What it might take to colonise between the Bubble and Colonia

First, this is my opinion, not facts.

Add to the conversation, but let's not argue about things. This is meant to focus people into achieving a goal: a line of stations between the Bubble and Colonia.

So my first thought is: We'd have to get organised. This means communicating as a group. You might say that won't happen, too many will be trying to achieve things for themselves and not for a group trying to achieve a goal, but there have been many such groups already. The successful ones got organised.

This means: People would have to put the needs of the goal above their wants and desires. I know already I will want a system myself, and I am sure I will get there, but if I were part of a group whose goal was a line of stations between the Bubble and Colonia, I'd have to accept and agree to put the needs of the goal above my wants. Not in a strict sense, but if you want to help achieve this goal, you can't have a conflict of interest. For example, there would have to be a number of systems colonised, and if you're gathering materials to colonise your own system, you can't easily gather materials to contribute to colonising the next system in the line.

People would have to be willing to help those helping in the goal. There should be a benefit to helping, whether that's getting a commander back on their feet if they crash and respawn or if after helping others or the goal, decide they want a system. It should be ok to help them in return for them helping achieve the goal. Community spirit is important, and helping others needs to be a part of it.

Everyone helping gets a system in the line between the bubble and Colonia. If you're helping, and others are also helping, we'd need people to claim systems. If you haven't yet claimed a system, maybe there's an organised queue or something, when it's your turn (or something), you claim the next system, and this group trying to colonise a line to Colonia, then all help you get your system colonised and built. Then when it's done, you carry on helping someone else claim and colonise the next system. Ideally, every person in the group helping, has at least one system claimed in the line. This is part of all of us helping each other.

It should be ok if people want to or need to drop out of helping. I think this speaks for itself. It's basically don't judge others and don't think badly about them if they decide that's all they want to do. Thank them for their help, they are still a part of the Elite community and awesome in their own way.

And lastly I think, arguments should be avoided or quickly resolved. In-fighting won't help and would be counter-productive.

These are just my thoughts on what it would take to colonise a line to Colonia. I am sure everyone has ideas to achieve this.
 
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Lots to think about to achieve this, a laudable goal though!

Specifics of the mechanics are going to impact this a lot. How far from an established system can we establish a new system? How long to bring a system up to a state where it can support that. What level of material do we need. I guess a lot of this will be hammered out somewhat in the Beta. If the mechanics are angled towards being reasonable for a lone commander to handle I imagine, as a group, we'd also be in a better place. I'd hope it was reasonably practical personally, I'd love to establish my own place somewhere, but if not we'd at least to be able to engage as a group.

Have to carefully consider how dense we want the line of systems, is ~20Ly to close together, too far apart. Assuming that we are talking >1000 systems, if we can only go one at a time and assuming it takes a couple of weeks... Well, we'll be at it a while :D But who doesn't like a challenge! Possibly we could build out from the Colonia Bridge systems to speed things up in that case? Just how much build out do we want per system? Do we get them established just far enough to make the next jump or do we keep pumping in resources after that to provide more stuff. Maybe we leave behind work crews, as it were, to keep building things up while we continue along the chain? What sorts of choices should we encourage in system development.

Anyway, is a fascinating idea to consider.
 
Also.. Why we even need this?

We don't. There's already the Colonia highway. But I guess people like to set lofty goals and go for it. Same with the first players who went to far side of the galaxy back in the early days. Something to aim for.

The issue with Colonization though is I suspect it'll be a short-lived fad, and the novelty will soon wear off. For any longevity I feel there needs to be much more interesting gameplay involved to building a colony than simply using it as a link in an endless chain. If colonies spawned unique procedurally generated content, that would at least make them worthwhile to stick around in and thoroughly explore, before building the next one.
 
Checking using Spansh's route plotter (it certainly has some missing systems so a slightly better route would be possible, but not enough to matter):

- with the 10 LY range and "start from bubble" restriction, this would need a bit over 3000 steps, which at one per week would take about 60 years, and isn't really possible to accelerate once the group is large enough to reliably fill the initial colonisation requirements each week - but you could start side branches out to other places of interest near the route after a few years to give a larger group something more to do

- if the start restriction gets relaxed, but not the range limit, you could chain in both directions from places along the route. In the best case where you can use all the CB stations, this would let you put down about 100 stations in parallel - which more than compensates for it being a slightly less direct route - so a large enough group could complete the task in under a year even with a 10 LY limit. Even if you can only chain from stations near Detention Centres, that still cuts the time for the project down to a decade and gives plenty of scope for parallel working

- if the range limit gets relaxed but not the start restriction, the time to make the sparsest-possible link obviously gets reduced, and there's then some possibility for going in parallel to backfill if there are reasons for wanting a denser chain than the sparsest-possible at the end of the project. [1]

- if both get relaxed then the project likely becomes dropping a few extra systems into place to make the CB chain a bit thicker, which might be possible in just a couple of weeks for a big group, then in-filling that to give the desired density


[1] Densities required would probably be as follows:
- Apex: one every 100 LY
- Powerplay: at least one every 30 LY, though every 20 LY would be more efficient for all but the most dedicated groups because of how expensive Strongholds are to create
- BGS Expansion: in theory one every 30 LY would be sufficient but it would require extreme discipline to avoid banning systems and needing to add extra ones later; in practice you'd probably want a bubble-density cylinder at least 30 LY wide rather than just a chain
- Working mission boards: one every 10-20 LY depending on the types of missions you want; in some cases you'd want to avoid it getting too dense.
 
