My Thoughts and Suggestions on the 10ly Distance for Colonisation

Okay, so we'll start with the fact that the 10ly distance for colonisation is getting a lot of pushback from the player base. It's going to change but what will it change to? I wanted to put down my thoughts and suggestions.

10 LY vs 40,000 LY

If players can only build colonies within 10ly of already inhabited space, what can they do at those colonies. The way things currently stand there really isn't anything you can do at your own colony that you couldn't do at an already established system, only your own colony has cost you a ton of credits. One of the core benefits of colonisation would therefore come from not having any inhabited systems nearby, or perhaps just a handful established by the player or a player group. This means a proper mini-bubble could be established that includes Apex shuttles and missions, genuine things to do for those who want to build.

TIME

Frontier have said in both the October and November livestreams that colonisation would mean players could push out into the galaxy. However at a 10ly distance and with a colony being able to be constructed in just one week it would still take 50 years of regular gaming, every single week to just reach Sagittarius A*. Player groups wouldn't be able to make this go any more quickly as it still takes one week to build out another 10ly, no matter who it is that does it.

If the distance were 20ly it would still take players 25 years to reach Sag A*, and at a distance of 30ly it would take players 13 years of full time play. A distance of 100ly would still mean it will take almost 6 years to reach Sag A* and about 10 years to reach Beagle Point, will Elite Dangerous still be an in-service game then? This brings me on to...

GRIND

Frontier opened the Elite Dangerous segment of the November livestream by saying they've spent 2024 looking to reduce the amount of grind in the game for players. If players do want to build out into the galaxy though, this represents the largest amount of grind ever introduced to the game. Months or literally years of regular gameplay, all doing the same thing, repetitively, day, week, month or even year in and out.

EXPLORATION CHANGES

If the distance were set to 1,000ly then Sagittarius A* could be reached within one year, remember this is still an incredibly grindy year, but it fits more in-line with the narratives that have happened in-game for Colonia and the Colonia bridge. However with a distance of 1,000ly Cmdrs would be tripping over colonies when they go exploring. A typical exploration ship would stand a good chance of encountering a colony every 16 jumps.

Players can set the galaxy map to only route via unpopulated systems, but this doesn't change the fact that this dramatically changes one of the core roles within the game and changes it forever.

STAR DENSITY

Let's say that players do, by some mechanic, eventually make it out into the deep black with just 10, 20, or 30ly as the range. It can't be physically done, but just for the sake of argument. You then get to parts of the galaxy where the star density is so low you wouldn't be able to go any further. There are many parts of the galaxy where there isn't another star for 40, 60, 80, or even 150ly.

HOW TO MANAGE A LARGE LIGHT-YEAR DISTANCE

My suggestion would be that players could build a colony up to 5,000ly from an already inhabited system. This solves a lot of problems. It helps prevent explorers from tripping over inhabited systems when they're out in the black, though obviously some parts of the galaxy will be more popular for colonisation than others. It keeps the players (like myself) who want to build colonies right out in the black happy. It fits with in-game narratives such as Jaques Station originally planning to jump to Beagle Point. And it lets players who want to build in or near the bubble still do so.

There should be checks and balances with this however and I think a simple scale, or perhaps a logarithmic scale would solve the problem. It would take the same amount of materials and commodities to build a colony out deep in the black because, let's face it, why would it take any more. But it would take longer the further out you go, and cost more the further out you go.

If a player wants to build a colony inside the bubble or on the edge of it, that would happen with a single server tick. The further out though it might take two, three, or even four weeks to build the same colony and the player(s) would be able to watch the construction develop over time. This also adds an extra dynamic to the in-game narrative for individual players and player groups.

DIFFERENTIATING COLONIES FROM INHABITED SYSTEMS

Frontier have said that when a colony is up and running it will operate just the same as any other system in the game. Especially if players are limited in the distance they can build out to, this means there could be very little difference between a colonised system, and an inhabited system, or pehaps even no difference at all. This would be a disincentive for many players to colonise and to visit colonised systems.

There need to be ways for colonies to differentiate themselves from inhabited systems, through player-controlled mechanisms such as mining, commodity sales, services availability, and equipment, module and ship availability. A colony outside the bubble where the system architect has worked to build their reputation with an engineer to the point where that engineer is happy to open a depot there would be a good differentiator.

OTHER THOUGHTS

So let's look at some of the other considerations...

MINING FOR MATERIALS

If players are building right out in the black where do the commodities come from to build them? Will all commodities have to come from the bubble and be shipped out by carrier for each outpost, or could some or even all of those materials be mined, through player actions and / or BGS (as player mining alone would take simply forever). This would help simplify the process of colonisation and also make it more realistic.

