You really should. It's an amazing game!I have never played it, and have no intention of ever doing so
You really should. It's an amazing game!I have never played it, and have no intention of ever doing so
Yup Your Colonies, not Your SystemWe have pretty definitive proof that's not the case...
View attachment 427502
View attachment 427504
Key word being "MY" and "YOURS". In English these are possessive pronouns.
Nothing in the reviews and description inspired me to try it.You really should. It's an amazing game!
Don't feel bad i backed SCNothing in the reviews and description inspired me to try it.
... but then , I'm one of the idiots who pre-ordered CP2077 when it was being marketed as a RPG
Yup Your Colonies, not Your System
O7
Both are amazing IMO! Worth experiencing fully at least once.Nothing in the reviews and description inspired me to try it.
... but then , I'm one of the idiots who pre-ordered CP2077 when it was being marketed as a RPG
2 more years!Don't feel bad i backed SC
O7
Yeah... It was 2 years when I paid for it 6 years ago... But allegedly Sq42 is coming real soon!2 more years!
Both are amazing IMO! Worth experiencing fully at least once.
But yea if you're looking for a true RPG those are unfortunately a dying (dead?) breed of games.
Someone mentioned RDR (is that the correct abbreviation?). I put the historical frontier together with chain systems and thought to myself:To be fair we voiced concerns about this when FDEV announced the ridiculous mechanic of colonization being tied to 'X distance from populated system'. That idiocy guaranteed the "bubble" as we know it will just turn into a bigger and bigger and bigger bubble. And that any distant places players want to reach will be littered with useless "chain" systems along the way.
I would have loved to travel to the other end of the Milky Way, far from the OP's cries, and setup shop somewhere and maybe make my own little "bubble".
I just feel that access to actual materials is a much more natural and organic limiter than the artificial ~15LY one we're currently playing under.Someone mentioned RDR (is that the correct abbreviation?). I put the historical frontier together with chain systems and thought to myself:
The "useless" chain systems could be likened to oasis' of habitation along a settler trail. Places to stop, rest, resupply before moving further along the trail to get closer to the desired location. Once the waves of settlers dries up, the chain systems will become the ghost towns along the trail.
Build an outpost first to produce the main materials and take it from there. Will still require carrier support.I just feel that access to actual materials is a much more natural and organic limiter than the artificial ~15LY one we're currently playing under.
So if you want to go 10,000LY out from Sol and build up a system? Sure knock yourself out, it's just on you to get the building materials there....
AoC is in that SC bucket for me. Great if they accomplish their goals but I'm not holding my breath.My hopes lie in Ashes of Creation to give me those "feels" I haven't had since WoW ages ago....
AoC is in that SC bucket for me. Great if they accomplish their goals but I'm not holding my breath.
I've racked up thousands of hours in SC and had a lot of fun. Most of my friends haven't spent above $200 (over years) and buy all of their ships in-game.I don't think ANYTHING fits in the SC bucket lol. I mean the totality of that scam...there's nothing to even compare it to lol. Ashes will release and they aren't asking for $5,000 per sword lol.
Seems reasonable. One thing I liked about Civ 6 introducing the Loyalty mechanic was that it forced you to do this sort of thing. In the base game you could cross something the side of the Pacific and then just build more or less everything using money with no other constraint, that really annoyed me.Someone mentioned RDR (is that the correct abbreviation?). I put the historical frontier together with chain systems and thought to myself:
The "useless" chain systems could be likened to oasis' of habitation along a settler trail. Places to stop, rest, resupply before moving further along the trail to get closer to the desired location. Once the waves of settlers dries up, the chain systems will become the ghost towns along the trail.
I see the 15Ly limit as an economics/political thing rather than a logistical limit.I just feel that access to actual materials is a much more natural and organic limiter than the artificial ~15LY one we're currently playing under.
But what faction is going to want to build something so isolated that it is going to struggle to sustain itself never mind contribute in any way to the faction, if there was a chain of stations leading to it that would be another matter as long as they were within BGS and PP range of each other.So if you want to go 10,000LY out from Sol and build up a system? Sure knock yourself out, it's just on you to get the building materials there....
It is realistic (assuming a semi reasonable and logical economic model exists) that a colony could be made in very remote isolation (+10,000Ly) from the nearest population center. Building a well balanced colony with a matching population in a system with access to good resources should be viable. It should be capable of being self sustaining.But what faction is going to want to build something so isolated that it is going to struggle to sustain itself never mind contribute in any way to the faction, if there was a chain of stations leading to it that would be another matter as long as they were within BGS and PP range of each other.
Seeing as from what I have read 15Ly is just within BGS and PP range I suspect that was at least as large a factor as not encouraging our over use of FCs.It is realistic (assuming a semi reasonable and logical economic model exists) that a colony could be made in very remote isolation (+10,000Ly) from the nearest population center. Building a well balanced colony with a matching population in a system with access to good resources should be viable. It should be capable of being self sustaining.
There are numerous IRL examples of organizations creating remote colonies for various reasons. Sometimes successful, often not. With improved technology, skills and resources it is much easier.
In the ED universe building a colony 10,000 LY out is only 10 fleet carrier jumps away. Its not even that remote. After the initial couple stations are built several of the large quantity commodities (Aluminum, Steel, Titanium) for building additional facilities can be sourced locally. After 15-20 facilities are built the system would be a reasonably good launching pad for expanding into the nearby systems.
The only big issue I see is the current game issues surrounding Fleet Carrier jumps. I suspect that is why Frontier placed the 15Ly limit.... to heavily reduce the fleet carrier usage with the colony update.