Tie the various mission and scenario systems into colonisation

I posted this elsewhere last night and after waking up, decided it actually wasn't a terrible idea, unlike most I have.

The colonisation requirements should be expanded to provide alternative pathways. While I do not necessarily dislike the hauling aspect of colonisation (I try to focus on optimising my flying in my big, bulky Type 9), it is clear that others do not take the same interest. I worry that when it comes to larger constructions, the requirements may be rather daunting and put people off, even those in squadrons. It occurred to me that it should be possible to elaborate the construction game loop to include many, if not most, other game loops currently in the game.

For instance, there could be a base colonisation progress that is subject to a modifier. Do nothing, and the colony will fail.

To ensure the success of the project, a player could haul commodities and make a profit, just as they already do.

If straight up repetitive hauling isn't interesting, other activities could be added that contribute to the progress bar. For instance:
  • A player could take source-and-return missions.
  • Alternatively, they could be asked to scan particular systems in detail in order to map "convoy" routes that produce colonisation USSes. These would include variants of combat or recovery scenarios common in USSes.
  • Passenger missions to take construction workers, engineers or other specialists to the construction ship.
  • Scenarios around orbital installations to defend a cargo transfer point.
  • Convoy escort missions wherein the player protects cargo/data/etc in installation and USS scenarios in systems in and around the construction system.
  • Odyssey missions to defend cargo canisters (these are surprisingly fun).
  • Mining missions for reasonable quantities of non-market commodities, such as osmium, samarium or platinum.
  • Any others I've forgotten.
Each mission would add perhaps 3% to the completion tally of, say, an industrial outpost (my 758T Type 9 hauls around 3% per trip). Perhaps higher/lower challenge missions could reward a varying percentage of progress depending on the difficulty, much in the same way that missions confer varying faction influence or reputation rewards on completion.

These could be chained together. For instance, the first mission in a chain is to scan a planetside data beacon - the colonising faction have got wind of an attack to sabotage the claim. The next link asks the player to defend a marshalling post at an Odyssey settlement. On successful completion, the next link asks them to attack an installation that's preparing an assault on the colonisation efforts. One could even include massacre missions in the chain.

The code for this already exists in the game; it just needs some tying into the current colonisation system. I have no idea how difficult that would be.

There would then be multiple ways to ensure the success of the effort; ways which could be combined - hauling and a mission or two each session. One could even poke it along at ~3% per day by just running a single mission or unloading commodities, but contribute commensurately more by engaging in more elaborate chained efforts. If a player fails a link in the chain mission, they keep progress up to that point.

Chain missions have been part of the game before. They should be again. This strikes me as a very fitting place for them: Players are working towards goals with readily observable effects on the game universe. Mission- based contributions like this would provide a framework of activity for colonisation that is more than straight up hauling. This would, I suspect, help drive player engagement in colonisation and therefore retention.
 
Last edited:
Like you're saying, colonization is a great opportunity for diverse gameplay. I'd appreciate different ways to "fill the bar," but It'd have to make sense in a colonization context. For hardcore haulers, maybe they could continue as they were, hauling to fill the entire progress bar.
 
Like you're saying, colonization is a great opportunity for diverse gameplay. I'd appreciate different ways to "fill the bar," but It'd have to make sense in a colonization context. For hardcore haulers, maybe they could continue as they were, hauling to fill the entire progress bar.
Absolutely - I wouldn't want to take away that option for those that are so inclined. I'd just like to broaden the appeal of colonisation, including Odyssey options over and above building a port on a planet with a tenuous atmosphere.
 
I'd love to see passenger missions from distant systems just have you drop off people to random player colonies in general. Just the idea of getting to randomly deliver a small % boost out of nowhere to someone's progress without needing to bother plotting something out or load up a carrier would be great. It'd make far more sense in general than needing to go to colony ships first too.
 
I'd love to see passenger missions from distant systems just have you drop off people to random player colonies in general. Just the idea of getting to randomly deliver a small % boost out of nowhere to someone's progress without needing to bother plotting something out or load up a carrier would be great. It'd make far more sense in general than needing to go to colony ships first too.
Colony ships would be an awesome place to pick up random support missions, as would the Trailblazer megaships. You could pick up missions directly for specific colonisation efforts in progress from the system where the claim was made.
 
Last edited:
I posted this elsewhere last night and after waking up, decided it actually wasn't a terrible idea, unlike most I have.

The colonisation requirements should be expanded to provide alternative pathways. While I do not necessarily dislike the hauling aspect of colonisation (I try to focus on optimising my flying in my big, bulky Type 9), it is clear that others do not take the same interest. I worry that when it comes to larger constructions, the requirements may be rather daunting and put people off, even those in squadrons. It occurred to me that it should be possible to elaborate the construction game loop to include many, if not most, other game loops currently in the game.

