Colonization Survival: Keep immersion, ditch map teleport
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Hello everyone,
after completing a few progress colonization missions (around 20%), I find it disappointing that we can teleport between planets from the map, as is currently possible in Colonization – Survival mode. I feel like it breaks immersion. I don’t know what you think, or is this specific to this mode only?
Also, since this is an alpha, I hope they will add an action bar when we are inside our ships, because disabling engines, batteries, etc., through the menu is too cumbersome. I truly hope they do something similar to SP1!
Let me know what you think.
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I think fast travel is not bad, but it has to be limited.
In survival, you will have to pay for a usage and the more massive your ship is, the more it should cost. For example, if your ship weighs 100t you pay 10k credits, if you are 1000t you need to pay 10 million and if you are 10kt you will need to pay 10 billion, making it impractical for big ships.
The network of fast travel seems to be intended to connect safe zones. What happens if we build our own safe zone? Would it connect to nearby public or owned safe zones for fast travel as well? Again, if for bigger ships it required a lot of energy, I think it would be a good tradeoff. It is basically the same as building a lot of jump drives and charging them except it limits you to traveling between fixed points. For small ships or even suit travel, it would be perfect though, much better than suicide—teleportation if you ask me.
I think fast travel is not bad, but it has to be limited.
In survival, you will have to pay for a usage and the more massive your ship is, the more it should cost. For example, if your ship weighs 100t you pay 10k credits, if you are 1000t you need to pay 10 million and if you are 10kt you will need to pay 10 billion, making it impractical for big ships.
The network of fast travel seems to be intended to connect safe zones. What happens if we build our own safe zone? Would it connect to nearby public or owned safe zones for fast travel as well? Again, if for bigger ships it required a lot of energy, I think it would be a good tradeoff. It is basically the same as building a lot of jump drives and charging them except it limits you to traveling between fixed points. For small ships or even suit travel, it would be perfect though, much better than suicide—teleportation if you ask me.
I am hoping that teleportation is temporary until the jump drive is implemented. It was not clear from the dev log but if they plan to keep it after jump drives are implemented it will be highly disappointing. It basically defeats my interests in building a large ship with lots of jump drives if you can just teleport between stations.
I am hoping that teleportation is temporary until the jump drive is implemented. It was not clear from the dev log but if they plan to keep it after jump drives are implemented it will be highly disappointing. It basically defeats my interests in building a large ship with lots of jump drives if you can just teleport between stations.
Wouldn't it work ok immersion-wise, if they simply added some kind of in-game representation for it? For example, build in the orbital space stations a gate-looking construction attached to the station. The player would then initiate the fast-travel from the map like now, but instead of instantly teleporting the player, it would "activate" the gate. Meaning that the gate shows some kind of graphical visual effect. Like the shimmering surface in Star Gate or something. If the player then flies his ship so that it touches the visual effect, the game would launch a jump animation, and at the end of that sequence, he would arrive to the destination.
That would keep the player connected without breaking the immersion.
Wouldn't it work ok immersion-wise, if they simply added some kind of in-game representation for it? For example, build in the orbital space stations a gate-looking construction attached to the station. The player would then initiate the fast-travel from the map like now, but instead of instantly teleporting the player, it would "activate" the gate. Meaning that the gate shows some kind of graphical visual effect. Like the shimmering surface in Star Gate or something. If the player then flies his ship so that it touches the visual effect, the game would launch a jump animation, and at the end of that sequence, he would arrive to the destination.
That would keep the player connected without breaking the immersion.
Teleporting between planets should exist only in creative, not in survival mode. I was very disappointed with Starfield game and its teleportation system, totally breaks the immersion and space traveling immersion.
Teleporting between planets should exist only in creative, not in survival mode. I was very disappointed with Starfield game and its teleportation system, totally breaks the immersion and space traveling immersion.
So, this is not teleportation between planets, but only between stations. However, I also find it unfortunate to offer this type of teleportation, because it makes exploring the system far too easy.
Let us build our own ships to discover the system, and instead push us toward large ship designs with quantum jumps.
Or make it so this option can be disabled when starting Survival mode.
So, this is not teleportation between planets, but only between stations. However, I also find it unfortunate to offer this type of teleportation, because it makes exploring the system far too easy.
Let us build our own ships to discover the system, and instead push us toward large ship designs with quantum jumps.
Or make it so this option can be disabled when starting Survival mode.
I'd vote for gates and ship-mounted FTL together.
