Mass Xeno Tech move to Colonia?

I was thinking, how underwhelming Colonia has been and how concentrated the Xeno are in more populated space. Particularly the Pleiades and Witch Head region. I think the bugs need to be spread out more, by letting Colonia take a little of the diversion. This sounds bad, at first, but technology industries, super powers and military presence will be sure to accelerate and ramp up. Right now mining and tourism is all Colonia has got. Bringing alien tech of the Xeno and Guardian type will ramp up research etc.

Therefore I think we should ramp up Thargoid/ Guardian Colonia trades. Let the Thargoid follow and thin out in the Pleiades.
 
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Deleted member 38366

D
lol you guys think refueling Fleet Carriers will be bad?

You have no idea how much Meta Alloys a Thargoid Mothership would need to jump all the way from Barnard's Loop to Colonia.
(plus, there's no Barnacles anywhere near Colonia, so no Forward Operating Supplies for the Thargoid Swarm)
 
Are you even in Colonia? I always meet people and/or have something fun to do and I'm usually on around ghost hour.
Superpowers and other wannabe leaders are not welcome here. We just kicked the last federation scum out.
Our researchers are fine, we don't have many and some are creepy. But they are the best and are still learning new trick every day.
But the biggest issue would be what I can't shoot anymore the people flying around with xeno weapons as there would be a need for them. Big No-No.

PSA: Don't want to get shoot at in Colonia, don't have xeno-weapons or KWS on your ship.
 
I think Colonia, if anything, would make for a great secret anti-Xeno (weaponry) and jump tech research area, being as far off as it is from the bubble.
We have multiple research facilities specialising in aspects of xenobiology (Balakor's Research Post, the Dove Enigma, and the Holloway Bioscience Institute), and FSD Interdiction capabilities more advanced than anything publicly discussed in the bubble.

I'm not saying we have secret hyperdiction technology to use against the next bubble warlord to think we're a pushover, but I'm also not saying we don't.

Leave a trail of unknown artifacts, and the Thargoids will follow. That's how they find out about places, being blind you see. That's how they created Thargoid wars in the bubble, works every time.
Jaques had plenty on board when he jumped out here in the first place, and at least four other stations have received significant deliveries since. It doesn't seem to have interested them.
 
I would personally prefer to not see AX conflict in colonia but more human conflict. Colony space is rarely peaceful as law enforcement on a large scale is nigh impossible. Damaged stations because of pirates, not goids. Illegal trading in drugs, slaves, and alien goods. 'Hive of villainy' and all that.

What's more, Colonia could serve as an excellent localized region (as in, not necessarily IN Colonia but 'nearby' ~500 to 1500ly) for additional guardian content. This seems more reasonable, given the absence of thargoids, and would also enhance traffic flow between Colonia and the bubble. I understand why engineers are largely 'balanced' and kept mostly in the bubble - nobody should be forced to fly the crazy time sink to Colonia - but the region could use a good deal more 'optional' content.

Search and Rescue particularly (a favorite of mine that I wish had more depth) could really benefit in this, the wildest region of space occupied by humans.
 
more human conflict
I have enough trouble keeping track of the existing human conflicts and you want more?

Most of the region is already affected by the current ongoing four-way conflict, and then there's some smaller ones too.

(This should be more visible to people passing through than it is, of course - with in-game communication tools so limited, and the action unfolding over weeks or months, it's easy to miss. But that also applies to similar conflicts outside Colonia)
 
I would personally prefer to not see AX conflict in colonia but more human conflict. Colony space is rarely peaceful as law enforcement on a large scale is nigh impossible
As Ian said, there's plenty of human conflict going on. We have our next war set up for tomorrow if you'd like to join in. Obviously if you're in the bubble this may take some time, so we could pencil you in for day three if you were interested. As I said, if you miss this one there's always next week.
 
