Fleet Carrier Colony Construction Module.

How about.

Instead of power creeping things further by introducing higher cargo capacity ships to the game..

We just add another module to fleet carriers that allows us to transfer large amounts of goods at once from the carriers inventory to colony projects over an extended period of time?

This could be balanced by:

1. The Carrier cannot leave the colony system during the offloading process.

2. Cost of the modules weekly upkeep increasing every use.

3. You still have to manually load the materials.

4.Timers up 1hr per 1.5t of materials maybe?

5. You don't receive the usual payment you would for selling the materials to the construction project.
 
How’s that not power creep?
It only works for colonies that provide no real form of power to the player, and would literally only drain resources.

Adding more Arx-only cargo haulers with increased tonnage would basically push ships like the type-9/Imperial cutter out of their specialized usecase for something you literally just whip out your credit card for. Cargo hauling would become an entirely pay to win game loop with the two primary cargo ships for both large and medium/small pads being purchasable entirely via arx.
 
It allows you to do things faster/easier than you can now. That’s pretty much the definition of power creep.

And there’s no ARX only ships, only early access ships and prebuilts that can already be made in game.
 
Soooo.... 50% of the colony build process is done AFK or logged off?

And if you set-up buy orders for others to fill your carrier, it becomes fully AFK or logged off.

Isn't this simply a solution to have the game build the colony while you are logged off?
 
It allows you to do things faster/easier than you can now. That’s pretty much the definition of power creep.

And there’s no ARX only ships, only early access ships and prebuilts that can already be made in game.
The only other solution I keep seeing brought up is literally "give me panther clipper for Arx"




There are many, many more where these came from.

Also you're acting like I don't just set my sell prices to 5% on the colony resources, update it on Inara to attract as many players to it as possible, and park my carrier next to the colony ship already. This would be the same but you don't even make that 5% market value in money back. You just gain slightly more consistency, and less chances of players just running off with cheap goods.
 
The only other solution I keep seeing brought up is literally "give me panther clipper for Arx"

There are many, many more where these came from.

I know you’re not dumb enough to think players are asking for a paywalled ship.


Also you're acting like I don't just set my sell prices to 5% on the colony resources, update it on Inara to attract as many players to it as possible, and park my carrier next to the colony ship already. This would be the same but you don't even make that 5% market value in money back. You just gain slightly more consistency, and less chances of players just running off with cheap goods.

I don’t know what you already do, I don’t know you. But that doesn’t take away from the fact that what you suggest is power creep.

And it’s you who claim to have an issue with power creep, not me. 🤷‍♂️
 
I know you’re not dumb enough to think players are asking for a paywalled ship.




I don’t know what you already do, I don’t know you. But that doesn’t take away from the fact that what you suggest is power creep.

And it’s you who claim to have an issue with power creep, not me. 🤷‍♂️
Yes, Apparently locking down ones FC for potentially an entire day and losing billions in income to make an insanely tedious grind with no real reward for the individual, a little less tedious, is power creep.
 
Yes, Apparently locking down ones FC for potentially an entire day and losing billions in income to make an insanely tedious grind with no real reward for the individual, a little less tedious, is power creep.

You’ve been around long enough to know credits mean nothing. And Billions is a major exaggeration!

Anyway I’m done with this nonsense discussion.
 
You’ve been around long enough to know credits mean nothing. And Billions is a major exaggeration!

Anyway I’m done with this nonsense discussion.
No, I sincerely want to know what sort of power this would grant the player who finishes their colonies before the other. Do you really think we will run out of stars?
 
Adding more Arx-only cargo haulers with increased tonnage would basically push ships like the type-9/Imperial cutter out of their specialized usecase for something you literally just whip out your credit card for. Cargo hauling would become an entirely pay to win game loop with the two primary cargo ships for both large and medium/small pads being purchasable entirely via arx.
You mean the way the python mk2 replaced the fdl as the meta pvp ship? Or the Type 8 made the Type 7 even more pointless? Or how the mandalay outsed 3 older explorers? Or how the cobra mk5 outclasses every other small ship in every hard factor except hit profile?...
For good and bad, the new ships are, and will be better than the old ones. And while I don't agree with their for arx early release of them, I can accept it if it means Fdev invest that income into the game. With all the billions of star system that hasn't even been explored yet, I think the game can survive a little bit of pay to win in colonisation for a couple of months.
 
