General Colonization Streamlined

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.
 
Last edited:
I like them all.
Also would be nice if carriers wouldn't always jump to the far side of planets from a build site or ground location. Always having to fly around the planet, when the FC could orbit directly above the site or next to the space construction site.
Second idea, be able to just transfer cargo from the FC to the build site for a fee the same way as we do with modules currently. Maybe we transfer cargo into a package that can then be transferred directly from the FC to the ?
 
Colonization, as far as I can see, isn't supposed to be fast-&-easy. They give you a month to finish your primary base, and there is no timer on any of the other projects at all, so there is no incentive/requirement to rush. Make sure to mix in some of the other tasks you can do to break things up. Get a PP assignment done, do some more space trucking. Contribute to a CG, do some more space trucking.

I will say it: If you get burnt out building colonies, it's your own fault. The game is not forcing you to build, you are.
 
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 .....

.....Colonization leaves no actual time to do things like Power Play, Missions, Exploring, or even Events and Mining.
Elite Dangerous does offer a large range of activities. Colonization is only one. Players can switch between activities.

Many cmdrs build their primary outpost in a couple days. 4 weeks should be plenty, otherwise the colonisation activity really isn't for the player.


Don't get me wrong, I have a list of complaints. My #1 realization is Frontier put too much into the Trailblazers update. I believe they bit off more than they could chew in their allotted schedule. It was too ambitious for their schedule and resources. The scope should have been less. Not more. To deliver an update in much better condition. Call it a Beta, that's fine, whatever. It was a game update released to the public.
 
Last edited:
OK, lots of thoughts on this.

0). I think fleet carriers have ruined trading. (Actually I also think docking computers and sc assist have also ruined trading, but that's a different conversation.) So much of the joy of elite for me is "flying" though space. Space hauling is supposed to be hauling through space. But fleet carriers have reduced it to backing a u-haul up and down the driveway. The complaints make me really glad I never got one. Colonization is better than old school hauling because the only benefits were a rising credit number, now you get that and a whole solar system populating before your eyes.

1). The npcs already do something. Do you think the required deliveries are enough to build a whole settlement? Do you think the construction sites built themselves? Remember how much material was needed to just repair star ports. Should they go back to that? Well more since they're starting from scratch.

2). More "let npcs play the game for me." No thank you. Can I pay NPCs to go out hunting pirates and collect bounties for me? Or send out an exploration fleet? They can scan planets and collect biosamples too. I shouldn't be expected to do that.

3) This isn't 100% terrible. It would need limits so it's not just more automation, but a mechanic where your system becomes more self sustaining and this contributes to growth is in line with this kind of gameplay.

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.
What does this even mean? Just do those other things, it's not locking you in. Heck, earlier in your post you even said some in your squadron are going out exploring rather than colonizing. So, working as expected.


Edited to fix typos
 
Last edited:
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.
I think I've mentioned similar ideas in the many other threads on the topic and this is by far my favourite, as it still has involves the architect doing work and planning without outright skipping anything by paying credits or the like.
 
...
# 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. ...

... #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) ... 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.

... #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.
  1. I'm cautiously in favor of colonization auto-build, but with a caveat here: it would have to take very long. Maybe 2 months for a small construction project to finish if left untouched. Not sure for something larger like an Orbis. This must be balanced so a primary port can't be completed automatically in the completion window just by leaving it alone.

    I like the idea of knowing NPCs would slowly chip away projects; being able to experience that progress, even if it's very slow. For someone like myself with intermittent gaps of playtime, it would be fun experiencing my system progressing slightly over time.
    The point being, major progress happens when I (or other players) contribute. Knowing that tiny progress is being made even if not contributing directly may also ease that itch that burns out some people from colonization.

  2. I believe there are some opportunities here for interesting gameplay, but it is complex. I am in favor of NPC hauling management, but it shouldn't trivialize the hauling that players can do themselves (e.g. make it take a long time, like in point #1? Is that enough to balance this?).

  3. This makes sense. It further incentivizes one for filling out their system (if that's their goal).
 
2). More "let npcs play the game for me." No thank you. Can I pay NPCs to go out hunting pirates and collect bounties for me? Or send out an exploration fleet? They can scan planets and collect biosamples too. I shouldn't be expected to do that.

The hired NPCs idea is nothing more than an idea for hauling between the carrier and whatever market item is being bought or off-loaded. The idea is meant to be a perk for owning a carrier.

