So you have an engineer with between 2-11 blueprints the gameplay being doing enough engineering with them so their blueprints are worth using, like Colonia had to do.I completely agree. Just a few things I can think of off the top of my head, all of which would work best with colonies out deep into the black...
- Building your reputation with an engineer so they'll open up a depot in your system (proper gameplay in this one)
A very big change in the game if this happens without us doing the mining.
- Using the system to manufacture / mine commodities for yourself and your squadron to use / sell (such as Tritium)
Missions
- Use your system as a place for Cmdrs to get meaningful exploration missions, there are so many possibilities here (see my wishlist link below)

Once placed it sounds like passive income again.
- Searching for an interesting system to set up a tourist colony, and then building tourist stations on planets and in parts of the system where there are interesting things to see, then deriving an income from this by building reputation with factions and powers so they'll send tourist ships to the system (again, really useful gameplay here)
That worked well for Sol and Shin Dez.
- Set up an anti-Xeno colony equipped with all the commodities, components, and engineering needed to keep the caustic cauliflowers at bay
We seem to disagree on meaningful and nice things.These are just a few ways colonisation could be made truly meaningful, but I know Frontier won't do it, because we don't get nice things![]()