Squadrons and Proper colonization mechanics

Lost me at "buys a permit."
It ain't colonialism if you have to ask permission.

Here's a nice big open-ended alternative idea: FDev please add some mechanism to the BGS for increasing and decreasing populations in inhabited systems, with some way for players to participate in affecting the outcome.
If there is one thing that Elite Dangerous needs desperately is a credit sink PCM could provide that
 
New and fresh? I can't imagine how any of this is anything like new. These ideas amount to inserting the game play of decades old games, that I can go and play at any time, into E|D. Say no to the bloat.

What decade old game are you talking about please list all the games that you feel are like any of the PCM ideas I have suggested. Please make sure your list is very accurate.
 
Allow me to clear this up never once in my OP did I mention player ownership. My intention with this thread is to offer future gameplay mechanics that would take advantage of Squadron gameplay. As far as the negativity from others on this forum my I remind you all that many commanders were very negative towards proper fleet mechanics and now we have squadrons on our doorstep.
Squadrons are not true fleet mechanics.

As for the concept of direct player involvement in BGS expansion activities - myself and others are opposed to the general principles of what you are proposing. The player should not have ANY involvement in directly deciding how the BGS expands - that does not preclude some other expansion assistance possibilities through missions but it is the underlying BGS and FD that should control the how, why, and where of things in the main.

Ultimately, as soon as you allow a player to drive the expansion mechanics you open up a can of worms that should never be opened in an MMO context IMO.

As for prior games with similar mechanics to that you describe - Just look at the proper 4X games out there: EvE (in the MMO context), X-Series (in the single-player context). You may also want to include No-Mans-Sky, and to a similar degree Spore.
 
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What decade old game are you talking about please list all the games that you feel are like any of the PCM ideas I have suggested. Please make sure your list is very accurate.

Your current proposal, when viewed as an extension of the Squadron feature, is essentially the same as what you see in Guilds/Fleets/Cults from other games, only using the dialect of E|D to describe it. I am not going to be drawn into a debate on the specific minutia between your proposal and the mechanics of other games.

Suffice it to say, I oppose the notion of Squadrons growing much beyond the Tags, and Communication tools expected in the Q4 release. E|D does not need the bloat nor the rush to ownership you largely see in other games. Let's see how the Squadron Carrier does as a money sink, and what it does to E|D's dynamics, before we crown a King/Queen. Ok?
 
Let's see how the Squadron Carrier does as a money sink, and what it does to E|D's dynamics
The should be BGS neutral, merely a tool for players IMO. I can potentially see how they could be exploited by larger groups but IMO they should not be balanced as resource/money sinks.
 
As a solo player, as it stands squadrons are of no use to me. Now if I'm allowed to buy a carrier and build my own rabbit hole somewhere. I'd be all for that.
As long as any player made colony was made at a minimum of 10,000 ly away from the bubble. FD owns the bubble, no one else. Also then FD wouldn't be dropping a pmf in the middle of the faction I supported and throwing a years work out the window.
 
The should be BGS neutral, merely a tool for players IMO. I can potentially see how they could be exploited by larger groups but IMO they should not be balanced as resource/money sinks.

I agree, but it is sure to have an effect on a Commander's credit balances, and the economy of near by systems.
 
As a solo player, as it stands squadrons are of no use to me. Now if I'm allowed to buy a carrier and build my own rabbit hole somewhere. I'd be all for that.
As long as any player made colony was made at a minimum of 10,000 ly away from the bubble. FD owns the bubble, no one else. Also then FD wouldn't be dropping a pmf in the middle of the faction I supported and throwing a years work out the window.
FD owns the whole galaxy - the bubble has expanded since release, and a second (third if you include Maia) bubble focal point has been added out in Colonia.
 
I agree, but it is sure to have an effect on a Commander's credit balances, and the economy of near by systems.
Depends - probably only in so far as the owning squadron may focus their activities around where ever their carrier happens to be at any given time. But I expect this to only be a concern for larger squadrons - a good reason for FD to limit squadron sizes IMO.

As for credit balances, it would be hard to say - but I would expect it to be mostly credit neutral depending on what the squadron does with it.
 
