Player-led development of Colonia

Summary: Instead of CGs, use the cargo collection mechanism of station repairs to allow Colonia development to proceed in a more organic and player-driven manner.

Background
Frontier has implemented Colonia largely in response to player requests - direct and indirect - from its founding, naming and colonisation onwards. This has led to a place which feels very different - in both obvious and subtle ways - to the Sol bubble.

At the moment, CGs drive development. These are rare (as they compete with Sol CGs for slots) and require Frontier to indirectly assess what players want, then provide a CG for it. While this has worked so far, it has led to a very uneven pace of development, and the inevitable complaints from those who feel their priorities are being overlooked. When Colonia was first set up almost two years ago, CGs were the best available approach - now, there may be a better alternative.

The cargo collection tasks introduced in 2.4 (used for station repairs) could be a way for players to more directly choose how Colonia develops. These tasks have many advantages over CGs:
- they do not have a fixed weekly duration
- they do not take up valuable CG slots away from the overall storyline or the player-driven CG queue
- they can coexist in larger numbers with each other and compete for player time
- they require more thought than a simple bulk hauling CG
- they reward focus on a long-term goal rather than short-term mercenary rushes

With station repairs, this has led to the formation of organised communities setting priorities between the many competing goals, and cooperating on solutions - a similar dynamic would benefit Colonia.

Suggestion
Set up several cargo collection tasks in Colonia. Each task should require a mix of locally-available bulk cargo, mining-only resources, and a small quantity of unusual goods (rares, regional goods like Power Convertors, salvage-only items, or even in some cases Thargoid or Guardian commodities) to encourage collaboration on different gameplay types.

When a task is completed, another one should be set up of the same broad type. Independent pilots and different player groups can set and work on their own priorities, with the overall direction being player-led.

These would largely replace the existing Colonia CGs - though player groups could continue to submit their own.

Suggested task types:
1) Colonisation. This task would add one new inhabited system to the region with basic station facilities and a low population.

2) Settlement. This task would add a new station, planetary port or planetary settlement to an existing system, increasing the population.

3) Development. This task would improve existing stations, increasing population, outfitting quality, and possibly adding other services.

4) Cultural. This task would add non-station improvements to the region, for example tourist beacons, scientific installations, or non-dockable megaships.

Task details
There are many ways the exact purpose of each task could be decided - for example, for a Colonisation task:

1) Frontier decides on a system each time

2) Player-suggested queue: have a week for people to suggest systems on a forum thread, take out unsuitable ones, get a queue which should last for months or years

3) Player reward: one of the contributors gets to pick the system

4) BGS-state driven: e.g. Colonisation picks systems near factions in Investment

(My preference would be for 2 or 4)
 
Why stop at Colonia for these mechanics? Players have been clamouring for ways for the galaxy to evolve without direct dev input for a long time. A decent set of colonisation mechanics would go a long way towards making the galaxy feel alive, particularly if it is combined with some working population growth and migration mechanics to support such colonisation.
 
Why stop at Colonia for these mechanics?
Mainly for scale and practicality - going from nothing to a fully automated and scalable system that works in the Sol bubble as well sounds very difficult, whereas doing it in the smaller and better-defined Colonia bubble shouldn't require significantly different levels of manual effort than that they currently spend on the CGs, so they can test it out, see what works and what doesn't, before letting it fully loose (just as they handed out exactly one megaship manually to Canonn way before everyone can get them with Squadrons).

(But agreed, in the longer term it should be automated for everywhere)
 
This seems like a great method for improving the place I call home. The long term aspect of it I like especially, since it encourages people to settle down and make it a place they can call home too.
 
Fully support this idea. This is the kind of "narrative" I want to see more of in the game - allowing players to decide/prioritize among multiple goals and more directly help shape the game world around them. +1
 

Deleted member 38366

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My idea for Players anywhere :

Player is able to directly go into contact with a Faction Rep (Requirement : Allied Status & Clean).

Player opting in for "System Improvement" can accept the following Tasks :
- improve existing Facilities
- improve System Economy
- improve System Security
- improve System Population
- build missing Facilities
- create new Resource Extraction Sites (if suitable locations exist within System)

Each completed Task increases a Stat (i.e. : Outfitting improvement : 5.2% complete) for a specific location depending on Task.
Other Players can at anytime join in into such activities once established.

Similar to existing Wing Missions, these shall provide long-term engagement opportunity for Players or especially Player Groups/PMFs.
By focusing efforts not on classic BGS but on "home improvement" instead, they're now allowed to engage in long-term projects that'll permanently improve the Quality of an Asset or a System.
Naturally, those activities will be an investment and thus won't return anything but the chosen Results when accomplished.

Additional benefit : no manual work required by Frontier, instead we now have a fully automated process that can run parallel and undisturbed i.e. by the classic BGS.

