I'd like to start a discussion about what it would take to create a colonized area completely separate from the established system. To be clear, this is just discussing the idea. If someone wants to actually put a plan in place use another thread for that. This is just about working out the problems involved and ways to solve them.
The first question I see needing to be answered is what would count as a "Far Colonized Area" (I'll be using FCA to shorten things). Here's the criteria I'm using to think about it (feel free to discuss if a different way of categorizing it would be better):
You can probably see why I thought discussing it and working out the problems well in advance is a good idea. It would be a Major project to take on.
There are known detailed questions to work out for this sort of project, known less detailed questions and problems to be worked on. I've given some thought to this but I'm hoping for people to add to the discussion so if I don't put something down say something.
I'm hoping to have a good discussion and see if we can work out everything before someone decides to go crazy and actually go for this sort of project. Thanks to anyone who read through all this.
The first question I see needing to be answered is what would count as a "Far Colonized Area" (I'll be using FCA to shorten things). Here's the criteria I'm using to think about it (feel free to discuss if a different way of categorizing it would be better):
- It needs to be at least 10,000LY from nearby settled systems. (This is just for the sake of discussion, less than this and you might be able to use "good enough" methods instead of actually finding solutions)
- It will need access to all major features of the game excluding system specific features. So no engineers for unlocking new upgrades, but still able to upgrade modules. All the major factions should be represented so people could build reputation for them. I'm unsure if all Powerplay factions should be considered as a requirement
- It will need to be producing ALL the ingredients needed to build new Stations and Installations in quantities large enough to colonize nearby systems before the timer runs out.
- Someone who decides to setup shop there shouldn't need to regularly go back to the more settled systems for anything.
You can probably see why I thought discussing it and working out the problems well in advance is a good idea. It would be a Major project to take on.
There are known detailed questions to work out for this sort of project, known less detailed questions and problems to be worked on. I've given some thought to this but I'm hoping for people to add to the discussion so if I don't put something down say something.
Known detailed questions: (basically the "make a spreadsheet" questions)
- What would be the fewest systems needed to colonize that far out building a "bridge" 10,000LY?
- What would be the average a Fleet Carrier going that far could be expected to carry that far?
- How much fuel for Fleet Carriers would be needed for that long a trip?
- Exactly how much of each material would be needed to create a system (or systems) that would produces ALL the materials needed for ALL Station/Facility types?
- What would be required to allow the purchase of all normal ship modules and types?
Known less detailed questions:
- What counts as "everything" that would be need to keep people from needing to go back to more settled systems regularly for lack of something?
- Would there be a problem with Powerplay from a large mostly unconnected area? And if so how could that problem/s be avoided?
- How many people would be the minimum involved to make something like this practical?
- What would be good places that might be worth trying to make an FCA for?
- Would it be better to try to make an FCA all in one major push or sequence it out?
Problems to be solved:
- How to keep trolls from wrecking the project.
- How to keep the economics "fair" since the architect of the first system or two would likely be making major money from it forever while all the people helping would get nothing.
- (mainly for the developers) Would it be practical and/or a good idea for some of the system specific things (such as Guardian tech component spawns, or Engineers) to be eventually added to a purely player created FCA?
I'm hoping to have a good discussion and see if we can work out everything before someone decides to go crazy and actually go for this sort of project. Thanks to anyone who read through all this.