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.