Oh, and once I'm dreaming :
- create "Colonization" Nucleus in a new, suitable System (the most resource-intensive Task of them all)
- once successful and established, a Nucleus with minimal Population offers ground-up Options to build up the System and a new Economy, establish Security and all Facilities as desired (and willingness to invest the work to make it happen)

But in short, anything that'd permit Players to lead the Development of Systems & Assets within I'd highly welcome.
 
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Short version is, I agree. We should absolutely get goals which are centered around freeform task completion rather than only having guided directives from one or two places each week.

The long version is, I think it can go even farther than that. We were promised with Powerplay that our actions would form the plot; in other words, the collective wills of players would direct narratives which have tangible consequences on the game even for people who are not directly participating in that narrative. The problem is, the plot changed. Now, we are not looking so much at a power struggle between large factions, we are looking at the war between the humans and Thargoids, and the establishment of a new zone of human inhabitance. We have tools to influence the former, but not the latter.

Since the current development of Colonia is so focused on CGs, we lose something critical: the ability of some players to participate. It is really rare for multiple Colonia CGs to run consecutively. So what do people do in the meantime? Many will wander back to the bubble for engineering and fitting, go on long exploration journeys, and so on. The problem is, travel to and from Colonia has a substantial time cost. If a CG crops up when someone is in the bubble or out at Beagle Point, it is much more likely that the average person will not have the time to drop everything to haul back to Colonia in time to reasonably participate in the CG.

While the CG may complete anyway, that misses the point. It creates an inaccurate representation of how many players want to contribute and how much time they want to spend contributing if the players are just not there because nothing was going on when they happened to leave. That means, while it may appear that many players are not interested, they may simply be doing what their time frame allows. I can tell you, from my own experience, there have been multiple times when I said "Gee, it would be great to contribute to this CG, but I do not have a lot of time to play this week so I guess I will just not."

Furthermore, since these are only infrequent and focus on only one task at a time, Colonia still feels very underdeveloped compared to the bubble. Outfitting is lacking, and there are still no engineers. Lots of the groups I have played with have the attitude of "Why would we want to go to Colonia?" Indeed, why? If you are not a BGS-focused player for a faction currently there, there is not much incentive. You can go there with the notion of "I'm going to help develop an underdeveloped region of space," except you cannot really do that.

Basically: There are no tangible incentives to trying to "develop" Colonia, because except for every once in a while, your actions do not really affect things. "Every once in a while" is not often enough for most players.

I agree that the easiest way to change this would be freeform hauling goals like those in the repairing stations. I think we could go a little bit farther, though, and make other actions also contribute. We should be able to take passengers to Colonia to increase the systems' populations, for sure. Perhaps there should be a way to vote on expansion targets, or cause a station to focus on development of its services and economy rather than expansion.

The possibilities are very broad. This is definitely a feature we should be getting sooner rather than later, because people will be able to see that their actions are having an impact on the game world. It does not have to be easy, but the amount of satisfaction it can bring is worth the effort.

...Sorry for wall of text, but in my defense, I did give you the short version up front!
 
While the CG may complete anyway, that misses the point. It creates an inaccurate representation of how many players want to contribute and how much time they want to spend contributing if the players are just not there because nothing was going on when they happened to leave. That means, while it may appear that many players are not interested, they may simply be doing what their time frame allows. I can tell you, from my own experience, there have been multiple times when I said "Gee, it would be great to contribute to this CG, but I do not have a lot of time to play this week so I guess I will just not."
This. One of the most common issues I have with both CGs and the mission system is the time constraints. A goal to work for where a player has more freedom to participate when, how often and how much they can would greatly benefit the game IMO. The OP addresses this in a very sensible manner, while also giving the individual player more direct influence on the game world's development.
 
I like the idea for all of this, but I would say that the Development of Colonia, with impoving current stations should be the main proirity, since Colonia needs better outfitting and sevices.
 
I like the idea for all of this, but I would say that the Development of Colonia, with impoving current stations should be the main proirity, since Colonia needs better outfitting and sevices.
That all depends on who you ask
- expansionist player groups want more new systems to expand to
- less expansionist groups don't care about that and want to improve what they have
- you're certainly not the only one to want better outfitting
- others want something more to do or to see

My hope would be that by letting us pick directly rather than giving Frontier the unenviable task of sorting through requests from hundreds of people in tens of languages would actually make things easier for them overall.
 