As for other things to do. Sure, you could totally ignore your claimed systems and get nowhere in colonization while you "Try" to enjoy other parts of the game. It's not like building a single system will make you rich or anything, but people do easily become addicted to building up their own territory over doing PP, exploring, and other stuff. It's the mental wear-down I'm concerned with. After a while of doing the repeat of the same mini loops, many people may not even want to come back to the game at all, just because it's become a game that feels so much more like work. (Not relaxing, Not fun, and Not worth it)

Idea #3 is my most liked and preferred idea, simply because it leaves all the current work for undeveloped systems as is, while only making it easier for those who have invested the time to build up all the markets and population. Systems only have a set number of build slots, so really, instead of trying for an entire year to build up only one system, if they want people to keep moving outward, #3 would be the best way for players to keep expanding, instead of becoming burned out on it.

With a slow trickle of in system market supplies to builds, a player could at least feel like doing something else while not entirely putting a pause on expansion. Done correctly, it would still be faster for the player to personally deliver supplies, but they should not feel like they "have to" in order to keep progressing a system. There needs to be a goal to reach for. The goal would be to reach market diversity first, then build up the population. By the time population reaches a certain high point where builds are much quicker, the system will be nearly completely filled in anyway. Thus, leading to the incentive to fill in another claimed system. Since as it is, most people will only ever want to work on only one system at all, if even that.

Hoping this reply also clarifies the meaning behind what I've said about there not being any time for other things.
 
  1. I'm cautiously in favor of colonization auto-build, but with a caveat here: it would have to take very long. Maybe 2 months for a small construction project to finish if left untouched. Not sure for something larger like an Orbis. This must be balanced so a primary port can't be completed automatically in the completion window just by leaving it alone.

    I like the idea of knowing NPCs would slowly chip away projects; being able to experience that progress, even if it's very slow. For someone like myself with intermittent gaps of playtime, it would be fun experiencing my system progressing slightly over time.
    The point being, major progress happens when I (or other players) contribute. Knowing that tiny progress is being made even if not contributing directly may also ease that itch that burns out some people from colonization.

  2. I believe there are some opportunities here for interesting gameplay, but it is complex. I am in favor of NPC hauling management, but it shouldn't trivialize the hauling that players can do themselves (e.g. make it take a long time, like in point #1? Is that enough to balance this?).

  3. This makes sense. It further incentivizes one for filling out their system (if that's their goal).
The Suggestion that I've proposed in #1 was meant to address that the time it takes is per the demand for materials. Meaning, if an outpost takes around a total of 23K materials it would take around 383 hours to be completed. Divide that by 24 hours and you get about 16 days for a small outpost. This wasn't meant for claiming systems, so it was only a suggestion for already claimed ones.

An Orbis or Ocellus station takes around 209122 tons of materials to build so roughly 3485.36 hours which would be 145.22 days. I think my idea is already pretty slow paced. In fact, that time may need to be shortened by quite a bit more for the large builds like the Ocellus.

#2 was the idea to use a player's hired NPCs for cargo management within the carrier (Carrier owner only perk) since I've had many times now where I would park near a Trailblazer supplier and even go so far as to re-name the carrier what I'm buying and for how much and not get a single delivery in two days even at very high payout amounts. Many/most people would hesitate to hire so many NPCs simply because NPCs sap away a player's total earnings by a % of whatever their rank is, whether they are used or not.

The idea for this, was to use the NPC ranks as the gas pedal. Higher ranks mean faster deliveries and less chance for delays. This would give real meaning for players to hire more than 1 NPC and train them up to Elite. The drawback would be the loss of % earnings from turn-ins, missions and exedra. Kinda a double-sided sword deal, but one that people who already have their billions saved up won't mind too much.

Idea #3 is my most liked and preferred idea, simply because it leaves all the current work for undeveloped systems as is, while only making it easier for those who have invested the time to build up all the markets and population. Systems only have a set number of build slots, so really, instead of trying for an entire year to build up only one system, if they want people to keep moving outward, #3 would be the best way for players to keep expanding, instead of becoming burned out on it.

With a slow trickle of in system market supplies to builds, a player could at least feel like doing something else while not entirely putting a pause on expansion. Done correctly, it would still be faster for the player to personally deliver supplies, but they should not feel like they "have to" in order to keep progressing a system. There needs to be a goal to reach for. The goal would be to reach market diversity first, then build up the population. By the time population reaches a certain high point where builds are much quicker, the system will be nearly completely filled in anyway. Thus, leading to the incentive to fill in another claimed system.

As it is, most people will only ever want to work on only one system at all, if even that.
 
Back
Top Bottom