Elite Dangerous | Trailblazers coming 26th February

I have already decided on the Frontier Unlocked Swag phrase:

#ServerHamsters

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Unfortunately, this will be one of those days when the adage "Never play on patch day" will be universally ignored. People will be too desperate to snag the colonization system of their choice.

It's going to be chaos 😬
I'm just grabbing the popcorn for the inevitable moment when someone dumps a beacon in that one uninhabited system next to shindez that people go to for rockfights, makes the system not anarchy any more, and instantly becomes public enemy number one for the entire organised pvp community.
 
I'm just grabbing the popcorn for the inevitable moment when someone dumps a beacon in that one uninhabited system next to shindez that people go to for rockfights, makes the system not anarchy any more, and instantly becomes public enemy number one for the entire organised pvp community.
mate - a splendid Idea !!! Good revenge for that Lockdown upon last CG ;)

Well, if no one was thinking about it before then they're certainly thinking about it now 😁🗡️
 
mate - a splendid Idea !!! Good revenge for that Lockdown upon last CG ;)
lmao
Note that I said organised pvp community - while there's certainly overlap with the gankers, the venn diagram isn't a circle.
Besides, that lockdown was BGSers. It wouldn't have even happened if people hadn't decided to fight for brewer corp in the war for some reason.
Well, maybe the lockdown would have happened, but it would have been the (now former) controlling faction that got hit by it, not the faction that owned the CG megaship.
 
Personally I think some form of return on investment will be absolutely essential to maintain player engagement with colonisation in the medium to long term. We know the effort will be substantial, although to what degree is unclear (other than claiming a system is not fleet carrier expensive....). For the only 'benefit', if we can call it that, to be having our CMDR name on the map as architect? Well, there's a lot of players who will find that most unsatisfying after the first few systems of effort, especially if the distance remains low (starting at 10LY, although I expect that to quickly increase to something like 20-30LY at least).

If FDEV (and I hope they read this) want long term player engagement, there MUST be some form of ROI beyond simply a name on a map, else this risks fading into relative obscurity, like PP 1.0 did and CQC continues to do for most players, when compared to other activities. PP 2.0 has been a boon, and for colonisation to not have any ROI of any kind would be a step backwards in my mind.

Now, I wouldn't suggest the ROI needs to be huge or game breaking by any means. I wouldn't expect to make a billion credits a week, for example, from each system I colonise, but some percentage of the trade profits (simulated by the BGS of course) would be the way to go, scaled by just how much effort I put into growing the economy of that system. I'm thinking a single-digit percentage of what the in-game equivalent would be to GDP for the system, for example. Ideally, I'd like to see the player be able to choose whether the ROI comes in the form of credits, commodities produced, raw materials mined or a combination of these, and it could be stored (weekly, fortnightly or monthly) at a station in the system for collection by the player. If I end up making a billion credits a week as my cut, well at least that will be a reflection of the effort I put in beforehand in developing the economy of the system rather than colonising additional systems.
You completely misunderstood something: FDev opened their colonization toolbox to the players so that they can take over the boring work of expanding the bubble in the future. And in doing so, they are counting on the fact that players, in their excitement about a new feature, will forget that they are being used as free labor to create new inhabited systems for the game.

And one more thing: Let's assume you have a good hand at designing a chain of systems that work together perfectly economically and thus open up great earning opportunities (e.g. lucrative trade routes): How do you prevent all other players from also using your systems as a welcome source of income?

So you see, colonization has two winners, namely FDevs and normal players, and one loser: the system architects.

Still questions?
 
You completely misunderstood something: FDev opened their colonization toolbox to the players so that they can take over the boring work of expanding the bubble in the future. And in doing so, they are counting on the fact that players, in their excitement about a new feature, will forget that they are being used as free labor to create new inhabited systems for the game.

And one more thing: Let's assume you have a good hand at designing a chain of systems that work together perfectly economically and thus open up great earning opportunities (e.g. lucrative trade routes): How do you prevent all other players from also using your systems as a welcome source of income?

So you see, colonization has two winners, namely FDevs and normal players, and one loser: the system architects.

Still questions?

Even if that cynical interpretation has any merit, FDev would still need to have created some form of payoff or engaging gameplay loop in order for such a scheme to work. If too many players find the addition to be boring or unrewarding, then all they've accomplished is a waste of whatever time and development resources it took to implement.

As for the second bit, I'm not one of those people who considers it a loss if other people also get to profit from my activities, growing the galactic economy need not be a zero-sum game. I think the kind of mindset that demands that there must be losers and/or that others cannot profit by one's actions is the kind that is in the first place very poorly suited to such constructive enterprises as system colonisation.
 
Even if that cynical interpretation has any merit, FDev would still need to have created some form of payoff or engaging gameplay loop in order for such a scheme to work.
From what I understand, there are many people in the player base for whom territorial role-playing, half of which only exists in their heads, is absolutely satisfying. Seen this way, my admittedly cynically distorted presentation of the upcoming game mechanics of colonization (which I really hope isn't accurate!) wouldn't be such a big disappointment for a significant proportion of players.

If too many players find the addition to be boring or unrewarding, then all they've accomplished is a waste of whatever time and development resources it took to implement.
Oh, I think FDevs have got it right here and 'boring or unsatisfying' is not something that has ever deterred an avid ED player. The effort for FDevs for colonization is likely to have been limited since they recycled mechanics that were already in the game. But they have once again created a real hype train which is ultimately what it's all about if you look at the business side.
 
Bummer. I just accepted two one-day missions without realising that this is THE day...I'mma have to hustle to complete them once the servers are back up. Else it's doghouse time... ;)
 
You completely misunderstood something: FDev opened their colonization toolbox to the players so that they can take over the boring work of expanding the bubble in the future. And in doing so, they are counting on the fact that players, in their excitement about a new feature, will forget that they are being used as free labor to create new inhabited systems for the game.
This is the most ridiculous take I have ever read on this forum. And that was a pretty high bar. I salute you, commander.
 
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