Suggestion: Improving the Deep Space Colonization Experience

Hello,

I’d like to share some thoughts on how to improve the overall gameplay experience, particularly when it comes to colonization and life outside the bubble.Recently, I’ve seen players build impressive deep space outposts — some thousands of light-years away from the core systems. Thanks to these “bridges,” it’s now possible to expand far into the galaxy. And yet, despite the opportunity, I find myself hesitating to build in those regions. I’ve taken some time to reflect on why, and I’ve found the answer. Engineers and Tech Brokers.

Living in deep space is possible — but it doesn’t feel complete. Even if you can buy ships and modules, you’re cut off from fully upgrading them. There’s no access to experimental effects, Guardian modules, or things like FSD Boosters, simply because Engineers and Tech Brokers aren't available outside the bubble.

Here’s what I propose to solve this:
  1. Buildable Engineer Bases
During the development of my sector, I encountered a common problem: a shortage of Category 1 construction points, while Category 2 points were stockpiling unused. Building large stations difficult and time-consuming, so C2 often goes to waste.
Proposal : Allow players to construct Engineer Bases using Category 2 points — for example, 12 C2 points per base. When placing the base, players choose the type of engineer (e.g., ship weapons, FSD tuning, etc.). For balance, each engineer could support upgrades for 3–4 blueprints.

This way : New players and players in deep space get access to basic engineering. Existing bubble-based engineers remain relevant for high-end upgrades.


  1. Tech Brokers & Material Traders in Deep Space
Tech Brokers are just as essential as Engineers, and their absence makes deep space settlements feel incomplete.
Proposal : Introduce a chance-based system where Tech Brokers can appear on stations in High Tech systems:

10% chance at Outposts
25% chance at Coriolis stations
35% chance at Large Stations

Similarly, Material Traders could spawn in Mining or Industrial economy systems.
Why This Matters With these additions, players could truly detach from the bubble and create self-sustaining, thriving civilizations in deep space. Entire communities could grow around these hubs — with stations offering : Missions, Ships and modules, Engineering services, Tech Brokers And maybe even new opportunities for explorers and exobiologists

Thousands of light-years from the core, these settlements could become launching pads for new discoveries — or even homes among the stars.I believe these changes would not only enhance gameplay but also unlock the full potential of deep space exploration and colonization. Of course, such changes require bold decisions — but fortune favors the brave. I share this message in the hope that developers will see how ready the community is to go deeper.

All we ask for are the tools to do so.
 
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Don't forget deployable prison ships. If you get ganked with bounty you will be yeeted back to the bubble onto a prison ship.

This is true, but the fact is that players have already built very deep. I am only suggesting to make life there full and comfortable. The solution to this problem could be adding such buildings as a prison.

..And we all know how players like to return to the bubble from the roof of the world...
 
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Tech Brokers & Material Traders
The original addition of Tech Brokers and Material Traders required systems to have particular economies, populations, and values for the hidden variables like development level.

It'd probably make sense for Frontier to apply those rules to ours, if they wanted us to be able to build them at all. (Given the minimum population threshold of 1 million, it's not impossible that they've already done this, though it's hard to say)
 
The original addition of Tech Brokers and Material Traders required systems to have particular economies, populations, and values for the hidden variables like development level.

It'd probably make sense for Frontier to apply those rules to ours, if they wanted us to be able to build them at all. (Given the minimum population threshold of 1 million, it's not impossible that they've already done this, though it's hard to say)

the developers are promising to increase the population in colonial systems many times over. It all fits together!
 
the developers are promising to increase the population in colonial systems many times over. It all fits together!
Always a bad sign.



I agree that some or all of these things should appear in some of the colonised systems but I don’t think we should be given the ability to select them as I am sure that the number of engineers etc in the game would increase tenfold in no time at all.

They should appear when colonised systems reach certain criteria both obvious and hidden that should probably have a range factor, having every group of six adjacent systems providing the mat traders, tech brokers and an engineer would be a bit over the top.
 
I am sure that the number of engineers etc in the game would increase tenfold in no time at all.
Engineers I think is a very different prospect to material traders / tech brokers (which are just another station service to enable) because of all the things like unlock requirements, the interface for listing all ten thousand of them, etc.

Making them more widely available I think would need it to move closer to the Odyssey model first, where engineers are purely for the experimentals and the basic upgrades you can get almost anywhere.
 
Always a bad sign.



I agree that some or all of these things should appear in some of the colonised systems but I don’t think we should be given the ability to select them as I am sure that the number of engineers etc in the game would increase tenfold in no time at all.

They should appear when colonised systems reach certain criteria both obvious and hidden that should probably have a range factor, having every group of six adjacent systems providing the mat traders, tech brokers and an engineer would be a bit over the top.
However, I don't think too many engineers are bad. On the contrary. The thing I hate most about this game is that after buying a new ship, you have to drag it around the bubble. Time goes by and the game tries to be more welcoming to new players and more convenient for old players. So it was convenient. Although additional criteria for building an engineer base is fair.
 
Engineers I think is a very different prospect to material traders / tech brokers (which are just another station service to enable) because of all the things like unlock requirements, the interface for listing all ten thousand of them, etc.

Making them more widely available I think would need it to move closer to the Odyssey model first, where engineers are purely for the experimentals and the basic upgrades you can get almost anywhere.
I'm honestly all for anything that makes engineering not the worst thing ever added to the game that didn't start the initial bleeding of player numbers when it was first introduced, and has since been a common filter that commonly chases away new and returning players since it's aforementioned addition because so what if it's easy. It's still an incredibly dull and boring grind that adds nothing fun or interesting until you fly around doing nothing but pointless busy work for multiple hours, instead of anything remotely interesting.
 
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