LOADING COLONISATION SHIPS

If all the colonisation ships start in the bubble then why should players not be able to load them with commodities in the bubble? It makes no sense narratively that players will need to fly commodities all the way out to the colony location when they're only going to store them on the colonisation ship anyway. Sure the Cmdr will need to be at the other end but they can fly there on the colony ship, their carrier, or in their own ship.

PLAYER-OWNED COLONISATION SHIPS

This brings me onto the possibility of Cmdrs owning their own colonisation ship. Sure they'd be much more expensive than a fleet carrier, but they could completely replace a Cmdr's fleet carrier. Individual Cmdrs could then load their own colonisation ship with the commodities needed to build one, two, or multiple colonies, and fly that ship out to distant colony locations, stopping for a few weeks at each location to construct that individual colony before moving on.

Conversely, players who want to build inside or on the edge of the bubble wouldn't need to do this. The colony ship would be a "rental" as part of the cost of claiming a system. It would just turn up, they'd stock it with commodities and when the job's done it would leave.

BUILDING PLAYER GROUPS BACK INTO THE GAME

There is a great opportunity with colonisation to build player groups back into the game. Players could form their own faction and that faction controls their colony. The larger the faction, the more power and influence it has until, ultimately a few of the really large and really popular player factions could be integrated directly into PowerPlay itself. PowerPlay 2 might be proving popular, but no player will ever be more invested than in a group they themselves have created and nurtured.

DON'T ISOLATE PLAYER GROUPS

There is a risk as things currently stand of isolating specific player groups. Let's say for example that some players have formed a group to fight the Thargoids. This is fine, they can do that in the bubble. If a player group has been set up to do mining or piracy, this can also be done inside the bubble. As for the Fuel Rats though you can forget it as the way the system is currently devised they will be completely excluded from colonisation.

FINAL THOUGHTS

The last two things for me to say here are both feature requests. For Odyssey settlements there is absolutely nothing I want to see more than a main street. Not going into a building and there's Pioneer Supplies, the bar etc. all there indoors. Instead having a main street with all these open to the outdoors. This wouldn't be suitable for every planet, but that too is something that could be built-into the feature.

The other request is for mining, especially tritium mining. How amazing would it be for colonies to be able to help fund themselves by mining tritium, either from beneath the surfaces of ice worlds, or from planetary rings, and then sell that tritium on to other Cmdrs for their fleet carriers and colonisation ships.

Anyway, these are my thoughts based on sleeping on it last night and reading the conversations of players elsewhere in these forums. Thanks everybody 🙂
 
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With the current systems (if understood correctly) its only going be edge of the bubble factions that can expand into the black. Supporters of factions well-inside the bubble will only be able to expand within the bubble, with little or no reason to do so, and very little opportunity to do so either. Near my home system i don't think there is a single system within 10LY that is uninhabited, meaning my supported faction has no means to expand without lengthly and frustration expansions into other systems to get within range of an uninhabited system, which is still probably a worthless system to expand into anyway. To get my faction to the edge of the bubble might take years of effort, only to find by that point the bubble has expanded further.
 
If the distance were 20ly it would still take players 34 years to reach Sag A*, and at a distance of 30ly it would take players 16 years of full time play. A distance of 100ly would still mean it will take almost 8 years to reach Sag A* and about 15 years to reach Beagle Point, will Elite Dangerous still be an in-service game then? This brings me on to...

That's sounds ok to me tbh. Yes the galaxy is vast in numbers, but its pretty easy to travel around it. The 1:1 scale thing that gets mentioned a lot isn't all that impressive when players can buckbally to Sagittarius A* in a couple of hours. So making colonization take long periods of time to reach anywhere significant is a step in the right direction in making this 1:1 scale galaxy feel immense in scale, and not just in its number of systems.

An alternative would be for frontier to add colonization hubs. Maybe place one in the centre of each galactic region and allow players to begin expanding from there. That way you get a head start to reach you far off location but keeping it a 10-100 LY range protects the long term goals and tempers the progress somewhat, and that would go some way in keeping the feeling of galactic scale intact (as in taking time to get anywhere).
 
I get and agree with the reasoning for a low LY range: avoid turning all galaxy regions habitable too quickly.

I also agree 10ly is really low indeed. Maybe a range around up to 50ly, maybe 100ly, could still be low enough, but also flexible enough as well.

Some rudimentary math:

Colonia - Sag A distance: 11000 ly
  • With a 10ly range: 11000 ly / 10 ly range = 1100 cycles / 52 weeks a year = 21.1 years (efforts going one way only)
  • 20ly range: 11000 ly / 20 ly = 550 cycles / 52 weeks a year = 10.6 years (one way only)
  • 50ly range: 11000 ly / 50 ly = 220 cycles / 52 weeks = 4.2 years
  • 100ly range: 11000 ly / 100 ly = 110 cycles / 52 weeks = 2.1 years
  • 500ly range: 11000 ly / 500 ly = 22 cycles / 52 weeks = 0.4 years (5 months)

Maybe the larger the range, the higher the costs involved could be a way too?