Depends - probably only in so far as the owning squadron may focus their activities around where ever their carrier happens to be at any given time. But I expect this to only be a concern for larger squadrons - a good reason for FD to limit squadron sizes IMO.

As for credit balances, it would be hard to say - but I would expect it to be mostly credit neutral depending on what the squadron does with it.

I sincerely hope the Carrier doesn't turn out to be credit neutral. I hope, and expect it to be a supremely costly venture with continuous running costs. The effects of a carrier on local economies is exactly the data we need before pressing on into more fanciful Squadron mechanics. Walk before we run, as it were.
 

Goose4291

Banned
Hello commanders
Now that we are soon to have squadrons entered into the game many commanders are asking the questions what are they going to do and why do we need them. Well I would like to make a suggestion. Assuming That squadrons will be able to pledge to the minor factions that they support there is a lot that they can accomplish as a group. And one of those goals could be colonizing unpopulated systems with said minor faction. I am going to attempt to outline what I think would be interesting gameplay mechanics.

1-Squadron buys a colonization permit from universal cartography and or the superpower that they plan to colonize in
2-they buy a colonization module from an engineer
3- they use there Carrier to transport the module to the system they wish to Colonize
4- they place the module on a planet suitable for colonization
5- once this is done they can start to build the colony

Building the colony can take place in stages.

1- you start by building a simple land base.
2- as time goes by the land base can grow to a spaceport
3- once a spaceport has been built you can build an simple outpost in space
4- as time goes by the outpost grows into a space station
5- once the space station is completed the system enters into the greater BGS system wherein other minor factions can expand into.

Now this is the most simplest explanation of the mechanics I am suggesting I wanted to leave it open for debate. That being said in my humble opinion this is the type of gameplay that gives squadrons a lot of options. And if done right it dose not have to be gated off from solo commanders. If a solo commander wants to put the time and hard work it would take to accomplish this type of goal it should be open to them as well.

Thank you
Sky Marshal Vicktore Beskor (EDF)
Fly Strong

You know the rules Vicktore! No content for the rest of us.

If you want to stuff, you need to get triple elite rated and then use your back-channels to get your bespoke player group content!

D15o.gif
 
I sincerely hope the Carrier doesn't turn out to be credit neutral. I hope, and expect it to be a supremely costly venture with continuous running costs. The effects of a carrier on local economies is exactly the data we need before pressing on into more fanciful Squadron mechanics. Walk before we run, as it were.
I fully expect squadron mechanics to be purely a player organisational thing - nothing more, nothing less - no player-to-player economies, no player owned/controlled facilities that either generate or consume credits. All credit consumption should be based on direct usage (e.g. jumping to a new location, repairing, refuelling, rearming of player ships - the latter an alternative to NPC stations). No material or cargo storage/retrieval, nothing that could directly impact the BGS.
 
I fully expect squadron mechanics to be purely a player organisational thing - nothing more, nothing less - no player-to-player economies, no player owned/controlled facilities that either generate or consume credits. All credit consumption should be based on direct usage (e.g. jumping to a new location, repairing, refuelling, rearming of player ships - the latter an alternative to NPC stations). No material or cargo storage/retrieval, nothing that could directly impact the BGS.

Fingers crossed.

I hope you are right. That is the jist of the consensus I gather, after all of the conversations had on the subjects.
 
Hello, again, CMDR Ray Xarez here,

I'm seeing a lot of similar rebuttal to the idea of colonization, simply it being too reminiscent of EvE style gameplay. That being of system domination, and control focused around a player controlled entity, or player influenced entity. Now, this technically already occurs in the Back Ground System (BGS) of Elite: Dangerous with the introductions of Player Factions (PF). And to be honest, I am happy to see people being so wary of the introduction of mechanics that could alter the feel of the game so far.

However, lets quickly remove a few points and counter points:

1) Adding in colonization DOES give PF's (or player influenced NPC factions) more power in the BGS. No this isn't necessarily a bad thing as long as the factions still operate like all other NPC factions and follow all the rules of normal systems. (Ie, Solo Commanders and Factioned Commanders (enemy or friend) are all treated exactly the same).

