Upgrade Suggestions for Elite Dangerous (The War of Comets)

8.2.3.14) Relief (Reading of the landscape presented to the character)

8.2.3.14.1) The relief is perceived by the character according to his “profile”, carrying information about the local climate characteristic and dialoguing with the character's locomotion conditions (speed and tiredness to cross the terrain).

*** THE FOLLOWING MUST CONSIDER “8.2.3.4) THE ENVIRONMENTAL BIOCHEMISTRY (COLORS) CAN CHANGE, BUT THE ARCHETYPE CANNOT” (Ex.: If the atmosphere were composed primarily of ammonia, it is likely that the overall color of the atmosphere would appear cloudy and yellowish. This is because ammonia has a yellowish tint when in a liquid state or in solution, and also has the ability to scatter light, creating a cloudy appearance... Following the rule... If what is blue, becomes yellow (atmosphere, rivers, lakes, seas..., the green flora typically becomes orange). The melting point of ammonia (NH3) is -77.73°C (-107.91°F) at a pressure of 1 atmosphere. The boiling point of ammonia is -33.34°C (-28.01°F) at a pressure of 1 atmosphere. Elements on this planet respond to -77.73ºC just as Earth's elements respond to 0ºC.

*** Warm air tends to rise and cold air tends to fall and local humidity affects the speed at which temperature changes... Particles of liquid/moisture dispersed in the atmosphere absorb heat and offer resistance to large temperature variations. Infrared refracted by the ground encounters resistance, heating liquid particles and clouds. This impacts thermal amplitude and relief elements. Therefore, more humidity implies less thermal amplitude (greater distance between the local minimum and maximum temperature)/ Otherwise, less humidity implies greater thermal amplitude (greater distance between minimum and maximum temperature).

*** Excess moisture expelled from the air condenses into water droplets, fine enough to remain suspended by the surface tension of the air. It's the cloud. If the temperature on the surface drops beyond the Dew Point, fog will be formed, which is nothing more than a cloud formed on the surface.

*** On Earth, moisture is formed by water, but on other planets moisture is formed by the liquid that comes from atmospheric gases.

8.2.3.14.2) As a first criterion, we will establish 3 terrain archetypes:

8.2.3.14.2.1) The highest profile - In places of low humidity (great temperature range), such as the desert or high in the mountains, there are many angles. The storms in these places are abrupt and of great volume (in the desert it rains everything that has to rain at once), so those rocks and more fragile points end up being carried away by these events. They are places with little or no vegetation. The types of soil are very dynamic and sometimes require more effort from the character and slow down the trajectory (snow x sand take turns with ice x rock structures).

Arctype 1.png

*** Sand/snow that have refractory characteristics, unlike clay, which absorbs heat. That is, in addition to the heat (infrared) dissipating quickly into the atmosphere due to low humidity, the soil is also unable to store it (Planets with little atmosphere and no humidity fit this boundary feature).

8.2.3.14.2.2) The transition profile (high x low) – it is as if it were, for example, a semi-arid or a tundra, in which right angles are perceived at the highest points and rounded shapes close to the ground, together with vegetation .

Arctype 2.png


8.2.3.14.2.3) The low profile - Between the extremes, there are mountains and more curved and rounded reliefs, higher humidity (lower thermal amplitude), higher density of flora elements. This is because the rain is more distributed and the denser vegetation ends up protecting the soil, reducing wear. As a result, the soil forms in a round shape over time. The ground, in itself, does not offer difficulty to the movement of the character.

Arctype 3.png


*** This profile reveals a long drought and a very long rainy summer... An area that, on the one hand, still has right angles, but, on the other, already has more rounded shapes and higher plant density, with small trees.

8.2.3.14.3) The second criterion refers to the way in which the sun's rays interact with the planetary region and with the atmosphere. On Earth we can make a relationship of latitude x altitude, but there are planets that have other forms of rotation in relation to the Sun. This influences in unusual ways the way plants appear in the relief and their density within each biome.

