I would love to see some kind of controllable NPC trading fleet management like in X4, but not just the technology but also the gameplay of Elite isn‘t really built around something like that. And just to have a simple passive income, I wouldn’t want that. So I kinda do like their direction, that we could plan our colonies so that lucrative trade routes are created. With that the player does benefit, but still has a gameplay loop to do, in order to get something out from it. Whether that will actually work out, we will have to wait and see, of course. 🙂
It was discussed, on forums in Colonisation threads. Passive profits from Colonisation are a no go, as it will make credits even more meaningless than they are now. All the reason and conclusions about that are in forums discussions. Material profits are similar. Getting resources that player can use for further Colonisation is meaningless, because there is already the whole commodities/trucking part of the game for that. As you can see - there were plenty of discussions about it. The best thing that could happen - FDev said that one of the main target audiences for this feature are Traders/Truckers - so it could be that Minor Faction that players buys the beacon from will reimburse all delivered commodities that are needed for construction. So to make profit player would need to find a place to buy cheap and then deliver for construction.
It all depends on Fdev plans. Do they want to implement base mechanics first? Maybe colonization will be bare when introduced but they plan expand on some sort of base building in this year as supplementary content? I imagine not getting the profits from my colony. But on the other hand we all should be able to get a base or something like that. To me it seem like a separate mechanic. There is difference between colonization mechanic and base-building. On the other hand I am sure that if base-building will be introduced any time in the future it would need to be placed in your system. I wish they would be open about all of that and potential expansions on the feature.
I think if any payments happen they should be one-offs - the job title is System Architect, not Owner - maybe a reward for completing each system asset would be appropriate. Like many players I'm past the point of worrying about Credits and will get colonising anyway, so if some are holding out for rewards, less rewards mean less competition! One idea I had, maybe if you get a system to a certain population level or number of assets, you get a "vanity station" that you can operate like a static fleet carrier for storage and running the market. That would be nice to have, but probably not in the planned release I bet.
At least we should be able to mine the planet for raw materials, then build refinery, production plants for other commodities to sell them. Otherwise I dont see a point in colonizing a planet. Then fun options include expanding settlements into cities, introducing new life forms, building deep mines, defenses, manufacturing ships, modules, develope new tech, make RTS game in the game.
I pondered the same question, A lot of work running cargo and cash layout for commodities and time invested. What do I get for all this work? Surly it has to be more than just a station with my name attached? Hopfully?
Were I rich enough I to expand one of the Nebula outpost systems. They're currently just a single asteroid base and some surface instalations after Oddy released, small micro bubbles that arent Colonia or the Core if others do so as well.
There are SO MANY unoccupied systems in the bubble -- I'm not sure why folks want to expand to parts unknown -- where few go to set up shop especially if making it VIABLE should be the focus. Perhaps within the year -- but my starter system will be as close to where the money actually is, instead of the "being flung out this side of nowhere".
@@Tamburello_1994 there are several reasons. Most unoccupied systems in and near the bubble aren't great colonization targets. The best ones has been already colonized. As long as they won't extend the landable atmospheric range we won't get that much choice in the bubble.
This is a tough one. If they the profit share goes to 1 dude that seems nutty lol. I would have like to see them start with small bases first and have actual npcs trading and selling with your base or carrier. It seems just odd to add. You expand the buddle basically? Ok lol. I am sure org types will dig it but solos ? I really dont see a point at this moment to do it , except for the "experience " of it. I would have been much more excited if they expanded on the ways to make money with a carrier... Just seems like another thrown in thing that doesnt really have a point. Hopefully, they actually do something with it... I am sure some players will find creative ways to set up a money farm with another system but it should a top level system not a find a way to get around the rules system. Now that you got me really thinking about it lol, they really hlshould have made npc carrier trade a thing.
This is a really good question. I don't think I will get any system. Not that it could be nice but just because I don't play Elite enough to go over "casual gameplay". Colonization could, might, be the thing I was waiting for a *very* long time ago, guilds. But as I fear guild mechanics won't be implemented (true in game link between sub faction, squadron and colonization) and we might get "just" a "huge FC".
My guess is, that they don't want to introduce profits because they don't want to upset the gameplay loop and financial ballance of the game. It would require work to fix it or make something new, and that takes money. They're mostly putting dev tools that already existed for them into players hands, right? No new innovation, just feeding us breadcrumbs to keep us busy and offer us money sinks for the billions thrown at us doing .... ugh... exobiology. at the very least give me engineering materials as income, so i don't have to drive across a bumpy moon for an hour, searching a handful of selenium
We commanders may be investing time and effort into providing construction materials, but it's the NPC corporations providing the colonisation vessels, the trillions of credits and manpower to build the stations and bases, to promote moving there and probably transporting the colonists to their new homes. So no, I don't think I'm entitled to ongoing profits. Besides, what would I do with it? I all ready have so many credits that I could ignore my fleet carrier for three years before their funding runs out. That's without giving the carrier the half billion credits in my personal account, which I really don't have much use for.
I hate communism (I am Polish so... XD) Regardless - it would be cool to have some BGS mechanics concentrating on factions allegiance to their system resulting in some alliances. So for example when you support communism - you have special perks and better relations with those system factions, but worse relations with some opposing.
I would love to see some kind of controllable NPC trading fleet management like in X4, but not just the technology but also the gameplay of Elite isn‘t really built around something like that. And just to have a simple passive income, I wouldn’t want that.
So I kinda do like their direction, that we could plan our colonies so that lucrative trade routes are created. With that the player does benefit, but still has a gameplay loop to do, in order to get something out from it.
