Colony drop as an event

A colony drop would make for an excellent event where one faction would defend the abandoned colony until it passes the point of no return and subsequently crashes into the target planet while defenders try to destroy/redirect the colony.

http://tvtropes.org/pmwiki/pmwiki.php/Main/ColonyDrop

tAG_148405.jpg


And once planetary landings are available we could admire the crash site.
colony-drop_png_650x10000_q85.jpg
 
Last edited:
That looks like a horrible experience for the colonist! You sell all your stuff to buy passage on the colony ship, hoping to set a up a new life on the outer rim, and when you get there they fire your ship into the planets crust! I would demand my money back.
 
I'd enjoy the bit that comes afterwards. Colonies WAY out in the boonies that need to be supplied (by taking supply missions or selling them things at less than cost) to survive.

Kind of like rail road tycoon... Where towns would grow into cities of your railway brought good trade.
 
With SPL that could be a lot of fun. Going off world to pick up agricultural supplies for a fledgling colony. One of the first things they will need will be to grow their own crops. Once that is done, and the colony evolves they might need to start industrial projects. It would be amazing to see a colony evolve over time, seeing new buildings being built, which could even be a way of determining a colony or cities tech level from the air without even having to land.
 
That looks like a horrible experience for the colonist! You sell all your stuff to buy passage on the colony ship, hoping to set a up a new life on the outer rim, and when you get there they fire your ship into the planets crust! I would demand my money back.
The colony would obviously be devoid of any inhabitants.
 
I like the idea of a colony mission, but would prefer more of a multi-jump escort mission - say 10-30 jumps where you escort a huge ship with many other escorts through dangerous space.

each jump you would then entail a fuel scoop run, as you would be out in the boonies.

so, pirates and stuff to fight off - a new colony would be a big deal I think, so, many escort will not make it. it would attract a lot of pirates.

you would however be able to dock with the colony ship to make repairs. Maybe limit this option to 3 repairs?

once you get there, maybe there are a few local missions - mining, fuel runs, eventually (4.1) ferry to the surface - the colony would survive / fail based upon how much cargo got destroyed en route.

obviously, the colony would stand you in very high regard - assuming you were useful, and would offer lucrative runs in the future - payment in goods, not credits, I think.

Sound appealing to anyone else?

BONUS: mini game where you design and run the colony :D kidding.

SlimExpert
 
Sound appealing to anyone else?

BONUS: mini game where you design and run the colony :D kidding.

SlimExpert

Yep sounds appealing to me especially when the ncp ships are reduced in numbers the further into the mission you go so that you are not sure if you will make it at all never mind if you will have ncp help to get the colonists onto the planet surface.

The mini game sounds great, after you design and run the planets resources (simEarth), in order to make sure there is biodiversity you genetically modify the plants and animals (SimLife), you make sure they survive against the locals by getting new resources and explore (Civilization), once cities are founded, you run the capital (Sim City), in the city you decide to put a zoo ( zoo tycoon) along with an amusement park (rollercoaster tycoon ), you then get a race track built and take on the career of a driver (F1). Ok, not quite a mini game then :)
 
I really hope that FD include large 16 vs 16 player faction mission for planets. just imagine you pledge your elegance to a faction (empire, federation, independent). and you get involved with faction missions that control large territory's. guild wars had it and it worked. great fun for all.
 
I like the idea of a colony mission, but would prefer more of a multi-jump escort mission - say 10-30 jumps where you escort a huge ship with many other escorts through dangerous space.

each jump you would then entail a fuel scoop run, as you would be out in the boonies.

so, pirates and stuff to fight off - a new colony would be a big deal I think, so, many escort will not make it. it would attract a lot of pirates.

you would however be able to dock with the colony ship to make repairs. Maybe limit this option to 3 repairs?

once you get there, maybe there are a few local missions - mining, fuel runs, eventually (4.1) ferry to the surface - the colony would survive / fail based upon how much cargo got destroyed en route.

obviously, the colony would stand you in very high regard - assuming you were useful, and would offer lucrative runs in the future - payment in goods, not credits, I think.

Sound appealing to anyone else?

BONUS: mini game where you design and run the colony :D kidding.

SlimExpert
http://tvtropes.org/pmwiki/pmwiki.php/Main/ColonyDrop
 
New Australia

You could have a colony drop with a twist in that most of the colonists are convicts who eventually overrun or enslave the indigenous population and then enforce their own governance on the planet.
 
With SPL that could be a lot of fun. Going off world to pick up agricultural supplies for a fledgling colony. One of the first things they will need will be to grow their own crops. Once that is done, and the colony evolves they might need to start industrial projects. It would be amazing to see a colony evolve over time, seeing new buildings being built, which could even be a way of determining a colony or cities tech level from the air without even having to land.

Yes - that does sound like fun, particularly if the colony was established on a world discovered by the player. It would be great to revisit a discovery after a few months and find that a government or corporation had started colonization.
 
Back
Top Bottom