Latitude x longitude arctype.translated.jpg


*** Considering that every 100 meters of altitude, the variation in pressure causes a decrease in temperature by 1° in relation to sea level, there is a reduction in implicit humidity associated with the change in relief elements. In this case, a variation of 2000 meters represents a variation of 20º. (CHANGE THE ATMOSPHERIC COMPOSITION, THE PLANETARY ATMOSPHERE PRESSURE CURVE ALSO CHANGES, THERE WILL BE A CHANGE IN THIS TEMPERATURE RELATION)

*** On a planet that always has the same face facing the Sun, with a long translational movement, would it be possible for the “vegetable biome to move in the relief, so that the most active part remains on the face that is facing the star. New individuals would be born when the Sun starts illuminating the planet's face, with their life cycle ending shortly after the face becomes dark... Imbernation, plants capable of returning to the seed state or spores could be found in this biome.

8.2.3.14.4) LOCAL ORIENTATION IN RELATION TO THE SUN

8.2.3.14.4.1) Due to the path of the Sun, the landscape has a characteristic... The direct incidence of solar rays, reduces humidity, increases the thermal amplitude, while the lateral incidence favors the refraction of the rays, reduces the thermal amplitude and favors the increase of humidity...

Solar orientation ray.translated.jpg


8.2.3.14.4.2) This creates microclimates and affects the distribution of fauna elements in a totally different way.

HOTTER X COLDER.png


*** On some planets, temperatures can be so hot that players must select times to explore overland, walk in shadows, or take shelter in caves.

8.2.3.14.5) SOIL CHARACTERISTICS (SOIL MOZAIC)

Soil is a chemical mosaic that carries information about the presence of liquid (infiltration, rivers, lakes...), composition (sand, silt, clay - displacement speed), density (more or less rocky - relationship with sound when crossing the terrain, but small stones generate more noise when walking), weathering, vegetation history (presence of obstacles or opportunities for camouflage/stealth), the relationship with the climatic elements already mentioned (sun, wind, rain... ), lumpy (leaves more traces) or compact (does not leave traces on the ground)...

8.2.3.14.6) SHAPE, SIZE AND PLANT DENSITY

8.2.3.14.6.1) Flora elements tend to be taller and have higher densities in areas that have temperatures closer to the planetary average (on Earth, close to 15°). Therefore, temperate climates (with moderate temperatures, fertile soils and adequate liquid availability) have the largest individuals. The largest trees on Earth are found in temperate forests, specifically the giant sequoia (Sequoiadendron giganteum) forests on the west coast of the United States and the coastal conifer forests of British Columbia, Canada.

8.2.3.14.6.2) Above or below average temperatures reduce the density and size of flora elements. This is a phenomenon that progresses until there are almost no elements of flora, as in the deserts and poles of planet Earth. Flora elements also respect the profile rules:

8.2.3.14.6.2.1) Higher profile – The typical flora elements are also rich in forms with angles (cacti, conifers...).

Plant Arctype 1.PNG


8.2.3.14.6.2.2) Median profile – There is a mixture of elements with angles and curves. Generally straight stems with segmented leaves that create rounded shapes. Straight stems with crowns that have rounded contours or the opposite.

Plant Arctype 2.PNG


8.2.3.14.6.2.3) The most common trees in temperate regions, such as oak, maple and ash, have pointed leaves or serrated edges. These pointed leaves help minimize water loss through transpiration, which is especially important in regions where water can be scarce during the summer months.

Plant Arctype 2 2.PNG


8.2.3.14.6.2.4) Low profile – Flora elements have rounded shapes, from roots, stems (which have contours or are divided), leaves and even the tree tops.

***The rounded leaves help maximize leaf surface area, which is important for photosynthesis in regions where sunlight is plentiful. The concern with the loss of liquids here is minimal and the transpiration of the arboreal elements helps to maintain the humidity already characteristic of these environments. Even the trunk of the element for going beyond having rounded/twisted shapes, becoming circular.

Plant Arctype 3.PNG


The tamarind tree (Tamarindus indica): common in tropical countries, it has a twisted trunk and can reach 25 meters in height.