I completely agree, that something should be done for Colonia expansion. However, it seems to me, that new proposed mechanics is very complex to implement. Having two BGS branches inside the game... imagine yourself, if something will be errorously moved 2 old bubble. Due to this, simple solutions, which may be done faster:

1. Something like Core3 Colonia expansion wave may be OK. Maybe, much more systems and stations (30-50). Previous are nearly occupied, and it was not a bit tricky, we were expanding 2 Pekoe during > 4months
2. Increase the population!!! Aliens are operating during several months, men should escape, but the latest Colonia population growth is (several lines are VERY STRICTLY self-censored) 4% (Four, #$%^*&^%, percent :( ) How it's matched to FDs own storyline with refurgees, burning stations, etc.- please, imagine yourself, but be cautious while writing about it here ;) Ban is possible!
3. Most complex thing: Create an engineer in Colonia! Remote bueprints are, maybe, OK (I have no one, because it was not useful in Colonia during several patches), but! No experimental effects.
3.1 Engineer should be placed in separate and BGS-protected system (like Ratraii), because having such resource may be a real headcache. And no factions will fight 4 possible benefits.
3.2 FSD and maybe, something other should be Level 5, all other modules - level 2. Colonia needs "universal" man.
3.3. If a history 4 the engineer is needed - I have one. Maybe, good, but it depends...
 
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3.2 FSD and maybe, something other should be Level 5, all other modules - level 2. Colonia needs "universal" man.
3.3. If a history 4 the engineer is needed - I have one. Maybe, good, but it depends...

How about a upgrade station, where classes like B & C are upgraded to A & B respectively in colonia as that is one thing colonia is lacking, the high end ship and weapon components.
 
How about a upgrade station, where classes like B & C are upgraded to A & B respectively in colonia as that is one thing colonia is lacking, the high end ship and weapon components.

Of course, I agree, but the solution depends not from me, indeed... ;) Seems 2 me, that the imrovement story will be long.
 
Due to this, simple solutions, which may be done faster:
Yes. Even trying to mainly use existing features, it's not going to be completely straightforward. We still need development in the meantime, of course.

2. Increase the population!!! Aliens are operating during several months, men should escape, but the latest Colonia population growth is (several lines are VERY STRICTLY self-censored) 4% (Four, #$%^*&^%, percent :( ) How it's matched to FDs own storyline with refurgees, burning stations, etc.- please, imagine yourself, but be cautious while writing about it here ;) Ban is possible!
4% is a pretty big amount - that sort of rapid arrival of people would be a major concern to any region, if not planned for.

It has problems with relative scale of the regions. Sol bubble has ~1 million times the population of Colonia, so any group fleeing from Sol large enough to be remotely noticeable there would instantly overwhelm Colonia. Though so far the Thargoids haven't been justifying much more fleeing than that anyway.

From my point of view there are some gaps in the existing systems to fill in, because they've been added more than 15LY from the next system and so get limited mission choices (ones which don't involve leaving the system, and long-range ones to Colonia/Ratraii/Ogmar/Tenjin only) - a basic fix for those would only need about six systems adding, though nine would be better.
A - one roughly in the middle of the White Sun-Ra' Takakhan-Rodentia Petram triangle
B - one roughly in the middle of the Carcosa-Coeus-Earth Expeditionary Fleet triangle
C - one between Ravenhold and Kajuku, but above them a bit
D - one between Kajuku and Lycanthrope, but above them a bit
E - one between Pekoe and Kopernik/Solitude/Lux Caeli (probably can't get within 15LY of all four of those at once, but Pekoe and at least one of the others should be possible)
F - one between Einheriar and Union/Morpheus/Edge Fraternity Landing
...and then three more that would properly link everything up
G - one between Ra' Takakhan, Rodentia Petram and Mriya/Meretrida
H - one between C, D, and the main blob of systems above them (it might be possible to get C and/or D high enough for these to link to the main blob anyway, perhaps)
I - one between B, Phoenix and Santos Dumont

In general new systems I think should certainly be within the existing 50 LY radius bubble, rather than outside it. Settlement is sprawling enough as it is, compared with the Sol bubble.

3. Most complex thing: Create an engineer in Colonia! Remote bueprints are, maybe, OK (I have no one, because it was not useful in Colonia during several patches), but! No experimental effects.
Remote blueprints are very nice. Other than weapons, the experimentals can be missed out without really noticing.

If we were to get an engineer, I think it could be interesting to have some way for the players to pick the blueprints - perhaps by having a materials CG create them and the ratios of materials delivered determining what blueprints they got.
 
...4% is a pretty big amount - that sort of rapid arrival of people would be a major concern to any region, if not planned for...

Hmm. It's a game, however! Migration stream mostly depends from the source of migration, not from target. The latest figure of Colonia population growth is not 4% from source of migration indeed. During real non-local wars there are often more, than 10% of refurgees. How many should be, if count 1/10 of old bubble population? But if threat the conflict, as local war, at least 0.1% of population may try to escape as far, as possible. 0.1% from bubble - is at least, current Colonia population * 10 - 100...
 
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