2) Elite (with the introduction of Squadrons) will no longer be JUST about the solo commander. Wing missions were added for group play, altering the mission board mechanics and how we can choose to interact with the existing mechanics. You can expect Squadrons to alter some aspect of the games base mechanics, and alter how we CAN CHOOSE to interact with existing mechanics. Elite: Dangerous is evolving, but that does not mean Elite will lose it's unique feel.

3) Taking mechanics from existing games like EvE isn't a bad thing. A lot of the most innovative, inspiring, and acclaimed games have taken pre-existing mechanics from other successful video games and integrated them as part of their gameplay, hell, they've even improved them, and those improvements made them what they are. What matters is doing it RIGHT.

Now, I am 100% behind the eventual addition of colonization. However, that is only because I see a potentiality in the addition of Squadrons, that makes colonization possible in such a way that doesn't exclude the Solo Commander. And that is the Squadrons should be used to REPLACE Player Factions if Colonization is to be added.

My reasoning is this: Player Factions were the first introduction by F. Dev. of a group play based mechanic. A mechanic available so groups of players could play together for a common goal. The next addition was Power Play. It's no secret that F. Dev. really wants people to get behind the Political Factions more. So I can see Squadron mechanics replacing and improving on the bare-bones Player Faction mechanic, and elevating the BGS into Power Play.

If a group of players or a Squadron were to focus on a single node of power play (and it's surrounding systems) to increase the political prominence of a local political power over the area, and increase the trade of the area by doing missions, exploration, etc. in the process; that node would be worth more to the Major Political Power. Thus generating more than it costs to maintain (and also increasing it's value to other rivals).

Colonization (roughly as Vicktore envisioned it) fits into this by creating new systems, and potential nodes for Major Political Factions to expand into. Either to cut a faction off and surround and encase them, or to garner more resources. This way, even a Solo Commander could aid in the expansion of a system, by providing resources needed to create new orbital stations or ground settlements. This would also generate more organic community goals.

Now I know this veers away from Vicktore's original idea of colonization being controlled by a Player Faction, but it does still incorporate the base mechanic OF Colonization while removing the player controlled element that so many of you seem to have a problem with as it is otherwise very reminiscent of EvE styled gameplay and the baggage that particular mechanic seems to come with.
 
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Totally disagree, can't agree with ANY part of your view point.

Giving PFs more power over the BGS is probably the worst thing that could happen.

The addition of Squadrons does not change the fundamental nature of ED, they are not what you think they are.

Taking mechanics from games like EvE is an astoundingly bad idea - the likes of EvE and WoW are the malignant cancers of MMOs IMO.
 
Totally disagree, can't agree with ANY part of your view point.

Giving PFs more power over the BGS is probably the worst thing that could happen.

The addition of Squadrons does not change the fundamental nature of ED, they are not what you think they are.

Taking mechanics from games like EvE is an astoundingly bad idea - the likes of EvE and WoW are the malignant cancers of MMOs IMO.

What Squadrons are as going to be released is likely just an expanded version of the friends list showing up on a panel vs. pressing ESC. But it may not stop there. A lot of people are speculating what it could become, so I figured I might as well. We all have ideas, but that is all they are: Ideas. What the devs do is up to them.

And taking mechanics verbatim from another game is never a good idea, you never improve, I'm saying take inspiration from what is old, and make something new. I agree that both EvE and WoW are dated, and I've never PLAYED either. But you can always look back at the mechanics and how they fit the world they were released in, then look forward and think of a BETTER way to adapt.

Also, what I proposed didn't just give more power to PF's, I talked about eliminating them and replacing them with squadrons in a manner that didn't exclude the Solo Commander. Anything a Squadron can do, a player can do alone, it just takes longer. Thats how the game is now, so I don't imagine them changing to too much from what it is now, especially since what it is now has been pretty successful so far.
 
No matter how we all feel squadrons are coming soon to elite dangerous. PCM would take advantage of Squadron gameplay. There is nothing wrong with wanting squadrons to have meaningful gameplay options. I would not want anything to gate solo commanders out of anything.
So instead of debating about why PCM should or should not be in the game the debate should be about how to make it fare to both squadrons and solo commanders. It is my so humble opinion that more gameplay options in a game the better. PCM gives more commanders different job opportunities and add more strategy to the game if done correctly.
As a commander of elite dangerous I will always try and help the developers come up with new and innovative ways to improve the game I so enjoy. I feel that is what a responsible participant of this community should do.
 