8.2.3.14.7) FREQUENCY OF ANIMAL SIGHTINGS

The behavior of animals has a relationship between the level of activity x average planetary temperature. That is, the animals in the biome will be more active when the temperature is closer to the planetary average.

8.2.3.14.7.1) Higher profile

In desert regions, for example, where temperatures can be extremely high during the day and very cold at night, many animals are nocturnal and spend the day in burrows to protect themselves from the scorching sun. Some bird species manage to survive in these hostile environments and contribute to maintaining the ecological balance.

In areas with an arctic climate, such as the Arctic and Antarctica, animals are adapted to extreme cold. In a polar region, the surface is generally colder than the water, so animals adapt to seek an environment with higher temperatures, such as the penguin, which is a water bird adapted to ice. Despite not flying, the penguin is a bird and has features such as feathers, beak and modified wings to swim and dive in cold waters.

8.2.3.14.7.2) Medium profile

In snowy regions, where temperatures are low and the ground is covered with snow for most of the year, many animals live in burrows and remain active during the day to take advantage of sunlight, while others hibernate during the coldest months. Large birds are common in areas with snow and sand, probably because they are better suited for moving around in these types of terrain.

In equatorial forests, where the climate is hot and humid throughout the year, many animals live in treetops, where there is shade and abundant food. Colorful birds, monkeys and many other animal species coexist in these tropical environments, exploiting the great diversity of available ecological niches.

8.2.3.14.7.3) Low profile

In temperate regions, there is a great diversity of animals, mainly close to the ground. Some animals hibernate in the winter, while others remain active throughout the year. In subtropical areas, such as savannas and grasslands, adaptation to drought and fire is a common feature among many species of plants and animals. Some plants have deep roots to access groundwater, while animals have migratory habits to find sources of food and water.

THESE ARE THE PLANETARY ARCHETYPES
 
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1 How Colonization Currently Works​

  1. Claim Phase
    • Players interact with the System Colonisation Contact (SCC) at any station to claim an uninhabited system within 15 ly.
    • A fee in credits is paid and the player selects an orbital port type (Outpost, Coriolis, Orbis, or Ocellus) and an economic focus (Commercial, Industrial, Agricultural, Scientific, etc.).
    • Claims remain open for 24 hours; if no other commander places a duplicate claim, the claimant becomes the System Architect.
  2. Construction Phase
    • The Architect deploys a Colonisation Beacon.
    • A Colonisation Ship jumps in and requests deliveries of specified commodities/minerals.
    • Community delivery fills a progress bar; when complete, a fully‑functional starport appears and the system becomes Uncontrolled Populated and enters the Background Simulation (BGS).
  3. Expansion Phase
    • The Architect unlocks additional structures (surface settlements, mining outposts, relay satellites, defensive platforms, Odyssey bases).
    • Each build raises population, technology level, wealth, and generates weekly tax income for the Architect.
    • With ≥10 installations, the owner receives volume‑based discounts on ships and modules purchased inside the colony.


2 Positives & Negatives of the Current System​

AspectPositivesNegatives
Colonization• True end‑game sandbox: build your own space city.• Strong group content: perfect for squadrons/minor factions.• New logistics hubs far from the Bubble.• High credit barrier.• Heavy, repetitive freight grind.• 24 h claim timer + construction deadlines create risk of total loss.• New systems can destabilise regional BGS/Powerplay balance.
“Grind Mode”• Clear progression to top ships (Cutter, Corvette, Carrier).• Teaches advanced mechanics, routes, and builds.• Provides short‑term numeric goals.• Repetitive loops → burnout.• Creates power gap in PvP/PvE.• Shifts focus away from exploration and narrative.