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Jaques had plenty on board when he jumped out here in the first place, and at least four other stations have received significant deliveries since. It doesn't seem to have interested them.
"They sing, the artefacts. I thought that was some crack pot ranting, but when you're out there they sing and then they find you. I blacked out, my cybernetic systems went dead, station systems dead. That noise...oh gods it's still in my head..."
 
OK, just tidied up the text, added some images, and ready to go.
 
As Ian said, there's plenty of human conflict going on. We have our next war set up for tomorrow if you'd like to join in. Obviously if you're in the bubble this may take some time, so we could pencil you in for day three if you were interested. As I said, if you miss this one there's always next week.

I'm sorry, you misunderstand what I meant. Allow me to clarify and then, if that still is disagreeable, please say so!

I am referring to PvE activities in terms of human conflict. Some examples of features expanded or new (and I have suggested these for both Colonia and the bubble, but I'd love to see Colonia get some 'unique' love to help spur more traffic back and forth):
  • Station Attacks that are caused by humans rather than Thargoids, resulting in CZs and Missions localized to the attack. Human attacks could leave stations 'less broken' than the damage Thargoids cause, which in turn means the work needed to repair them would be less (balanced) to Colonia's population.
  • A CG every quarter or more often, and an II at least once a year specific to Colonia and its continuous expansion.

Now then, specific to OP and Xeno conflict...
  • Guardian content could use additional expansion beyond the planetary encounters. Colonia and its surrounding regions are prime for more guardian discoveries and would help give Colonia some potentially unique and/or optional content for both local residents and travelers. It took me years to go to Colonia because the #1 question I couldn't get answered was "Why?" I like people, but not that much, and that's all Colonia really offers: a thriving Open Play. I dig that (I was there a few weeks ago for almost six months), but it got boring on the PvE side. I imagine OP has a lot to do with that. Colonia could really benefit from some new PvE content.
  • Thargoids in Colonia doesn't thrill me, but only because I'm kind of a story nut and personally think that Goids in Colonia wouldn't behoove the overall story. Afterall, most of the colonists are going to Colonia to get away from Goids, so it stands to reason that rather than just bring Goids there it would be more interesting to explore the human conflict that mass exodus and influx of populations can create.
  • The II with the fertilizer and stuff? That totally should have been in Colonia and could have involved mixing guardian components or some such to make bio-super-food and it backfired. Que using guardian research to solve the famine in a colonial region where famine isn't just bad, it could wipe out the entire region! See, the famine in the bubble was kind of like 'meh, food cartidges'. In Colonia, such disasters could be made very real and tangible. Stations offline, 20kly trade routes worth millions of credits per ton because there isn't any food in the sector.

That's just my take on OP. I'm well aware Colonia has plenty of human interaction (as in commanders/players) - that's what makes it such a great place. I fly weeks in the bubble without ever seeing another commander. Center of civilization my butt.

But Colonia needs some more PvE love. The whole game does, honestly, but Colonia is such a great opportunity for some truly unique set pieces, stories, and activities.
 
I am referring to PvE activities in terms of human conflict. Some examples of features expanded or new (and I have suggested these for both Colonia and the bubble, but I'd love to see Colonia get some 'unique' love to help spur more traffic back and forth):
  • Station Attacks that are caused by humans rather than Thargoids, resulting in CZs and Missions localized to the attack. Human attacks could leave stations 'less broken' than the damage Thargoids cause, which in turn means the work needed to repair them would be less (balanced) to Colonia's population.
  • A CG every quarter or more often, and an II at least once a year specific to Colonia and its continuous expansion.
We haven't had a CG out here for a long time - though, of course, there's not been much happening on that front in the bubble lately either.

