Colonisation - new feature, and I love it!

rootsrat

Volunteer Moderator
Someone mentioned a race to the cool systems. I also think this will be the case.
Think or all of the iconic stuff - Zurara, INRA bases, abandoned settlements, alien wrecks, planetary nebuale, Guardian ruins, temples and beacons... etc etc.

Then we have all the exploration cherries, Black in Green, Collection of Wonders etc.

Things surely will get interesting!
 
Might be worth colonising a system, if the end result is a good weekly passive income of credits and engineering materials. I'm guessing the initial cost to setting one up will be very costly.
 
Someone mentioned a race to the cool systems. I also think this will be the case.
Think or all of the iconic stuff - Zurara, INRA bases, abandoned settlements, alien wrecks, planetary nebuale, Guardian ruins, temples and beacons... etc etc.

Then we have all the exploration cherries, Black in Green, Collection of Wonders etc.

Things surely will get interesting!
Just assume by the end of the work day all of those type will be taken. Still there are 400 billion systems. If 1 per second were colonized it would still take many lifetimes to saturate the galaxy. So somewhere there will be new cool places.
 
Operation IDA had a large player group repairing stations and that was just removed. Dredger fans had to be around for a sighting. Anyone wanting to scan a Thargoid Matrix site is out of luck.
This is a scale matter, though. Yes, Op IDA are a large player group, but even a large player group is a mostly insignificant proportion of total players. They're great but as the only 200ish people in the game seriously into station repairs it's not a surprise it ended up mostly automated in the new war mechanism.

The AX content seems to have (from squadron leaderboard counts) much more substantial mainstream participation and sending a new wave of Titans every year or so is mostly still on the "automated" side of things even if they don't want to develop that content much further.

(Put another way, yes, Frontier have got rid of bits and pieces before - or not replaced them when they reached a natural end point - but they're hardly going to include something at say "mining" levels of participation within that without providing an alternative)
 
"Too long have we stood by and watched as our brothers and sisters struggle in the tawdry mess that is Colonia, where poverty, suffering and hunger are a daily occurance for its denzins. I implore all Commanders loyal to the Imperial vision of security, prosperity and unity to henceforth direct their efforts to establishing a logistics network to enable the spread of the Imperial enlightenment to these future Imperial citizens."
All of those fresh Imperial Slaves to be collected and exploited...
 
Someone mentioned a race to the cool systems. I also think this will be the case.
Think or all of the iconic stuff - Zurara, INRA bases, abandoned settlements, alien wrecks, planetary nebuale, Guardian ruins, temples and beacons... etc etc.

Then we have all the exploration cherries, Black in Green, Collection of Wonders etc.

Things surely will get interesting!
Source: https://youtu.be/2595abcvh2M
 
Seems more like a 'we're done with development - have fun' parting gesture (which is good - more player agency / less fdev oversight is probably the right direction)
I guess that's why I've lost interest for the most part... less player agency was the drawcard... but FD also failed in not designing with less FD oversight in mind as well.
BGS driven is essentially "player led but you need a spreadsheet to figure out how", though. Keeping it more direct and transparent lets people get on with the actual interesting bit and is probably easier for Frontier to balance the resource requirements for expansion with a desired pace for it.
To a point... i think BGS simply puts more guard rails around crazy stuff happening, and i wonder if FD have fully thought through the potential repercussions around this, regardless of implementation.

Since the impact of mineral price changes on mission payouts wasn't forecast, i doubt it.

Sadly, making things more direct and transparent is exactly what's caused the galaxy to lose it's charm. There was opportunity to create a galaxy leaning into the procedural, where there's a constantly changing environment creating drastically new situations meaning even undertaking the same activities would yield new opportunities needing different ways to exploit them.

Instead, it's just predictable and lacking any sense of discovery now. But that's been in train a long time now... guess i hoped that was just placeholder, but now that's been delegated to players... ymmv but that's boring for me, and this just solidifies that.

Guess the game's changed tact to appeal to popular concepts, rather than novel. It's a choice 🤷‍♀️
 
Someone mentioned a race to the cool systems. I also think this will be the case.
Think or all of the iconic stuff - Zurara, INRA bases, abandoned settlements, alien wrecks, planetary nebuale, Guardian ruins, temples and beacons... etc etc.

Then we have all the exploration cherries, Black in Green, Collection of Wonders etc.

Things surely will get interesting!

I am preapred, I discovered some inyetesting systems last moths haha so I have few potential candidates, but of course everything depends how it would work. It the idea is making this squadrons only it may be impossible for me, but it would be kinda unexpected according to last year if that core feature is only for a part of commanders.
Credits and materials are practically meaningless now. Having a sink that can make credits have a purpose would be good.

IMO it should be an altruistic endeavour, for the good of humanity.

I think like that. We have huuuge Galaxy, and every reason to explore, habitate, and travel is great, and it can be super part of this.

Just assume by the end of the work day all of those type will be taken. Still there are 400 billion systems. If 1 per second were colonized it would still take many lifetimes to saturate the galaxy. So somewhere there will be new cool places.

as above
 
But, for an example:

Establish a new habitated systemneeds 200 hrs of gameplay
Making this place valuable for BGS/Powerplay 2000 hrs more

It totally could work like that, and if you add pretty far distance you can easily do it as a part of explorers and squadrons/BGS/PowerPlay gameplay.

First colonisation station can be a part of colonisation megaship, what you can just buy, and then you can choose to make next part of the chain, or put an effort to develop this particular place. Zac said it will be possible for one player as well as for a bunch of players. So this just abount balance I think.
Depressingly, I don't think those numbers will be realistic, its going to be a lot less, particularly once folk start demanding 'easy mode tweaks' after first encountering the system, like has happened with most of FDEVs systems.
 
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.
 
Someone mentioned a race to the cool systems. I also think this will be the case.
Think or all of the iconic stuff - Zurara, INRA bases, abandoned settlements, alien wrecks, planetary nebuale, Guardian ruins, temples and beacons... etc etc.

Then we have all the exploration cherries, Black in Green, Collection of Wonders etc.

Things surely will get interesting!
I'm building a tourist settlement next to Jameson's Cobra, like the Moon Themepark in Futurama.
 
Depressingly, I don't think those numbers will be realistic, its going to be a lot less, particularly once folk start demanding 'easy mode tweaks' after first encountering the system, like has happened with most of FDEVs systems.

Just numbers to show my idea about how to make feature accesible to every kind of player - social, and lonely.
 
I would like to see it being expensive to run a space station - which it must be - and you build extraction sites etc. to provide trade which will eventually make the colony self sufficient.

Obviously the closer you are to an established system, the easier that will be with external trade routes. And I’d never expect to make a self sufficient colony in somewhere really remote as the colonists would only be trading amongst themselves.

Sometimes I wonder how this alone station near Sag works :D
 
Just numbers to show my idea about how to make feature accesible to every kind of player - social, and lonely.
I get that, just highlighting that (particularly with the official forum community), I doubt there will be a desire for (does maths) just under 92 full gaming days worth of activity to make a System 'valuable' from a community that often is chasing the min/max
 
I get that, just highlighting that (particularly with the official forum community), I doubt there will be a desire for (does maths) just under 92 full gaming days worth of activity to make a System 'valuable' from a community that often is chasing the min/max
It'll probably end up costing 100 millions and 12 game hours to colonise a system once the whining hits top gear...
 
It'll probably end up costing 100 millions and 12 game hours to colonise a system once the whining hits top gear...
With a buff to earnings.

.....From people who spent years moaning about Eve-Fear and passive incomes without being present in game, until the moment they got their own trainset.
 
Back
Top Bottom