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Hello, again, CMDR Ray Xarez here,

I'm seeing a lot of similar rebuttal to the idea of colonization, simply it being too reminiscent of EvE style gameplay. That being of system domination, and control focused around a player controlled entity, or player influenced entity. Now, this technically already occurs in the Back Ground System (BGS) of Elite: Dangerous with the introductions of Player Factions (PF). And to be honest, I am happy to see people being so wary of the introduction of mechanics that could alter the feel of the game so far.

However, lets quickly remove a few points and counter points:

1) Adding in colonization DOES give PF's (or player influenced NPC factions) more power in the BGS. No this isn't necessarily a bad thing as long as the factions still operate like all other NPC factions and follow all the rules of normal systems. (Ie, Solo Commanders and Factioned Commanders (enemy or friend) are all treated exactly the same).

2) Elite (with the introduction of Squadrons) will no longer be JUST about the solo commander. Wing missions were added for group play, altering the mission board mechanics and how we can choose to interact with the existing mechanics. You can expect Squadrons to alter some aspect of the games base mechanics, and alter how we CAN CHOOSE to interact with existing mechanics. Elite: Dangerous is evolving, but that does not mean Elite will lose it's unique feel.

3) Taking mechanics from existing games like EvE isn't a bad thing. A lot of the most innovative, inspiring, and acclaimed games have taken pre-existing mechanics from other successful video games and integrated them as part of their gameplay, hell, they've even improved them, and those improvements made them what they are. What matters is doing it RIGHT.

Now, I am 100% behind the eventual addition of colonization. However, that is only because I see a potentiality in the addition of Squadrons, that makes colonization possible in such a way that doesn't exclude the Solo Commander. And that is the Squadrons should be used to REPLACE Player Factions if Colonization is to be added.

My reasoning is this: Player Factions were the first introduction by F. Dev. of a group play based mechanic. A mechanic available so groups of players could play together for a common goal. The next addition was Power Play. It's no secret that F. Dev. really wants people to get behind the Political Factions more. So I can see Squadron mechanics replacing and improving on the bare-bones Player Faction mechanic, and elevating the BGS into Power Play.

If a group of players or a Squadron were to focus on a single node of power play (and it's surrounding systems) to increase the political prominence of a local political power over the area, and increase the trade of the area by doing missions, exploration, etc. in the process; that node would be worth more to the Major Political Power. Thus generating more than it costs to maintain (and also increasing it's value to other rivals).

Colonization (roughly as Vicktore envisioned it) fits into this by creating new systems, and potential nodes for Major Political Factions to expand into. Either to cut a faction off and surround and encase them, or to garner more resources. This way, even a Solo Commander could aid in the expansion of a system, by providing resources needed to create new orbital stations or ground settlements. This would also generate more organic community goals.

Now I know this veers away from Vicktore's original idea of colonization being controlled by a Player Faction, but it does still incorporate the base mechanic OF Colonization while removing the player controlled element that so many of you seem to have a problem with as it is otherwise very reminiscent of EvE styled gameplay and the baggage that particular mechanic seems to come with.
Thank you Ray for your sensible comment
 
Let’s look at it from a Power Play perspective the EDF Government type is Corporation. If PCM was in the game we could colonize into enemy Territory in an attempt to raise fortification course of an enemy powers control zone.
And if we look at it from an RP perspective the EDF is a Federation minor faction we could use PCM to get a foot hold in let’s say empire space.
One last one idea. If we wanted to use PCM to expand the EDF out of the bubble and make a new EDF bubble somewhere else in the Galaxy map.


And as far as your faction is concerned you could use PCM to raise your factions Net Worth by colonizing new systems.

Hmm... so basically pushing into a system with a directed colonization rather than an undirectable BGS push... that might be nice.

I see a problem though, almost all systems around us are already at max factions. So we wouldn't be able to get our faction in there without kicking an existing one out. That can be a major pain. So many things can block it happening and if the faction even pokes its head over the boundary, they escape the eviction. Hope FD look at that mechanic at some point.
 
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