For instance, there could be a base colonisation progress that is subject to a modifier. Do nothing, and the colony will fail.

To ensure the success of the project, a player could haul commodities and make a profit, just as they already do.

If straight up repetitive hauling isn't interesting, other activities could be added that contribute to the progress bar. For instance:
  • A player could take source-and-return missions.
  • Alternatively, they could be asked to scan particular systems in detail in order to map "convoy" routes that produce colonisation USSes. These would include variants of combat or recovery scenarios common in USSes.
  • Passenger missions to take construction workers, engineers or other specialists to the construction ship.
  • Scenarios around orbital installations to defend a cargo transfer point.
  • Convoy escort missions wherein the player protects cargo/data/etc in installation and USS scenarios in systems in and around the construction system.
  • Odyssey missions to defend cargo canisters (these are surprisingly fun).
  • Mining missions for reasonable quantities of non-market commodities, such as osmium, samarium or platinum.
  • Any others I've forgotten.
Each mission would add perhaps 3% to the completion tally of, say, an industrial outpost (my 758T Type 9 hauls around 3% per trip). Perhaps higher/lower challenge missions could reward a varying percentage of progress depending on the difficulty, much in the same way that missions confer varying faction influence or reputation rewards on completion.

These could be chained together. For instance, the first mission in a chain is to scan a planetside data beacon - the colonising faction have got wind of an attack to sabotage the claim. The next link asks the player to defend a marshalling post at an Odyssey settlement. On successful completion, the next link asks them to attack an installation that's preparing an assault on the colonisation efforts. One could even include massacre missions in the chain.

The code for this already exists in the game; it just needs some tying into the current colonisation system. I have no idea how difficult that would be.

There would then be multiple ways to ensure the success of the effort; ways which could be combined - hauling and a mission or two each session. One could even poke it along at ~3% per day by just running a single mission or unloading commodities, but contribute commensurately more by engaging in more elaborate chained efforts. If a player fails a link in the chain mission, they keep progress up to that point.

Chain missions have been part of the game before. They should be again. This strikes me as a very fitting place for them: Players are working towards goals with readily observable effects on the game universe. Mission- based contributions like this would provide a framework of activity for colonisation that is more than straight up hauling. This would, I suspect, help drive player engagement in colonisation and therefore retention.
Yup, these are all great suggestions.

Anything but straight-up paying NPCs to do it... the economy is too busted for that.
 
Colony ships would be an awesome place to pick up random support missions, as would the Trailblazer megaships. You could pick up missions directly for specific colonisation efforts in progress from the system where the claim was made.
Trailblazer megaships would probably be the best option for passenger missions to appear in. It doesn't make much sense to pick up passengers in the same system you're supposed to deliver them in imho. Especially from the same colony ship if it's the start of your first station/outpost.
 
I have read alot of neat ideas that sound like a ton of fun. Really would make for a fun play session, haul a few thousand tons, transport some prisoners passengers, clean up some well known pirates, mine some resources, scan some resource sites, defending cargo... wicked cool. Sounds way more engaging than starring down a list of hundreds of thousands of tons. I'd actually be looking forward to nightly play sessions as opposed to felling like I have to go to work play sessions. (y):cool:
 
bump :)

I'm not a hauler, unless there is danger / challenge along (I.e.: CGs done in Open).
I wish the Trailblazer update had taken this approach in consideration.
This update is not really my thing, although I'm curious how the bubble will evolve in the coming months.
 
Last edited:
If straight up repetitive hauling isn't interesting, other activities could be added that contribute to the progress bar. For instance:
  • A player could take source-and-return missions.
  • Alternatively, they could be asked to scan particular systems in detail in order to map "convoy" routes that produce colonisation USSes. These would include variants of combat or recovery scenarios common in USSes.
  • Passenger missions to take construction workers, engineers or other specialists to the construction ship.
  • Scenarios around orbital installations to defend a cargo transfer point.
  • Convoy escort missions wherein the player protects cargo/data/etc in installation and USS scenarios in systems in and around the construction system.
  • Odyssey missions to defend cargo canisters (these are surprisingly fun).
  • Mining missions for reasonable quantities of non-market commodities, such as osmium, samarium or platinum.
  • Any others I've forgotten.

These are all good suggestions by the100thmonkey. (y)
 
Great ideas commander. I'd also add this below:
Other players would also be able to aid the colonisation effort by fullfilling the missions from the colonisation ship , construction sites on ground or in space, so they can contribute other than hauling cargo for money. "Help a commander today for %1~3" :) .
Plus, the colonising faction can also give reputation on successful missions to commanders.
 
Last edited:
Back
Top Bottom