Does exploration prompt colonization?

Does exploring a system with high potential for buisness/colonization somehow make it more likely to be colonized, and do the NPC's even colonize or does that only happen through community events? I ask because as an explorer/smuggler it would be nice to know if I"m just mapping out empty space for no reason or if I"m actually affecting the game universe.
 
It doesn't happen automatically, for good reason. But there is a way for people to help in the expansion of colonised space as seen in the new community goals
 
It doesn't happen automatically, for good reason. But there is a way for people to help in the expansion of colonized space as seen in the new community goals
rly? why is that, its really sort of disappointing, how does that help from a design perspective? Sure I guess you could argue that if the places auto expanded the nations would become so large that it would be impossible to escape into empty space, but couldn't you easily overcome that by adding spawn points further out from the center or implementing a star-gate esque wormhole transit system between major frontier worlds and major government worlds?
 
It makes sense from a realism perspective that expansion is not a simple thing, for a start stations apparently do not frameshift and use older hyperspace drives, which is why colonised space is as small as it is. Also consider the population a station contains, they can have millions upon millions of inhabitants and I doubt could be operated by a skeleton crew. Outposts would be an exception to this I guess, you could probably pop up a few of these in a short amount of time with a single planetary systems economic output.

The game design decision to not allow auto colonisation isn't something I've really thought about, but I'm sure it was discussed elsewhere, the mercs of mikuun guys had a good thread with a load of dev input about it.
 
It makes sense from a realism perspective that expansion is not a simple thing, for a start stations apparently do not frameshift and use older hyperspace drives, which is why colonised space is as small as it is. Also consider the population a station contains, they can have millions upon millions of inhabitants and I doubt could be operated by a skeleton crew. Outposts would be an exception to this I guess, you could probably pop up a few of these in a short amount of time with a single planetary systems economic output.

The game design decision to not allow auto colonisation isn't something I've really thought about, but I'm sure it was discussed elsewhere, the mercs of mikuun guys had a good thread with a load of dev input about it.

Yeah, I guess that makes sense. It would be cool to have a set of frontier pushing "jump stations" that form a sort of clustered "moving civilization" wandering the fringes of the other factions. you could dock at one of these and log in a day or two later to be in a totally fresh part of space thoughts at all?
 
I like this idea, and it's supported by Jaques station in the recent galnet story, it would be really cool to be part of an explorer group who jump around, scan a sector looking for resources/worlds, then moves on, it would provide deep space explorers somewhere to dock and possibly develop further community co-operation.

If you missed the boat out though, catching up to the station could be fun too :D
 
I like this idea, and it's supported by Jaques station in the recent galnet story, it would be really cool to be part of an explorer group who jump around, scan a sector looking for resources/worlds, then moves on, it would provide deep space explorers somewhere to dock and possibly develop further community co-operation.

If you missed the boat out though, catching up to the station could be fun too :D

dude, one these exists? that is so ___-___ (bad-"you can guess the rest")! developers, its time to play my entitled gamer trump card. MORE OF THESE! NOW!
 
it doesn't exist per-se, it's kinda a dev lead story event, but the foundations are there for it to happen, not sure if they intend to do something like what I mentioned, but it would be damned cool if they did.
 
the dda and dev comments ae pointing to it down the track and some automaticness to it. But it will be over time and they erally are still programmng beta 1.1 on the live server. So like system influence once they get the background programming in place theyll take their fingers off the control button for now its a community event and very rare.
 
I would prefer something that utilises some of the gameplay that ED already has.

- create a new variant of the type-9. a construction edition that holds a new type of construction beacon (can hold 3/4/5? of these)

- fly around scanning for new worlds that support life.

- if you find a habitable planet, be given the opportunity to deploy construction beacon. (only this ship can do this)

- get some credits for deploying & get increased rep for the faction where you bought the constructions beacons from.

- model the beacon differently to a nav beacon. More assymetric. Animate welding sparks shooting out of it occasionally.

- fly off.

- other players will see the construction beacon on their radars. If they jump within 500m of construction beacon, they can pull up a transaction screen of said commodities that beacon requires to continue construction.

- player can then fly off to look for resources (if they desire)

- dropping cannisters 500m near the construction beacon will be 'taken' by the construction beacon for credits. Not sure whether you could animate little drones grabbing the cannisters? Probably easier just to show them gravitate slowly towards the construction beacon and then be consumed.

- dropping cannisters not requested by the construction beacon in the 'pickup sphere' will be ignored and float in space as trhey currently do.

- Model the construction beacon to grow at the 1/3 and 2/3 marks. (Timebox these so they can't pop up too quickly) When it gets all the resources, then it becomes an 'outpost'.

Thoughts?
 
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Those are some very good ideas there. I would prefer that it was more focused towards community play, so in order for construction to begin on a station for a new system, many Commanders would have to have discovered that place and flagged it for potential colonisation
 
well existing factions will need to expand, so theres that that FD have started off with. Perhaps once settled though new factions might spawn in the system.
 
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