amount of each of those, obviously, both for sense of scale, to avoid cluttering the galaxy with colonization carriers (like we get systems with more FCs than there's peebles in a planet's rings) and to let players a chance to engage in the process.

It is pretty impossible to do the same with Galaxy what happened in the bubble with carriers, that's even the reason to make possible to big distance between habitated system and colonisation target system. I mean if we have 20.000 habitated systems and 470.000 starports, settlements etc. if you want to have that density in the galaxy you need around 13 millions of Bubbles like that (and this with assuming than only 66% of systems are habitated :)) Pretty much :)

About engagement, could this be the advent of what I expected FCs and squadron would have brought to the game: player curated (to a certain extent obviously) mission boards and/or mini-CGs dynamically populated by the BGS as colonization takes place. Sure it'll use the current loops and grind we love to hate and/or hate to love. That brings to the next point...

If it won't work wih FC why it would work this time?

How will this happen? (...)

I think we will se next moth at Frontier Unlocked. Can't wait :)

That brings to... What about ownership and place in the grand scheme of BGS? I find quite weird a system would "belong" to a player. Why not a squadron or better a players minor faction. If we can pledge a system to a certain Power, I guess it'll be a thing for minor factions too...That would help to convey the feeling of belonging to a system, a minor faction and that a piece of the galaxy is special to a player.

I think ownership is different than BGS/Factions etc. It si like you have just a place, but the place is public.

The references I've seen to people moaning about loads of abandoned carriers all over the bubble (which in my opinion is a problem with the user interface, not the carriers themselves which are otherwise easily ignored), strongly indicates that most people don't intuitively grasp the sheer scale of a galaxy with 400 billion stars in it. Same thing with the kvetching about the possibility of colonisation being made into "easy mode". Thousands of commanders spending a decade merely visiting stars have barely carved out a scratch in the pile of unexplored systems. Colonisation will always be slower than mere exploration.

Exactly
 
From what I saw on youtube, it doesn't look like we'll be base building in the traditional sense. It looks like we'll be paying for an initial station and/or a colonization fleet carrier and then spending resources to have a system developed. We'll determine the economy of the system, and maybe where stations and planetary outposts are, but I think that will also cost resources (credits and/or hauling supplies).

All of this is fine IF we get an ROI. I have zero interest in spending Fleet Carrier (or higher) levels of credits, and hours of time, just to design a system and when it's done get a pat on the head and the option to do it again. If I invest in a systems development then I should get dividends (credits and/or resources) back after that development is complete.

Don't get me wrong - I like this new feature. I'm just waiting to see if it's going to be a credit sink activity for rich commanders or actually provide any benefit - other than bragging rights.
 
From what I saw on youtube, it doesn't look like we'll be base building in the traditional sense. It looks like we'll be paying for an initial station and/or a colonization fleet carrier and then spending resources to have a system developed. We'll determine the economy of the system, and maybe where stations and planetary outposts are, but I think that will also cost resources (credits and/or hauling supplies).

They mentioned about settlements/ports and decision when to place it.
 
Still waiting for release notes but getting to late to wait any longer here, you will all get to read them and play the update before me, so annoying! Good night!
 
Ok I checked arxshoip and realizes that now the most expensive think is worth 150.000 ARX, if it is the limit the price for early acces to the Colonisation Ship, I am too poor :/ I hope it will be not more than 33-50k
 
Ok I checked arxshoip and realizes that now the most expensive think is worth 150.000 ARX, if it is the limit the price for early acces to the Colonisation Ship, I am too poor :/ I hope it will be not more than 33-50k

I don't think there's been any indication that the Colonisation Ship will be available on early access for Arx. For all we know, we might just be hiring it.
 
It is simple solution... Make colonisation distance more than PowerPlay expansion possibilioties.
If colonisation is designed for all kind of players it could work like that. Of course depends of Frontier ideas, but in theory, if you can colonise for an example 1000 Ly away, and Powers influence is like 50 Ly from the system there you can simultaneusly make colonies near the bubble - for PowerPlay, and distant - withour PP.
Oh that's neat, I hadn’t considered that. If this turns out to be true then a coloniser has the option to either allow powerplay to immediately come down their line of staging posts (by placing them less than 50ly apart) or else (initially at least) prevent it by placing at least the first one far away. Also noting what @Ian Doncaster says later about these lines being weak and easily underminable PowerPlay systems anyway as well as comments about PowerPlay generally avoiding the fringes of the bubble where these lines are likely to start. Concerns alleviated, thanks all,
 
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