Checking using Spansh's route plotter (it certainly has some missing systems so a slightly better route would be possible, but not enough to matter):

- with the 10 LY range and "start from bubble" restriction, this would need a bit over 3000 steps, which at one per week would take about 60 years, and isn't really possible to accelerate once the group is large enough to reliably fill the initial colonisation requirements each week - but you could start side branches out to other places of interest near the route after a few years to give a larger group something more to do

- if the start restriction gets relaxed, but not the range limit, you could chain in both directions from places along the route. In the best case where you can use all the CB stations, this would let you put down about 100 stations in parallel - which more than compensates for it being a slightly less direct route - so a large enough group could complete the task in under a year even with a 10 LY limit. Even if you can only chain from stations near Detention Centres, that still cuts the time for the project down to a decade and gives plenty of scope for parallel working

- if the range limit gets relaxed but not the start restriction, the time to make the sparsest-possible link obviously gets reduced, and there's then some possibility for going in parallel to backfill if there are reasons for wanting a denser chain than the sparsest-possible at the end of the project. [1]

- if both get relaxed then the project likely becomes dropping a few extra systems into place to make the CB chain a bit thicker, which might be possible in just a couple of weeks for a big group, then in-filling that to give the desired density


[1] Densities required would probably be as follows:
- Apex: one every 100 LY
- Powerplay: at least one every 30 LY, though every 20 LY would be more efficient for all but the most dedicated groups because of how expensive Strongholds are to create
- BGS Expansion: in theory one every 30 LY would be sufficient but it would require extreme discipline to avoid banning systems and needing to add extra ones later; in practice you'd probably want a bubble-density cylinder at least 30 LY wide rather than just a chain
- Working mission boards: one every 10-20 LY depending on the types of missions you want; in some cases you'd want to avoid it getting too dense.
Reality has entered the chat :ROFLMAO:
 
Hmm, so Unlocked says we will only be able to build out from the Bubble, so no parallelism from Colonia Bridge stations or the Colonia Bubble bubble.
So.. That'll slow things down. Still seem pretty happy with the 10Ly restriction at the moment, though everything is subject to betaness. Sounds like individual commanders should be able to engage, though it'll be some work, and we'd have to stop along the way to invest more in a given area to have easier access to the commodities needed to keep building - presumably a large and well enough organised group could work around this but suggests you might want larger mulit-system pit stops every so often to ease it.
Hmm.
No word on minimum times, but if we assume a strong group could get everything running enough to push further in a week... Well, yeah, I too guess >40 years to build the bridge :D Keep us busy..
 
As i understood the live stream: we can only expand 10 ly at a time, with a minimum of a week between expansions, as new starports will only become active on Thursdays.

It will take a long time to expand to colonia based on these rules. However it has also been stated that this range limit is subject to change; that there may be no proximity requirement... when the beta is complete. however there is still the time limit to deliver wares to the new system that must be handled-- this will likely take many carriers and many commanders willing to dedicate hours to doing repetitive trade runs wherever the colony is if we are even able to start a colony far from the bubble.
 
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As i understood the live stream: we can only expand 10 ly at a time, with a minimum of a week between expansions, as new starports will only become active on Thursdays.

It will take a long time to expand to colonia based on these rules. However it has also been stated that this range limit is subject to change; that there may be no proximity requirement... when the beta is complete. however there is still the time limit to deliver wares to the new system that must be handled-- this will likely take many carriers and many commanders willing to dedicate hours to doing repetitive trade runs wherever the colony is if we are even able to start a colony far from the bubble.
Seems correct. Although I think this hasn't been confirmed yet (waiting for tick)
 
It will take a huge amount of dedicated cmdrs, that's for sure.
But the community is crazy enough to organize this kind of project, I'am looking forward to what's to come.
 
As an aside...

Still seem pretty happy with the 10Ly restriction at the moment, though everything is subject to betaness.
That is of course what they'll say even if they might have realised by now that 10 ly is too low. Changing the number already before the beta would be losing some face for them, with precious little to be gained from it.

What we've lost - and may one day be able to use Thargoid or Guardian technology to reinvent - is the can opener.
Going by the current approach, the Guardian Hybrid Can Opener will be a metal baseball bat with spikes from shattered Guardian Relics welded on it.
 
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