System Colonization: Pessimistic View

Beyond the hype for system colonization, there remains a pessimistic view:

Here's each colonization step and feature colored green (good), red (bad, boring), orange (neutral, unknown):
  1. Find a free system to colonize. (yay)
  2. Buy a claim from the Colonisation Contact for lots of credits. (yay)
  3. Place the Colonisation beacon within 24 hours (yay)
  4. Select a primary starport in a predetermined location (yay)
  5. The Colonisation Ship arrives. (yay)
  6. Deliver mountains of materials, goods for many days or weeks (boo)
  7. Wait for the weekly server tick so that the finished starport spawns (boo)
  8. Select locations to place the space and surface facilities (yay)
  9. Deliver mountains of materials, goods for many days or weeks (boo)
  10. Wait for the weekly server tick so that the finished facilities spawn (boo)
  11. Repeat step 8-10 to construct each facility. (boo)
  12. Low limit of development slots per planet and system. (boo)
  13. The buildings determine the system economy (yay)
  14. We cannot place 100 or 1000 facilities together to create a city / metropolis (boo)
  15. If you claim a second or third system you must abandon the previous system (you can develop previous colonies)
  16. The System Architect is not the owner of the star system (boo)
  17. The Architect is just a player who decides which facilities get built and where. (?)
  18. Cannot build infrastructure to connect the buildings. (boo)
  19. Cannot designate zones for auto-development (residential, commercial, industrial, office and municipal) (boo)
  20. Cannot see NPCs live and work in the town, city (?)
  21. Cannot custom design buildings. (boo)
  22. Only place building assets from Horizons and Odyssey (?)
  23. Cannot build a personal home on a planet for yourself or a squadron (?)
  24. There is no house, suite or apartment to live and manage the colony in first-person. (boo)
  25. Earn credits or goods from your current colony to finance the next system colonisation (?)
  26. Integrated with Powerplay 2, BGS (yay)
  27. New tasks related to colonization for players (yay)
  28. End-game content that connects the multiple careers (yay)
  29. More chances of emergent gameplay (yay)
The majority of the activities are boring with many limitations. Step 6-10 could get dull quick so players might try SC only once.
Most players seem to value the faux scarcity and achievement created by Grindy gameplay design. That’s who the game has attracted-so be it.
The grindy time is beloved- I can get by-my questions answered in Discords; thanks all.
 
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Have a look at the amount of materials needed to "fix " the stations attacked by thargoids . Now at least double that .... Now see who wants to colonise???
 
It'll be interesting to see what Colonization ends up being like,
but nothin beats good old Hardwar, being able to just buy a hangar and crank out weapons to then sell over at Psycho Bob's.
Good stuff :cool:
 
Beyond the hype for system colonization, there remains a pessimistic view:

Here's each colonization step and feature colored green (good), red (bad, boring), orange (neutral, unknown):
  1. Find a free system to colonize. (yay)
  2. Buy a claim from the Colonisation Contact for lots of credits. (yay)
  3. Place the Colonisation beacon within 24 hours (yay)
  4. Select a primary starport in a predetermined location (yay)
  5. The Colonisation Ship arrives. (yay)
  6. Deliver mountains of materials, goods for many days or weeks (boo)
  7. Wait for the weekly server tick so that the finished starport spawns (boo)
  8. Select locations to place the space and surface facilities (yay)
  9. Deliver mountains of materials, goods for many days or weeks (boo)
  10. Wait for the weekly server tick so that the finished facilities spawn (boo)
  11. Repeat step 8-10 to construct each facility. (boo)
  12. Low limit of development slots per planet and system. (boo)
  13. The buildings determine the system economy (yay)
  14. We cannot place 100 or 1000 facilities together to create a city / metropolis (boo)
  15. If you claim a second or third system you must abandon the previous system (you can develop previous colonies)
  16. The System Architect is not the owner of the star system (boo)
  17. The Architect is just a player who decides which facilities get built and where. (?)
  18. Cannot build infrastructure to connect the buildings. (boo)
  19. Cannot designate zones for auto-development (residential, commercial, industrial, office and municipal) (boo)
  20. Cannot see NPCs live and work in the town, city (?)
  21. Cannot custom design buildings. (boo)
  22. Only place building assets from Horizons and Odyssey (?)
  23. Cannot build a personal home on a planet for yourself or a squadron (?)
  24. There is no house, suite or apartment to live and manage the colony in first-person. (boo)
  25. Earn credits or goods from your current colony to finance the next system colonisation (?)
  26. Integrated with Powerplay 2, BGS (yay)
  27. New tasks related to colonization for players (yay)
  28. End-game content that connects the multiple careers (yay)
  29. More chances of emergent gameplay (yay)
The majority of the activities are boring with many limitations. Step 6-10 could get dull quick so players might try SC only once.

1. All systems in range are taken, but feel free to use our player faction - "Aisling Simporium Inc" to create new territories for us, slave. Don´t forget to like, subscribe and join our discord channel.

2. Multiply that amount by 100 to prevent the peasant-level squadron members from participating, else 1. will happen.

4. I would actually much rather this wasn´t pre-determined, so that we could design potentially interesting stations such as low-orbit Robert Aitken and Azeban Orbitals, if it doesn´t go against the will of the Stellar Forge.

6. Also rank-lock the activities to prevent the new, brainwashed, indoctrinated CMDRs enslaved by big player groups, from being exploited as mere numbers - hopefully preventing systems from being devoured by the big groups too early and allowing CMDRs outside those player groups to claim them.

7. This could actually work well, as everyone knows when the tick occurs, making it the fairest first-come, first-served system. It would allow players outside the terrorising squadrons to camp the nearly-completed system they want to expand from and hit the "colonise/spawn beacon" button first. Consider a situation where the first system within 10 Ly of Sag A* is about to be completed. It would be far better for everyone to know exactly when that moment will occur, rather than guessing when the System Architect delivers the final 10 tonnes of rutile, thus ensuring fair competition for colonising the said system (Sag A*).

14. Was this ever confirmed? Do you have any source? Reminder that this was possible in Horizons - only 25 or so km apart.

24. Would be great to have special interiors for that. Any non-ship interiors in fact since they have already been implemented in multiple instances and work more or less smoothly.
 
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maybe they should make it so if you choose a planet 400,000 LS from the main star, you get 80% discount lol

also make an Imperial-type station that has a very long nose up front and is very luxurious inside and is somewhat overpowered :)
 
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