rootsrat
Volunteer Moderator
Hi! Here goes another wall of text from yours truly. Sorry not sorry
As usual, these are just my opinions and it's OK to have different ones. Don't fight or I'll ban you all
I'm joking of course! I won't ban you all!
Yaffle will do it for me
Anyway,
MORE INFO PLEASE!
I didn't really post any proper feedback so far, because I was waiting for Trailblazers Beta to mature a little (I'm guessing we're still in beta...?). Also I was busy.
I'm a big fan of the last update and - finally! - much more clear instructions of how Colonisation works. And my feedback goes pretty much strictly still towards the lack of full manual for System Colonisation.
WHY THO?
Colonisation content is way too time consuming to do it on trial-and-error basis. We are building an entire star system from scratch! It is weeks, if not MONTHS of constant hauling and hauling and hauling and hauling. This isn't a 5-day local war or 15% of influence to regain.
Additionally there is no Undo, let alone something like Demolish action available - and personally I can understand why, this is not a plea to introduce one! But whatever you do is final. Regardless if Beta or Release. And you can very easily screw up a lucrative system if you make only one small mistake. With all of the rules clearly known and careful planning based on that knowledge, you could avoid one much more easily.
BGS was fun as a Black Box. But this is very different to BGS, where it was actually part of the fun to discover how the galactic politics work behind the scenes. With the consequences being reversible there was no fear of "one mistake and it's over" situation. Additionally, with BGS there is no incentive to do it on your own, rather than with friends to speed things up - as opposed to Colonisation, where most would want to colonise their own system of course.
DON'T GET ME WRONG
I am NOT saying by any means that colonisation takes too much time or is too complex! It is well balanced IMO and the game of strategic planning your system COULD be a lot of fun - personally I absolutely LOVE this kind of gameplay and this is definitely what keeps me engaged with Trailblazers, even though I am not a massive fan of hauling there and back over and over again.
But without knowing all of the rules this kind of strategic planning really isn't fun. Imagine playing Planet Zoo without seeing the animal stats. Or Planet Coaster 2 without knowing how much each ride will make the guests happy, or what are the schedules of the workers. Imagine not knowing at all what the Maintenance Guy do and how the rides breakages work! Imagine playing F1 Manager 2024 (love this game!) and not knowing how the team happiness works or how what do the different car stats do
More than that - imagine playing all those games like that on forced Iron Man mode!
And this is how Trailblazers feel to me. Not time-consuming, not too complex - but frustrating for being forced to play the guess game and fear to fail with zero chance of correction, not because I made a mistake, but because the game didn't explained to me what the game is.
Saying that - it feels much less like that after the last update! I personally loved the that patch! What was described in the forums post and what is now in the Codex is perfect. But it still does not cover all of the rules. So
LET'S GET CONSTRUCTIVE
(see what I did there?)
What I'd like to see more information/explanation/manual for (these partially come from my community actually, so it's a collective effort):
FINAL THOUGHTS
FDEV, I genuinely like your other games for their complex simulations of economy, animal behaviours or other things (love F1 2024 manager!). You have clearly used your experience in this area and introduced a tycoon-like gameloop (with the usual Elite twist
) that requires strategic planning, building up an economy, looking after a population and quite a few other related things, but you gave us very vague instructions. Again, it got better with the last patch, but there's still room for improvement.
I understand why you wouldn't like to make it a full white-box, but the more black this particular box is, the less fun it is to play - I think it would be fair to say not only for me, but for many others.
Thanks for listening to my ED talk.
Yaffle will do it for me
Anyway,
MORE INFO PLEASE!
I didn't really post any proper feedback so far, because I was waiting for Trailblazers Beta to mature a little (I'm guessing we're still in beta...?). Also I was busy.
I'm a big fan of the last update and - finally! - much more clear instructions of how Colonisation works. And my feedback goes pretty much strictly still towards the lack of full manual for System Colonisation.
WHY THO?

Colonisation content is way too time consuming to do it on trial-and-error basis. We are building an entire star system from scratch! It is weeks, if not MONTHS of constant hauling and hauling and hauling and hauling. This isn't a 5-day local war or 15% of influence to regain.
Additionally there is no Undo, let alone something like Demolish action available - and personally I can understand why, this is not a plea to introduce one! But whatever you do is final. Regardless if Beta or Release. And you can very easily screw up a lucrative system if you make only one small mistake. With all of the rules clearly known and careful planning based on that knowledge, you could avoid one much more easily.
BGS was fun as a Black Box. But this is very different to BGS, where it was actually part of the fun to discover how the galactic politics work behind the scenes. With the consequences being reversible there was no fear of "one mistake and it's over" situation. Additionally, with BGS there is no incentive to do it on your own, rather than with friends to speed things up - as opposed to Colonisation, where most would want to colonise their own system of course.
DON'T GET ME WRONG
I am NOT saying by any means that colonisation takes too much time or is too complex! It is well balanced IMO and the game of strategic planning your system COULD be a lot of fun - personally I absolutely LOVE this kind of gameplay and this is definitely what keeps me engaged with Trailblazers, even though I am not a massive fan of hauling there and back over and over again.
But without knowing all of the rules this kind of strategic planning really isn't fun. Imagine playing Planet Zoo without seeing the animal stats. Or Planet Coaster 2 without knowing how much each ride will make the guests happy, or what are the schedules of the workers. Imagine not knowing at all what the Maintenance Guy do and how the rides breakages work! Imagine playing F1 Manager 2024 (love this game!) and not knowing how the team happiness works or how what do the different car stats do
More than that - imagine playing all those games like that on forced Iron Man mode!
And this is how Trailblazers feel to me. Not time-consuming, not too complex - but frustrating for being forced to play the guess game and fear to fail with zero chance of correction, not because I made a mistake, but because the game didn't explained to me what the game is.
Saying that - it feels much less like that after the last update! I personally loved the that patch! What was described in the forums post and what is now in the Codex is perfect. But it still does not cover all of the rules. So
LET'S GET CONSTRUCTIVE
(see what I did there?)
What I'd like to see more information/explanation/manual for (these partially come from my community actually, so it's a collective effort):
- What do all of the system statistics actually do and what are they for? Things like Max Population are self explanatory, but Development Level or Tech Level not so much. All of this stuff basically:
- We need to see exact full actual system "Colonisation Stats", meaning the points for above stats plus anything else that may be hidden, like any "points", "metrics", "sliders" whatever else we can't still see. There is lots of unused space here with minimal information being presented. Begs to be filled with actually meaningful stuff!
- What decides on the type (economy) of the strong link "sent" from a Planetary Port into an Orbital Port. (Example: a Planetary Port located on a Rocky planet with Biologicals - so Refinery/Agri/Terraforming economies - sends Terraforming economy via a strong link into the orbit. Why not Agri or Refinery?)
- How do we raise Happiness of a system?
- How do the weekly points system work? What drives the +points, and is there anything that detracts points from the total score?
- How do we get a dedicated economy station interior model? Some stations have generic "default gunmetal grey" interior, despite having an economy - Agri, High Tech etc., and some stations have interiors corresponding to their economy.
FINAL THOUGHTS
FDEV, I genuinely like your other games for their complex simulations of economy, animal behaviours or other things (love F1 2024 manager!). You have clearly used your experience in this area and introduced a tycoon-like gameloop (with the usual Elite twist
I understand why you wouldn't like to make it a full white-box, but the more black this particular box is, the less fun it is to play - I think it would be fair to say not only for me, but for many others.
Thanks for listening to my ED talk.
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