Colonization Survival: Keep immersion, ditch map teleport

Cédric L shared this feedback 27 days ago
Not Enough Votes

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.

Best Answer
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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.

Replies (8)

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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.

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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.

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Avorion does that, and I find it immersive enough. Some Space Engineer fans may consider it too much "weird space magic", but there are other things that need more realism more urgently.

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2

A kind of stargate would be better but I still don't like that option. I prefer to simply have the jump drives.

Stargates and teleportation between stations removes the justification for building large motherships with jump drives. Without the need for jump drives I can't justify to myself building a big ship for my smaller ship to dock to and then warp to a new sector. I may as well just build a small ship and just fly between stations. I find that boring.

If stargates are to be a feature, and I hope they aren't, it would be good if they can only transport very small distances so it is not that you use them to travel around the solar system but rather can use them to travel 1-5km. That way you could have two bases nearby and use the stargate to quickly travel between them. Any further than this and I think the best travelling method should be your ship. But overall, I don't like the idea of stargates. The solar system is too small and I want lots of reasonings for having a ship. Without ingots, we don't have a reason to make cargo ships. If they keep teleportation permanent then we also won't have a reason to make larger ships for long distance travel with 20 jump drives.

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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.

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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.

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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.

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Yes, the space station gateways add natural chokepoints to the map. That would be important in multiplayer.

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Adding gates just seems like it would ruin the justification for creating large ships with jump drives.

And if people begin using these gates in multiplayer, it will just concentrate veryone at the same ambush locations... ruining it for anyone who is new to the server.

The game has sensors. You can't easily hide if you are planning to go to planets or moons. I think there will be more than enough interaction on Verdue, Kemik, and Byblos and the moons (and hopefully a gas giant).

I mean if you are playing multiplayer, the planets act as a sufficient attractor to others and they are not so big that it is easy to get lost in.

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Don't forget that a jump drive allows you to jump freely between any two points. The space station gates only connect fixed points. This means you always have an incentive to build a jump drive.

I think the gate network is a good thing, because it allows the player to access the map sectors early in the game. The jump drive is a late game device. I don't think it would work very well if you were trapped to the initial sector until late in the game.

Both jump drives and space station gates have their place.

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"Adding gates just seems like it would ruin the justification for creating large ships with jump drives."

-Assuming planets are still roughly the same size and distance apart they were in SE1, it would still take 15 mins to fly to the far side of one with the new speed cap, and I know more than a few people that refuse to setup their bases or park their stuff less than an hour's conventional flight from a planet (a touch over 1,000Km now). On top of that, if all the gates aren't next to each other then it may still take the better part of an hour to cross the solar-system without FTL because you'd have to fly between gates to make your various connections.


"And if people begin using these gates in multiplayer, it will just concentrate everyone at the same ambush locations... "

-Dealing with pirates and ambushers is part of multiplayer, but if you know they are there then you can do something about it.

--Pirates can be bribed,

--Ambushers can be distracted with bait-ships,

--Guards can be hired,

--White knights and indiscriminate pvp'ers will go looking for gate-camps just to blow them up,

--Blockade-runners can be used to just YOLO through the gate-camps,

--Smugglers can be hired to sneak you past gate-camps and take you where you need to go,

--Traders will find ways past gate-camps to bring stuff you need to you,

--Alternate routes can be taken,

--And your desired large ships fitting big FTL setups can just bypass the gates entirely.


"I mean if you are playing multiplayer, the planets act as a sufficient attractor to others and they are not so big that it is easy to get lost in."

-It has been my experience in SE1 that planets are where you get better food, easily located economy-stations, and enough gravity to protect things from low TWR ships, all at the cost limiting ore access, slowing travel, and being constantly harassed while offline by grinder-monkeys. Subsequently planetary interactions tend to be limited to singular late-game seed-runs when they haven't been found else ware, and a gate-system that would both allow smaller ships with limited FTL capacity to travel across the system and attract gate-camps for me to blow up would definitely be a significant incentive to regularly go back to planets.

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2

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.

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You're not obligated to use it if you think it breaks immersion. It's a convenience factor that is by no means required.

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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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