Whether that will actually work out, we will have to wait and see, of course. 🙂
It was discussed, on forums in Colonisation threads. Passive profits from Colonisation are a no go, as it will make credits even more meaningless than they are now. All the reason and conclusions about that are in forums discussions. Material profits are similar. Getting resources that player can use for further Colonisation is meaningless, because there is already the whole commodities/trucking part of the game for that. As you can see - there were plenty of discussions about it. The best thing that could happen - FDev said that one of the main target audiences for this feature are Traders/Truckers - so it could be that Minor Faction that players buys the beacon from will reimburse all delivered commodities that are needed for construction. So to make profit player would need to find a place to buy cheap and then deliver for construction.
I think these are great ideas and a valid point!
It all depends on Fdev plans. Do they want to implement base mechanics first? Maybe colonization will be bare when introduced but they plan expand on some sort of base building in this year as supplementary content? I imagine not getting the profits from my colony. But on the other hand we all should be able to get a base or something like that. To me it seem like a separate mechanic. There is difference between colonization mechanic and base-building. On the other hand I am sure that if base-building will be introduced any time in the future it would need to be placed in your system. I wish they would be open about all of that and potential expansions on the feature.
I think if any payments happen they should be one-offs - the job title is System Architect, not Owner - maybe a reward for completing each system asset would be appropriate. Like many players I'm past the point of worrying about Credits and will get colonising anyway, so if some are holding out for rewards, less rewards mean less competition!
One idea I had, maybe if you get a system to a certain population level or number of assets, you get a "vanity station" that you can operate like a static fleet carrier for storage and running the market. That would be nice to have, but probably not in the planned release I bet.
At least we should be able to mine the planet for raw materials, then build refinery, production plants for other commodities to sell them. Otherwise I dont see a point in colonizing a planet. Then fun options include expanding settlements into cities, introducing new life forms, building deep mines, defenses, manufacturing ships, modules, develope new tech, make RTS game in the game.
I pondered the same question, A lot of work running cargo and cash layout for commodities and time invested. What do I get for all this work? Surly it has to be more than just a station with my name attached? Hopfully?
Were I rich enough I to expand one of the Nebula outpost systems. They're currently just a single asteroid base and some surface instalations after Oddy released, small micro bubbles that arent Colonia or the Core if others do so as well.
There are SO MANY unoccupied systems in the bubble -- I'm not sure why folks want to expand to parts unknown -- where few go to set up shop especially if making it VIABLE should be the focus. Perhaps within the year -- but my starter system will be as close to where the money actually is, instead of the "being flung out this side of nowhere".
@@Tamburello_1994 Colonia isnt viable but people stay out there and you cant even get every single A rated module out there.
@@MJRSoap
"Colonia isn't viable" is a subjective opinion. -- and yes, I've been there.
@@Tamburello_1994 there are several reasons. Most unoccupied systems in and near the bubble aren't great colonization targets. The best ones has been already colonized.
As long as they won't extend the landable atmospheric range we won't get that much choice in the bubble.
@@HCforLife1 So I've already targeted too many so your results may vary.
You said "several reasons" but actually listed one. Anything else?
This is a tough one. If they the profit share goes to 1 dude that seems nutty lol.
I would have like to see them start with small bases first and have actual npcs trading and selling with your base or carrier.
It seems just odd to add. You expand the buddle basically? Ok lol. I am sure org types will dig it but solos ? I really dont see a point at this moment to do it , except for the "experience " of it.
I would have been much more excited if they expanded on the ways to make money with a carrier...
Just seems like another thrown in thing that doesnt really have a point.
Hopefully, they actually do something with it...
I am sure some players will find creative ways to set up a money farm with another system but it should a top level system not a find a way to get around the rules system.
Now that you got me really thinking about it lol, they really hlshould have made npc carrier trade a thing.
This is a really good question. I don't think I will get any system. Not that it could be nice but just because I don't play Elite enough to go over "casual gameplay". Colonization could, might, be the thing I was waiting for a *very* long time ago, guilds. But as I fear guild mechanics won't be implemented (true in game link between sub faction, squadron and colonization) and we might get "just" a "huge FC".
My guess is, that they don't want to introduce profits because they don't want to upset the gameplay loop and financial ballance of the game. It would require work to fix it or make something new, and that takes money. They're mostly putting dev tools that already existed for them into players hands, right? No new innovation, just feeding us breadcrumbs to keep us busy and offer us money sinks for the billions thrown at us doing .... ugh... exobiology. at the very least give me engineering materials as income, so i don't have to drive across a bumpy moon for an hour, searching a handful of selenium
We commanders may be investing time and effort into providing construction materials, but it's the NPC corporations providing the colonisation vessels, the trillions of credits and manpower to build the stations and bases, to promote moving there and probably transporting the colonists to their new homes. So no, I don't think I'm entitled to ongoing profits. Besides, what would I do with it? I all ready have so many credits that I could ignore my fleet carrier for three years before their funding runs out. That's without giving the carrier the half billion credits in my personal account, which I really don't have much use for.
Did you delete my comment?
There's basic automatic moderation enabled, did you said something naughty? ;)
What was it ?
youtube deletes peoples comments all the time, sometimes for no reson.
I did not. Genuine reply. But i've had this before. You take the time to write a comment, and youtube deletes my small essay -.-
YT regularly hides comments in the standard view for whatever reason. Try switching to „newest comments“, it usually shows up there.
I like being communist
I hate communism (I am Polish so... XD) Regardless - it would be cool to have some BGS mechanics concentrating on factions allegiance to their system resulting in some alliances. So for example when you support communism - you have special perks and better relations with those system factions, but worse relations with some opposing.
@@HCforLife1 XD