I think one of the problems Frontier has is that, because the BGS in Colonia is so full of players trying to get intentional results compared with the bubble, they're extremely cautious about holding CGs that could advantage one side or another. (On the one hand, I think they could be less cautious ... on the other hand, I know the region better than they do so I know where they could be less cautious)

There's also the general principle that Colonia's development should be player-driven. So far Frontier have generally done that as much as possible within the limits of what's actually possible in-game ... but it means that conventional Frontier-led storylines for CGs/IIs at the least need to be meeting some common player demand to Frontier for a change. At the moment there isn't a lot of that going on. It really needs something slightly more automated - advanced BGS - that it's clear that players can influence the outcome, with a couple of exceptions (I think a repurposed station repair cargo goal would be great for this sort of thing, as it's more flexible and less time-limited than a CG)

Colonia is such a great opportunity for some truly unique set pieces, stories, and activities.
Well, there are the engineers. That's certainly a start, and essentially unique (they reused the mechanic briefly as part of The Enclave)


Things that they could use while keeping the player-led aspect:
  • Add a "Colonia Expansion" squadron leaderboard. Squadrons do tasks in Colonia to get points, at the end of the season an improvement is added based on the leaderboard scores. There's some complexity around tying squadrons to factions to systems to manage here, and some complexity around - unlike the other leaderboards - having points stack until "won" so that it's not always the same few squadrons winning every time, but it should be manageable. This could also allow new squadrons - e.g. the CEI closed before the PS4 was supported at all - to (with great effort) establish new systems in the region.
  • Set BGS goals - e.g. maintain Investment state in a system for X days - that if met will trigger some sort of infrastructure improvement project to start using the station repair cargo mechanism
  • Add terraforming - again, using something like the station repair cargo mechanism, and with extremely high targets because it's not supposed to be a quick process - there are 20 suitable terraforming candidates in the inhabited systems.
And an idea for a storyline that would require a bit of Frontier curation, could easily go on for several years, uses only existing game mechanics, and would have a player-led outcome.
  • A bubble faction (not a superpower, something smaller [1]) decides to run away from the Thargoids and thinks fighting for control of Colonia infrastructure will be easier than establishing its own system. A series of conflicts is then fought along the Colonia Highway - with CGs in Colonia and in the Bubble taking place to make the conflicts easier or harder to win for each side (I'm thinking "logistics CG in each region, tier reached in that determines the tier levels for competing war CGs on the highway the next week, distance from HQ also a factor - so it's easier for the Bubble side to take Hillary Depot [2], and easier for the Colonia side to defend Polo Harbour")
    Every few months, hold a new CG pair for the next contested outpost in the direction of the winner of the last conflict. Have the aggressor take Hillary Depot, Amundsen Terminal and Eagle's Landing in a surprise attack to start with, so the first actual fight is over Rohini.
    With decent work on balancing the war CGs, one conflict a quarter could probably have this go on for years. If either side ever manages to take complete control over the highway, its next move is to directly attack the core system of its opponent, which would probably need to be a much bigger event, but which Frontier would have probably have years to think about.
    Getting combat-quality ships out to the highway systems (from either side) would give a definite use for Fleet Carriers, too. Entire player organisations could form around the logistics of setting up pre-fuelled Fleet Carriers in key systems so that fighters for each side can turn in their last load of cargo for the logistics CG, then switch to a combat ship and have it rapidly transferred by a chain of Fleet Carriers to the front in time for the combat CG to start.
    Times and places of the CGs would be announced in advance, so in Colonia - and perhaps even in the bubble, depending on the commodities used - there could also be a "cold war" phase before the CG of trying to get optimal BGS states for commodity production across the industrial systems, put your opponent's logistics hub into Lockdown or Infrastructure Failure, etc.
[1] Difficulty here is that almost all the large bubble factions which might credibly be able to take on a 79-system coalition are themselves PMFs. Sirius Corp might be a possibility, I guess, as a continuation of the Dynasty project - it would need to be someone where a BGS-based decapitation strike to stop it running logistics CGs at all wasn't straightforward. That said, allowing a PMF or coalition of PMFs to bid Dangerous Games-style for the right to be the other side would mean that at least someone wanted them to win, which might be more exciting!
[2] The need to be able to hand in combat bonds would be a good excuse for adding Contacts services to these stations.
 
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