One of the biggest issues in SE1's multiplayer is how often people just dip off in to the void to effectively play single-player with a chat-window. Multiplayer sandbox games thrive off of players interacting, and because of that the option to just click a map-button and teleport past any and all interactions really isn't something you want, but space is big so SE still needs some kind of fast-travel. To that end a "gate network" where each gate connects to only one other and players need to fly between gate-sites to cross a system is practical, it allows smaller space-worthy craft to travel across the system without spending 12hrs drifting at the speed cap and makes interactions far more likely than if people were just directly teleporting.
Now of course flying between gate-sites that way gets rather tedious once you have all the endgame materials and enough of a grasp on things to intentionally seek out or avoid other players, so here is where we add in the ship-mounted FTL and give people a "take the bus or drive yourself" decision for their builds. Small and medium ships with minimal FTL capacity would still need the gate network for cross-system travel, but they could FTL between gate-sites or to other locations within range of a gate to cut down on flight time, while larger ships with a greater investment in travel-capacity could just go directly to their destination.
So, having both station-fast travel (if done right) and ship-mounted FTL together would be a good thing, but the station-travel needs to be more immersive, and it needs to be more involved than just getting to any station clicking on the map.
I'd vote for gates and ship-mounted FTL together.
One of the biggest issues in SE1's multiplayer is how often people just dip off in to the void to effectively play single-player with a chat-window. Multiplayer sandbox games thrive off of players interacting, and because of that the option to just click a map-button and teleport past any and all interactions really isn't something you want, but space is big so SE still needs some kind of fast-travel. To that end a "gate network" where each gate connects to only one other and players need to fly between gate-sites to cross a system is practical, it allows smaller space-worthy craft to travel across the system without spending 12hrs drifting at the speed cap and makes interactions far more likely than if people were just directly teleporting.
Now of course flying between gate-sites that way gets rather tedious once you have all the endgame materials and enough of a grasp on things to intentionally seek out or avoid other players, so here is where we add in the ship-mounted FTL and give people a "take the bus or drive yourself" decision for their builds. Small and medium ships with minimal FTL capacity would still need the gate network for cross-system travel, but they could FTL between gate-sites or to other locations within range of a gate to cut down on flight time, while larger ships with a greater investment in travel-capacity could just go directly to their destination.
So, having both station-fast travel (if done right) and ship-mounted FTL together would be a good thing, but the station-travel needs to be more immersive, and it needs to be more involved than just getting to any station clicking on the map.
I think fast travel is not bad, but it has to be limited.
In survival, you will have to pay for a usage and the more massive your ship is, the more it should cost. For example, if your ship weighs 100t you pay 10k credits, if you are 1000t you need to pay 10 million and if you are 10kt you will need to pay 10 billion, making it impractical for big ships.
The network of fast travel seems to be intended to connect safe zones. What happens if we build our own safe zone? Would it connect to nearby public or owned safe zones for fast travel as well? Again, if for bigger ships it required a lot of energy, I think it would be a good tradeoff. It is basically the same as building a lot of jump drives and charging them except it limits you to traveling between fixed points. For small ships or even suit travel, it would be perfect though, much better than suicide—teleportation if you ask me.
I think fast travel is not bad, but it has to be limited.
In survival, you will have to pay for a usage and the more massive your ship is, the more it should cost. For example, if your ship weighs 100t you pay 10k credits, if you are 1000t you need to pay 10 million and if you are 10kt you will need to pay 10 billion, making it impractical for big ships.
The network of fast travel seems to be intended to connect safe zones. What happens if we build our own safe zone? Would it connect to nearby public or owned safe zones for fast travel as well? Again, if for bigger ships it required a lot of energy, I think it would be a good tradeoff. It is basically the same as building a lot of jump drives and charging them except it limits you to traveling between fixed points. For small ships or even suit travel, it would be perfect though, much better than suicide—teleportation if you ask me.
You're not obligated to use it if you think it breaks immersion. It's a convenience factor that is by no means required.
You're not obligated to use it if you think it breaks immersion. It's a convenience factor that is by no means required.
I very much dislike the fast travel. It does totally break immersion. Not having fast travel is one of SE1s strengths... you can build a jump drive and mine uranium, and now you can fast travel. You had to engineer a solution.
I very much dislike the fast travel. It does totally break immersion. Not having fast travel is one of SE1s strengths... you can build a jump drive and mine uranium, and now you can fast travel. You had to engineer a solution.
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