FDev make colonization worthwhile in terms of credits please

I understand that FDev doesn't want people to make a huge amount of credits passively, so maybe make an active way for architects to make money actively in their systems so colonization is actually rewarding...

for example missions that pay a bigger amount of credits to support the stations/installations etc in our system
 
Making money is far too easy in Elite nowadays why would you want it even easier ?? I would prefer it that these colonies have to be paid weekly like FC upkeep ??
on one hand i would not be that against those systems with a single platform costing a maintanence fee... after all, that is hardly self sufficient so it does not seem a stretch to have a fee for such a system to basically keep it operating.

however logically a well set up system with various ports should generate cash to the architect imo, otherwise where is the in game reason to build them from a role play POV?

so i would take bits from both sides of the discussion....... throw away platforms cost a weekly upkeep, which is negated once you get a couple of different places working together.............. but once a system gets properly constructed with multiple different industries etc then they should definitely be profitable.

i would be interested to know how much profit a fully decked out system makes with mutliple space stations, platforms and ground installs.
 
We don't have any systems fully kitted out yet. Let's see what the cap currently is before we complain it's too low eh?
The apparent cap, currently, is 5 million Cr / Wk before the Taxman takes a bite.
What isn't perfectly clear is if this is per system, or over accumulated ones (look at the 'payslip' after the Thursday tick...

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so maybe make an active way for architects to make money actively in their systems so colonization is actually rewarding...
Step 1: build T1 industrial orbital (high-tech would also work)
Step 2: you now have a source of lots of lucrative "source cargo / mining" missions, many of which ask for refinery-produced metals in fairly small quantities (but not, generally, the same ones you need for further construction), and the process of building the orbital has made you allied with at least one of the factions offering them

I've made about 200 million credits in the last week just through doing a few of those missions alongside my hauling for the next structure. If I'd gone all out for those missions instead, I could be billions up by now.

And yes, of course I could have used any existing industrial station anywhere in the bubble to do the same thing, there's nothing specific to being the architect here if I'd just wanted credits. But that's going to be true of almost any "convert system into money" plan.
 
Nah, I don't care about credits... just more perks like ability to 'own' your own hab on a settlement you place (where you can log in/out at and customise), more general system customisation options to make them more unique perhaps the ability to have new settlement types (like the newly introduced asteroid station types) how about real sleazy Star Wars wild west Mos Eisley type settlements, a really run down sketchy pirate settlement, a 'cantina' type tourist settlement, your own factions, ability to design your faction's look and feel in terms of ships and NPCs on foot.
 
To build on what @Ian Doncaster noted, You also get a system-wide discount after you build ten markets in one system, so you could design your own two- or three-system trade loop, purchasing the cargo for supply missions and direct trade in your other system(s) at discounted rates and increasing your profit margin vs trading in previously established systems. In the time it would take to do it, though, you could have just made and banked billions trading normally in established systems, probably more than you would ever make up in discounts. Still, it's a potential play goal in a sandbox game. It was my initial plan with colonization, but I doubt I'll have the patience to see it through.
 
Rather than credits I would prefer other benefits. Maybe storage on the primary facility (get all that Thargoid stuff off my fleet carrier). Or something else. I certainly don't need credits.
I want a buildable (or automatic) warehouse I can access from any facility in the system. Primary facility locations tend to be garbage.
 
I think commanders who contribute to the construction of a system should get a cut of the profit as well. System architect is guaranteed 10% (20%? 30%?) but any commander who contributes at least X level of materials also gets a cut. They contribute 10% of the total mats in a system then they get 10% of the credits - If new things get built and they fall below 10% of total mats contributed their cut goes down or if it goes below the minimum threshold they stop getting a cut. If they contribute 20% they get 20%. Maybe cap it at a non-system architect can only get 50-80% of the system revenue?

This also incentivizes the system architect to do something more than just claim a system - they also have to contribute to get the benefit.

If FDev wants this to be a community game I think this would be a great way to incentivize players to contribute to systems they are not the architect in.

Also a way for commanders to "leave a note" in an architect system like "build out X in this system to generate Y missions or trade routes etc. Some sort of poll/comment for the architect? This may help give direction for architect systems rather than mis-mash systems with no clear direction.
 
I understand that users of this forum have a lot of credits and they don't matter to them anymore, but for the average player there must be a rewarding drive to engage in colonization, being more credits, special features, whatever, This should be a clear reward and just people having to try to find ways to make it rewarding just shows that it is missing.
 
I think commanders who contribute to the construction of a system should get a cut of the profit as well. System architect is guaranteed 10% (20%? 30%?) but any commander who contributes at least X level of materials also gets a cut. They contribute 10% of the total mats in a system then they get 10% of the credits - If new things get built and they fall below 10% of total mats contributed their cut goes down or if it goes below the minimum threshold they stop getting a cut. If they contribute 20% they get 20%. Maybe cap it at a non-system architect can only get 50-80% of the system revenue?

This also incentivizes the system architect to do something more than just claim a system - they also have to contribute to get the benefit.

If FDev wants this to be a community game I think this would be a great way to incentivize players to contribute to systems they are not the architect in.

Also a way for commanders to "leave a note" in an architect system like "build out X in this system to generate Y missions or trade routes etc. Some sort of poll/comment for the architect? This may help give direction for architect systems rather than mis-mash systems with no clear direction.
Trouble with any messaging and customization options is they have to either be so incredibly limited as to be useless for communication, and thus functionally cosmetic, and thus locked behind ARX payments, or else fully opt-in so that there's no chance a random player is going to stumble across something obnoxious. I think this is likely going to be what the Vanguards update is for, meaning if anything like a note system or instructions are going to exist in game, they will likely be within a squadron only.
 
I understand that users of this forum have a lot of credits and they don't matter to them anymore, but for the average player there must be a rewarding drive to engage in colonization, being more credits, special features, whatever, This should be a clear reward and just people having to try to find ways to make it rewarding just shows that it is missing.
There doesn't have to be a clear reward at all. The incentive is already there because of human nature. People like to claim things and leave their mark.

I would love for there to be more things you can do with a system as you develop it and build it out (although with the poor documentation I don't think we yet know just what the limits are), but the fact remains that already you get:

  • a new station in a previously uninhabited system of your choosing
  • Your name on an in-game asset
  • The opportunity to choose the names (or pay to directly rename) many many more in-game assets
  • a faction of your choice instantly installed in a system with no need to do any BGS work
  • a faction from whichever system you colonized FROM instantly installed in a system as the dominant faction with no need to do any BGS work
  • profits from the commodities you haul to build each asset
  • passive weekly dividends (however small they appear to be so far) from your system
  • the option to build out a play space and resource hub which caters to your particular play style

Crucially, many of these rewards are not possible to get through any other in game mechanism, and others are possible but harder to achieve with consistency, or else come with major caveats. The only other way to get your name on anything, for example; is through exploration; and by its very nature this means it is most likely going to be in places nobody else will see. Similarly it is otherwise quite difficult to spread a faction from one place to another especially within the bubble and especially as a solo CMDR or small group. And historically the creation and placement of new station assets has been something that only happened after months of player petitioning and usually as a culmination of community goals (see eg Obsidian Orbital).

Now, I think the people suggesting that stations should require upkeep are completely out of their minds, and I strongly oppose such suggestions. But let's also keep some perspective, here, and recognize that there are already a number of reasons to want to mess with colonization.
 
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