You mean the way the python mk2 replaced the fdl as the meta pvp ship? Or the Type 8 made the Type 7 even more pointless? Or how the mandalay outsed 3 older explorers? Or how the cobra mk5 outclasses every other small ship in every hard factor except hit profile?...
For good and bad, the new ships are, and will be better than the old ones. And while I don't agree with their for arx early release of them, I can accept it if it means Fdev invest that income into the game. With all the billions of star system that hasn't even been explored yet, I think the game can survive a little bit of pay to win in colonisation for a couple of months.
Yeah but I don't think invalidating the rep grind everyone did for their imperial cutter on top of it + making the entirety of the cargo loop able to be dominated by a credit card would be good for the games overall long term health. Even post exclusivity, you will still be able to buy stellar packages for both the type-8 and whatever else is added in replacement. Just for the sake of moving a few imaginary boxes for colonies that only exist for us to pay Arx to rename stations on.
 
And there’s no ARX only ships, only early access ships and prebuilts that can already be made in game.
Er!
Yeah they are arx ships. For the duration under which their purchase can only be done via arx?
So let's say a panther clipper was born. And for 3 mths only available via arx.
Then those purchasing it would have a distinct advantage over those who don't purchase it.
 
Er!
Yeah they are arx ships. For the duration under which their purchase can only be done via arx?
So let's say a panther clipper was born. And for 3 mths only available via arx.
Then those purchasing it would have a distinct advantage over those who don't purchase it.

I mean, the original post was about power creep not P2W.

They only switched the ARX ships when I asked how their suggestion isn’t power creep.
 
Point taken. But the overall issue is about diversifying how we tool colonisation.
So any suggestions are worth tabling.
They may not be good ideas agreed. But worth hearing.
Frankly some ideas are not doable.
But some most certainly are.
 
I mean, the original post was about power creep not P2W.

They only switched the ARX ships when I asked how their suggestion isn’t power creep.
I'd like to know how it is? Where's the power in system colonization?

They provide barely any credits, which you pointed out before, are meaningless anyway.

They cannot be confined to a single player or faction, they provide to all players in general.

Players do not gain any ability to store resources other than modules like any other station or outpost in the galaxy.

Players have no control over the factions or background simulation in colonies.

Players Do not gain any engineering materials from colonies.

Is having the most materials provided on a leaderboard in some backwater at the expense of losing access to one of their most powerful assets for an extended period giving the player an advantage somehow?

Please sir. Do explain where this power creep is.
 
No, I sincerely want to know what sort of power this would grant the player who finishes their colonies before the other. Do you really think we will run out of stars?

Stop shifting the goal posts. What you’re suggesting is a new module making it easier to complete colonisation projects (power creep) as an alternative to “power creep”. 🤔
 
I think the fc should dock with the colony ship. It just makes sense. The argument here wether its power creep or whatnot idc. Its boring af to move cargo and spam supercruise assist slingshots. Its not fun.
 
Stop shifting the goal posts. What you’re suggesting is a new module making it easier to complete colonisation projects (power creep) as an alternative to “power creep”. 🤔
But there is literally no power to be gained by the player by finishing colonies. You keep calling it that without explaining where it even is. Actual power creep would be pushing other ship and modules out of usability by shoving in more cargo space in new ships and modules
 
Point taken. But the overall issue is about diversifying how we tool colonisation.
So any suggestions are worth tabling.
They may not be good ideas agreed. But worth hearing.
Frankly some ideas are not doable.
But some most certainly are.

I’m all for diversifying. But I’m not getting behind automation.

Killing pirates, delivering colonists, etc. in exchange for delivered goods, I’m all for. Auto-building stations while you rank up your PP, not so much.
 
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