Colonisation end-goals

Aidan Matthew Galea shared this feedback 4 days ago
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If the aim of SE2 is largely colonisation, at least based on the plot presented so far, then why not have a few end-goals for colonisation?


What I mean by this is stuff like setting up infrastructure that a future Almagaest civilisation would be appreciative of having access to, and would also be plenty useful for the player. this could be done in the form of a handful of missions with dedicated "mission critical blocks" in the blueprints that only function within the region of specific planets and require extensive supportive infrastructure to make work correctly, only being completed when they can sustain a constant output/function without problem for more than an in-game week. These alone would greatly contribute to the colonisation index, and doing all of them in a single playthrough could get you something like an achievement called "True Engineer"


3 Examples to illustrate the core concept of this:


- The Star bleeder

While not directly siphoning the main-sequence star of the system, it DOES directly mine useful gasses e.g. oxygen and hydrogen [Delfos is a brown dwarf which is a failed star, sure to be rich in exactly those as they generally fail to produce iron, often stopping fusion around oxygen and titanium] In effect, making fuel and oxygen permanently renewable and produced at high throughput, establishing an important fuel depot in the orbit of Delfos, ideal for sustained colonisation. The mission critical block here would be a large, sci-fi pump that needs multiple hundreds of megawatts to project an experimental hard-light siphon to Delfos, requiring a pressurised atmosphere on all but one face, and needing a direct line of sight to the brown dwarf, built just on the edge of the killing zone.

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- Jump gate

The Jump gate would allow further expansion of the system and connect it directly back to Earth, letting further ships come to Almagaest. in effect it would raise the number of random encounters and open up more missions and potentially even new minor factions. This one's mission-critical block would be a much more powerful variant of the jump-drive, requiring use of a laser-antenna to establish a clear link back to earth, requiring the necessary power and maybe a steady flow of liquid hydrogen to keep operating under cooling. It would be built at the edge of the system where the main almagaest colony ship first entered. See the below image, but on a much larger scale.

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- Mass-drivers.

These would just be a large, modular rail-gun with a sloped variant, all open on the top, that pull grids along the top with exactly enough force to catapault them to a height where G=0, doing a small amount of orbital maths via a controller block, with the main challenge being finding or clearing a flat expanse, ensuring there is a direct line to orbit, timing the sequence of the rail-gun segments properly, and ensuring that the controller is working correctly. Paired with a Catcher which is the same coilgun but built in reverse so incoming grids are slowed down in a short braking sequence, would allow for rapid, two-way transport of grids, resources and players across planets by allowing larger craft to get into and out of gravity wells easier. Public transit, anyone?

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