o7, CMDRs!
First, a little emotion. Yes, this is the functionality that I have been waiting for for many years since the beginning of the game. Thank you for the opportunity to colonize the systems.
Technical errors will be corrected (I hope).
The availability of materials on the market (CMM composites) raises questions, but in general it is logical given the high demand. I assume that the ships released at the end of the community's goal will mostly correct this nuance.
The amount of materials needed for the station is fair and feasible.
However, the previous phrase applies only to the construction of one station, and if you do it as indicated in the description of the upgrade, then these are the years of a lifetime of monotonous work. The idea is great, the implementation is illogical.
The game should be played around the player, but at the same time, this game presents the player as a speck of dust in space. There is a civilization around, the player must play in it, and not be the only driving force. The residents of the station (NPC) can produce materials, but they are completely unable to transport them. This is illogical and absurd. One third-level station can be built in a couple of weeks alone, with enough free time. But to build at least some kind of normal system, it's been half a year of monotonous cargo transportation. Before you can switch to another system with a clear conscience. In the game, this is too much labor and time, which lead to a relatively small result. This process in its current form is less satisfying than it requires effort. You can build one developed system on interest and enthusiasm, or thirty systems with one outpost, making your way to the right system. And after that, delete the game for several years, due to emotional burnout from the monotonous monotonous process.
The player must and must do something to colonize the system. This is the essence of game logic. But let the list of responsibilities be long and varied.
Protecting transporters, killing pirates, donating loans, transporting workers, even courier missions must be present on the colonization ship and promote the progress of construction to varying degrees, reducing the required amount of resources for construction. It's a choice of occupation, it's a variety of gameplay. This is logical. This increases the immersion in the game and increases the feeling that something is happening around you. Instead of a dead world that you can't kick yet, it won't move.
The station should be built at a very specific time. It's not logical that the resources have just been delivered, the station is almost ready. A construction timer is required, depending on the type, during which the station is guaranteed to be in a state under construction, without any functionality at all. This will give you a break and time to do other things, at the discretion of the player.
For example: outpost - 6 hours. Coriolis - 24 hours. Orbis - 3 days.
There is supposed to be a lot of population around the player, which also has to do something. It is important to find the edge where the player can move this crowd with his actions, but not turn it into a game for 0 players.
As an example:
Mission type - Reduce random of the remaining resources for construction
Courier missions - 100..500 tons (supply coordination)
Combat missions - 500..5,000 tons (protection of supplies from pirates)
Donations - 50..200 tons (recruitment of workers for transportation)
Those who do not want to simply carry goods in the form in which it is happening now.
Let passenger transportation reduce the time for the construction of the station, after achieving the progress of transportation of resources.
In conditions where the system already has production of the necessary goods, the reduction in supplies for a particular mission should be higher. A country with its own production of necessities will build a factory faster, unlike when it needs to buy abroad. And moving cargo in this case is cheaper at cost.
Gold, silver, uranium, hydrogen fuel, medicines, stimulants, evacuation shelter, robots - they also seem to be necessary for the colonist station. Leaving the total number of initial resources unchanged, you can dilute them with additional items. Even in small quantities.
If it is easier to implement technically, such missions can be added not even to the colonization ship, but to the system from which the expansion began. But, accordingly, with an indication in the mission of the system for which the mission will benefit.
Or a significant reduction in resources for construction. As a player, no matter how many hours a week I can afford to play, I want to play. And working in the game after working in life. At the same time, any player wants to see progress. Instead of spending months and years of daily work in the game on a tight schedule, in exchange for minimal satisfaction.
Thanks for attention. Filled markets and free landing sites for everyone!
P.S. Sorry for the translator if he is wrong.