Meet the ... COLONY SHIP

I am a bit disappointed that colonization of space is limited to 10 LY around existing colonies, but I understand why that is so. Devs don't want space population to be so fragmented that you hardly find others (or NPC spawning in populated zones) and feel lonely. It also presses more into Power Gameplay to be in a condensed bubble.
However, here I propose a way to colonize distant places by setting up a COLONY SHIP, which is so costly that most players won't afford it anyway unless they are rich veterans and into expansion.
I think of it as a new type of 'player fleet carrier', similar size and with many functions a regular FC has. The main difference is:
  • it has a clear destination and a one time use. It does not return.
  • it takes colonists with it and ressources to build up either an outpost or a surface installation at a place you determine
  • it has a expiring timer so it will have to be used wisely. Perhaps a month of time until it will become a space wreck if not used to colonize as intended
  • it can descend to a planet surface (when you intend to build a surface installation) once, but not climb up from there again

A colony ship has to be supplied not only with colonists you offer a new life as pioneers somewhere in space, with their equipment and sustainance; but with tritium fuel which determines how far the vessel can travel (FC like doing jumps of 500 LY). If you took small ships with you, fine, you can try to mine tritium on voyage to replete the tank, but the limitation in lifetime remains. As long as you still have fuel, you can search in a corner of the Milky Way for a suitable place to stay. If you don't find the final place in time, the expedition fails. Also, when you do things which don't fit with the original intention, your colonists may revolt against you. After all, they put their fate into your hands.
It is of course advisable to have scouted the area before and to know where you are heading exactly.
Upon arrival and your decision the colony ship will be dismantled and used up for a couple of choices of what you want it to become - an outpost size station in the system, or a surface colony on a celestial body. The decision can be made only once and you will have to live with it.
More strategic decision could be implemented here by mattering what machinery you loaded on your colony ship (different machinery as we have as trading items in game). If it is a hot world without atmosphere, you need the proper technology to deal with it and enable life under such conditions. And the machinery is different to, say, an ultra freezing planet at the outer edge of a system. So you are trying to accomodate as good as possible, or face disaster.

When you succeed, you will have your own little realm somewhere, and it does not end with that. Gameplay could further evolve around caring about your colony, supplying them with goods you transport from the original bubble, bringing back to the bubble mined materials or agriculture products, etc, bring forth more colonists to your realm to grow, etc. Probably continuing with expanding to adjacent systems from there if all goes well.

Otherwise, when your colonization attempt failed, the former colony ship stays as a wreck, or the abandoned outpost or surface installation remains as deserted ruins, to become a tourist attraction to future ED players and their rich tourists wanting to sightsee the place where the drama unfolded ...
 
I am a bit disappointed that colonization of space is limited to 10 LY around existing colonies,
The 10Ly limit was increased by 50% before the currently running “Feature Complete” beta started.

but I understand why that is so. Devs don't want space population to be so fragmented that you hardly find others (or NPC spawning in populated zones) and feel lonely. It also presses more into Power Gameplay to be in a condensed bubble.
However, here I propose a way to colonize distant places by setting up a COLONY SHIP, which is so costly that most players won't afford it anyway unless they are rich veterans and into expansion.
I think of it as a new type of 'player fleet carrier', similar size and with many functions a regular FC has. The main difference is ...
How many trillions of credits do you think will be enough that only the top 10% could afford it?
 
How many trillions of credits do you think will be enough that only the top 10% could afford it?
Not really "trillions", something in the vicinity to the costs of a fleet carrier should suffice. What I tried was to propose something along the lines devs chose, as to fragment the population in the galaxy not too much.
Besides, the need to take care of your distant colony is also game content which does not fit the play style of many, particularly not the pew-pew faction.
 
However, here I propose a way to colonize distant places by setting up a COLONY SHIP, which is so costly that most players won't afford it anyway unless they are rich veterans and into expansion.

If only a tiny fraction of the player base can afford it then it's not worth adding imo. Perhaps a modest, smaller version.
 
I kind of feel that if Cmdrs could build colonies anywhere they want (but were limited in how many they could build) we would have several 'player bubbles' rivaling the actual bubble by now...
But even finding some random inhabited system out in the middle of nowhere would have been quite cool when exploring too!
 
Hmmm, correct me if I'm wrong but some T3 space sports are potentially capable of really long-distance jumping (at least once) as demonstrated by the founding of the Colonia. So probably the idea of building space T3 and stocking it with some enormous quantity of tritium could also do the trick.
 
Interesting idea.

Even though only a small fraction could afford a colony seed ship, the broad playerbase can/would participate. The idea of a player-made bubble on the other side of the galaxy would be really cool. Of course it is only practical for well established players to participate because of the lack of facilities (fully stocked shipyards, tech brokers, engineers, guardian sites for blueprints, ranking up imperial/federal, access to powerplay for ranking for modules, etc.)


A big issue is the rapid devaluation of credits. Every year credits become significantly more accessible and devalued. If a colony seed ship seems crazy expensive today, 5 years from now everybody can afford one. They won't be special or unique.... they will be everywhere across the galaxy.
 
If only a tiny fraction of the player base can afford it then it's not worth adding imo. Perhaps a modest, smaller version.
But it marks a goal for longtime motivation, if you want to gather the means to embark on such costly endeavour.
And other players, if it is a faction doing it, should profit from that expansion if they participate, following up with foundations around the main far away colony.
 
Last edited:
Speaking about 'faction', I should add that founding such colony should give you permission to start a new faction alike, themed around that colony, whileas for commanders back in the bubble it is, under current rules, no longer possible to set up new factions.
 
Speaking about 'faction', I should add that founding such colony should give you permission to start a new faction alike, themed around that colony, whileas for commanders back in the bubble it is, under current rules, no longer possible to set up new factions.
Seeing as FDev stopped us from making new PMFs some time ago I am not sure they would do this.
 
Back
Top Bottom