I hope we can still find very very large portions of the galaxy preserved without human bubbles too close to it
 
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I get and agree with the reasoning for a low LY range: avoid turning all galaxy regions habitable too quickly.

I also agree 10ly is really low indeed. Maybe a range around up to 50y, maybe 100ly, could still be low enough, but also flexible enough as well.

Some rudimentary math:

Colonia - Sag A distance: 11000 ly
  • With a 10ly range: 11000 ly / 10 ly range = 1100 cicles / 52 weeks a year = 21.1 years (efforts going one way only)
  • 20ly range: 11000 ly / 20 ly = 550 cicles / 52 weeks a year = 10.6 years (one way only)
  • 50ly range: 11000 ly / 50 ly = 220 cicles / 52 weeks = 4.2 years
  • 100ly range: 11000 ly / 100 ly = 110 cicles / 52 weeks = 2.1 years
  • 500ly range: 11000 ly / 500 ly = 22 cicles / 52 weeks = 0.4 years (5 months)

Looking at those numbers I personally think 50 - 100 LY is the sweet spot. It should take 2 or 3 years to expand from Colonia to Sag-A* as that protects the feeling of galactic scale as well as giving players realistic medium to long term goals to aim for.
 
So I watched the stream now. It feels to me like 10ly is the working number for development. They might stick with it for the first few weeks of beta, or they could decide (based on what "the community" says) that it's too short even if it's meant to be deliberately short, and make it a bit bigger even to start with.

They emphasised a number of times that they never know what players will do, so it's nice to see them take more of an evolving "wait and see" approach. That's a big argument for keeping it close to the Bubble initially and also avoiding the burden of needing to figure out how the other integrations (BGS, PP 2.0) would have to work if you had an isolated system 500ly out.

Whatever number we are on when we exit beta, there could be a narrative - we've had lots of these in the Thargoid era - where industry simply gets better over time, so the range grows over time. I'm actively expecting to see that. However it won't go over 20ly any time soon because that will break PP 2.0 as it stands and break a number of other very long standing mechanics.

If we ever did get long-range outposts, it would have to be just that, a different category of settlement where you never get to Ocellus size and you can't daisy-chain out.

I don't think it's ever going to get faster than one a week, and even that feels a bit fast in terms of lore. Sure you can grow assets out of unobtanium but there's a point at which Commanders would be just wishing whole starports into existence and that would be silly.
 
Looking at those numbers I personally think 50 - 100 LY is the sweet spot. It should take 2 or 3 years to expand from Colonia to Sag-A* as that protects the feeling of galactic scale as well as giving players realistic medium to long term goals to aim for.
I agree in principle, but in practice this is 2 or 3 years of constant grind, without the player(s) even having any time to do anything else. Frontier started the Elite segment of yesterday's livestream they'd spent 2024 trying to reduce grind, so this would be entirely counter-productive. It's also 2 or 3 years before the player(s) can even visit, let alone do anything with the colonies they want to build. That's a lot of frustration for people.
 
I think it was mentioned that the 10ly was for the Beta whilst the Devs sort out any bugs with such a large addition to the game. I suspect this might go up considerably when the logistics of actually playing are assessed.
We mustn't forget those players who don't own or want a carrier as well. They still need to be able to transport goods as well. It might boil down to the maximum range of a fully laden Cutter.
I'm going to wait and play the Beta to see what all the implications are first.
 
We already have a thread for this.
 
OK, look, last week nobody could colonise anything. In 2025 you'll be able to colonise out from the Bubble. With no grind.

"But why can't I settle the Eastern Spiral Arm instead is just a silly thing to say at this point. Of course there's an extreme that creates two years of grind. Simply don't do that then. No grind! Sorted.
 
OK, look, last week nobody could colonise anything. In 2025 you'll be able to colonise out from the Bubble. With no grind.

"But why can't I settle the Eastern Spiral Arm instead is just a silly thing to say at this point. Of course there's an extreme that creates two years of grind. Simply don't do that then. No grind! Sorted.
Nobody, including myself, ever said there shouldn't be grind. What I am saying is that the grind needs to be proportionate to what you're trying to do, and how grind works in other parts of the game. If you're collecting materials to engineer a ship, that's grind. If you're collecting materials to engineer a fleet, that's a lot more grind. But as Frontier have recently reduced that grind by a factor of five or more, adding such a disproportionately large amount of grind for a new feature is counter-productive.
 