3 Proposed Improvements​

3.1 Enhanced Colonization Features​

Current PainProposed ImprovementBenefit
Large up‑front cost limits participationCommunity Crowdfunding Pre‑claim – open pledge period where any commander can donate credits/commodities and earn future perks.Democratizes entry; early engagement.
Manual freight onlyNPC Freighter Contracts – hire AI convoys to deliver quotas for a fee.Offers logistical choice, adds new credit sink.
Minimal remote managementWeb / Mobile Management Dashboard – monitor build queues, tax income, security alerts off‑line.Reduces FOMO, supports leadership roles.
Homogeneous coloniesModular Traits (Tourism, Military, Research, Refinery, etc.) selectable at each upgrade.Unique identities, specialised mission boards & markets.
Weak integration with wider metaDiplomacy Layer – colonies can sign pacts with minor factions or super‑powers for bonuses in exchange for taxes or influence.Embeds colonies into BGS/Powerplay fabric.
Devastating surprise attacksScalable Defence & Early‑Warning – invest in shield arrays, surface AA, early‑warning buoys; insurance scales to investment.Gives agency; lowers frustration.

3.2 Reducing Grind Fatigue​

  1. Catch‑Up Materials – daily login crates grant 1–3 Grade‑5 mats to low‑hour commanders.
  2. Remote Engineering – complete all blueprints with an engineer to unlock remote servicing (30 % extra mats).
  3. Mission Scaling – freight/haul missions offer multi‑tier goals (2× / 3× / 5× rewards) in a single contract.
  4. Weekly Rotating Events – “Mining Week”, “Federal Week”, etc. with +50 % payouts or drop‑rates.
  5. Peer‑to‑Peer Material Market – limited weekly trade cap (100 units) to prevent inflation while encouraging specialisation.


4 Dual Construction / Destruction (Build & Break)​

4.1 Concept Overview​

Every object that can be built can also be destroyed. Warfare becomes the natural population check for server objects and a dynamic driver of the economy.

Current LimitationBuild‑&‑Break SolutionImpact
Structures only grow; no real jeopardyGrenades / Railguns destroy individual machines & cargo crates.• Planted Explosives obliterate starport modules.• Bombs & Capital Missiles can level settlements or cripple orbital stations.• Ports enter lockdown until repaired.War gains tangible stakes; rebuilding creates new gameplay loop.
Object count rises endlesslyDestruction removes physical entities, naturally capping object population.Server performance preserved without artificial despawns.
Fleet Carriers are invulnerable depotsSame damage model applied to FCs:• Shields down → hull vulnerable.• Torpedoes disable services (Shipyard, Commodity Market).• Carrier may require towing to repair dock.Balances economy, discourages carrier spam, adds “capital‑ship” warfare.

4.2 How Build‑&‑Break Improves Gameplay​

  1. Alternative Progression – players can profit as mercenaries or pirates, not only freight haulers.
  2. Material Sink/Source – constant demand for alloys, power regulators, etc., revitalises commodity markets.
  3. Engineering Depth – new G5 defensive blueprints (e.g., Reactive Composite Colony Shield).
  4. Emergent Storytelling – ruins and wreckage persist, offering salvage missions and historical context.


5 Practical Implementation Roadmap (If Frontier Adopted These Ideas)​

PhaseScopeKey Deliverables
1 – PrototypeSurface settlementsDestructible props, localised damage; proof‑of‑concept repair missions.
2 – Starports & MegashipsOrbital infrastructureSectional damage, fire & bulkhead mechanics, station evacuation gameplay.
3 – Fleet CarriersPlayer‑owned capitalsDamage Control Module, increased upkeep, hull‑breach rescue scenarios.
4 – Meta IntegrationBGS & PowerplayDiplomatic mechanics, attack/defence buffs tied to faction control.


6 Actionable Tips for Players (Until Official Changes Arrive)​

  • Optimise freight with Fleet Carrier jump‑chains run by your squadron.
  • Use EDMC + Material Helper to gather mats organically during exploration routes.
  • Advertise colony revenue‑sharing deals on INARA Guilds and r/EliteSquadrons.
  • Rotate game loops: 30 min grind ➝ 30 min exploration/combat to avoid burnout.
Colonization was meant to be done in groups, but isn't there a benefit for all group members? The return should be proportional to the resources invested by each member.
 
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