Colonization has taken over the game as the new rage, but is that really a good thing?
I have witnessed many within my own squadron saying that Colonization is less game and more work and saw in chats where players will either go out into the black to explore and see if the system gets improved later or say they will quit playing the game and check back at a later date. I earned my own 4 stars of trading the hard way through trade loops, long before ever going on the Booze Cruise that could earn ranks with only a few trades.
I know space trucking, and this isn't it.
I am constantly falling asleep after only a few loops because I have done the same thing so many times. And while space trucking was nearly the same, it didn't feel this bad. One way to help with this would be the way of incentive. Charge players and outright 100 Million for claims and triple the payouts from construction site materials delivered, at least for the first claim build. I'll call this idea option #0
There needs to be a new system in place for Colonization. Frontier Devs said that they tried to edge towards a more realistic version of space, well, there's nothing real about this. It should not be 100% on the players to build settlements and stations. Colonization leaves no actual time to do things like Power Play, Missions, Exploring, or even Events and Mining. People are steadily being mentally worn down by these short loops between Carriers, Suppliers and Construction sites.
I have thought of quite a few ways to bridge some of these problems, while maintaining that players still need to work for it. First idea, (Most likely easiest for Devs to code) # 1 was to put just a single build countdown timer for players to choose to have 1 build at a time (per fully claimed system or only 1 total auto build per player in all owned systems) to be slowly built by NPC manpower, giving the eye candy NPC ships at landing pads meaning. The timers would be set to 1 minute per ton of materials. Minutes could be chipped away by bringing the materials in person. This would put a reasonable countdown on any one build, giving even the solo non carrier owners a chance to see some action.
Second idea, #2 Make use of personal NPC hired pilots to use extra (outfitted) ships inside Carrier hanger (Carrier owners only) to Load and Unload carrier. (Assignee missions to NPCs) The statistic of this one is a bit harder to wrap my mind around in how the Devs would program this for open play interaction, since I'm sure open play fanatics and pvp gankers would love the idea of attacking carrier trains. Maybe put one or two on cargo duty and two or three as escorts, like what is usually seen at distress signals. The owner of the carrier could even possibly get notified when a convoy has been interdicted in open play, either by NPC pirates or other players.
Third Idea is a lot simpler. #3 After system has been fully claimed and population begins to increase, All markets in that system selling materials (only materials that are required) used in builds have their max storage amount cut by 5% per build. The max number of builds is already 5. As such, each of the required materials is slowly trickled into all build sites at a rate that increases alongside the system's max population. Once again this would give meaning to building up and while it would be on the player to complete the first builds to establish all the correct materials to be sold in markets, this would keep players more focused on task and actually have a chance to enjoy the game.
If you liked my ideas/suggestions, leave the # that you liked in your reply and feel free to post what you liked about each one.
I have witnessed many within my own squadron saying that Colonization is less game and more work and saw in chats where players will either go out into the black to explore and see if the system gets improved later or say they will quit playing the game and check back at a later date. I earned my own 4 stars of trading the hard way through trade loops, long before ever going on the Booze Cruise that could earn ranks with only a few trades.
I know space trucking, and this isn't it.
I am constantly falling asleep after only a few loops because I have done the same thing so many times. And while space trucking was nearly the same, it didn't feel this bad. One way to help with this would be the way of incentive. Charge players and outright 100 Million for claims and triple the payouts from construction site materials delivered, at least for the first claim build. I'll call this idea option #0
There needs to be a new system in place for Colonization. Frontier Devs said that they tried to edge towards a more realistic version of space, well, there's nothing real about this. It should not be 100% on the players to build settlements and stations. Colonization leaves no actual time to do things like Power Play, Missions, Exploring, or even Events and Mining. People are steadily being mentally worn down by these short loops between Carriers, Suppliers and Construction sites.
I have thought of quite a few ways to bridge some of these problems, while maintaining that players still need to work for it. First idea, (Most likely easiest for Devs to code) # 1 was to put just a single build countdown timer for players to choose to have 1 build at a time (per fully claimed system or only 1 total auto build per player in all owned systems) to be slowly built by NPC manpower, giving the eye candy NPC ships at landing pads meaning. The timers would be set to 1 minute per ton of materials. Minutes could be chipped away by bringing the materials in person. This would put a reasonable countdown on any one build, giving even the solo non carrier owners a chance to see some action.
Second idea, #2 Make use of personal NPC hired pilots to use extra (outfitted) ships inside Carrier hanger (Carrier owners only) to Load and Unload carrier. (Assignee missions to NPCs) The statistic of this one is a bit harder to wrap my mind around in how the Devs would program this for open play interaction, since I'm sure open play fanatics and pvp gankers would love the idea of attacking carrier trains. Maybe put one or two on cargo duty and two or three as escorts, like what is usually seen at distress signals. The owner of the carrier could even possibly get notified when a convoy has been interdicted in open play, either by NPC pirates or other players.
Third Idea is a lot simpler. #3 After system has been fully claimed and population begins to increase, All markets in that system selling materials (only materials that are required) used in builds have their max storage amount cut by 5% per build. The max number of builds is already 5. As such, each of the required materials is slowly trickled into all build sites at a rate that increases alongside the system's max population. Once again this would give meaning to building up and while it would be on the player to complete the first builds to establish all the correct materials to be sold in markets, this would keep players more focused on task and actually have a chance to enjoy the game.
If you liked my ideas/suggestions, leave the # that you liked in your reply and feel free to post what you liked about each one.
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