I agree in principle, but in practice this is 2 or 3 years of constant grind, without the player(s) even having any time to do anything else. Frontier started the Elite segment of yesterday's livestream they'd spent 2024 trying to reduce grind, so this would be entirely counter-productive. It's also 2 or 3 years before the player(s) can even visit, let alone do anything with the colonies they want to build. That's a lot of frustration for people.

But you're assuming its some kind of race and everyone will be wanting to get to the far reaches ASAP. I think the vast majority of players aren't interested in building highways to Beagle Point. They probably just want to carve out their own micro bubble somewhere manageable, somewhere that can be reachable within normal casual gameplay - a little at a time - and not spending their next two years racing to point X on the map and doing nothing but the colonization grind along the way.
 
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But you'e assuming its some kind of race and everyone will be wanting to get to the far reaches ASAP. I think the vast majority of players aren't interested in building highways to Beagle Point. They probably just want to carve out their own micro bubble somewhere manageable, somewhere that can be reachable within normal casual gameplay - a little at a time - and not spending their next two years racing to point X on the map and doing nothing but the colonization grind along the way.
Actually I'm saying the opposite. Sure people will want to build out, but if they see it's going to take them 3 full years of gameplay to do so, they won't bother. Why should they.
 
Actually I'm saying the opposite. Sure people will want to build out, but if they see it's going to take them 3 full years of gameplay to do so, they won't bother. Why should they.

Why would they? For the sense of achievement and having somewhere remote and significant to point to on the map instead of the map becoming saturated with Colonia's?

There's a reason why places like Beagle Point became special and iconic locations, its because back in the day they were a big commitment to get to (not so much now with engineers and Carriers). But it was a big deal, and newsworthy at the time. Surely spending two years reaching a place on the map and building your bubble there is more satisfying than making it so easy that everyone can do it? Deep space colonization should be a long term commitment, and for those not committed to the long term, there's nothing stopping them still having their own place closer to the bubble.

Frontier need to get the balance right here as making it too easy can lead to no one bothering too, as eventually it'll be seen as another shallow feature that no one will commit resources to once the fad wears off.

Colonizing deep space should have meaning behind it that isn't just about getting to the far reaches ASAP. As an example those that commit to it and succeed should have their time investment recognized by having created their own colonia that has significance in-game as it'll be rare (and hopefully useful if future updates seed distant colonies with items and resources that can't be found everywhere - opening up deep space inter-colony trade).

Conversely if we have colonia's everywhere within a year or two, then new players coming to the game will be asking your question too, but from the other perspective.
 
Why would they? For the sense of achievement and having somewhere remote and significant to point to on the map instead of the map becoming saturated with Colonia's?

There's a reason why places like Beagle Point became special and iconic locations, its because back in the day they were a big commitment to get to (not so much now with engineers and Carriers). But it was a big deal, and newsworthy at the time. Surely spending two years reaching a place on the map and building your bubble there is more satisfying than making it so easy that everyone can do it? Deep space colonization should be a long term commitment, and for those not committed to the long term, there's nothing stopping them still having their own place closer to the bubble.

Frontier need to get the balance right here as making it too easy can lead to no one bothering too, as eventually it'll be seen as another shallow feature that no one will commit resources to once the fad wears off.

Colonizing deep space should have meaning behind it that isn't just about getting to the far reaches ASAP. As an example those that commit to it and succeed should have their time investment recognized by having created their own colonia that has significance in-game as it'll be rare (and hopefully useful if future updates seed distant colonies with items and resources that can't be found everywhere - opening up deep space inter-colony trade).

Conversely if we have colonia's everywhere within a year or two, then new players coming to the game will be asking your question too, but from the other perspective.
I completely agree that Frontier have to be careful to get the balancing right, and nothing should be easy. I lay this out in my suggestions, even if I don't go far enough. It's not for anybody though to assume what would would be considered an achievement or would be satisfying for anybody else. For me personally, setting up a small isolated colony out deep in the black would be the most satisfying thing I could ever do in the game.
 
The current approach has a fatal issue. Cmdrs face being quite literally unable to ever colonise outside of the bubble. Allow me to explain.

Commander A starts near the centre of the bubble because they want to chose a specific faction as their sponsor.

Commander B starts on the edge of the bubble, and picks a random faction because they just want to expand out.

Both commanders head in the same basic direction.

Based on a weekly tick, Commander A will never actually build out past the bubble, because the bubble is expanding in front of them.

20 ly? Same problem. Now do that with thousands of commanders. All possible directions expanding. I cannot think of anything worse than being stuck in an infinite loop.

Frontier are going to discover they basically have to allow multiple starting points or they are going to trap people in an ever increasing circle they cannot escape.
 
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