Colonization authority feels very contrived
The whole idea just. I'm slackjawed.
10K years ago slow travel colony ships go to Almagest.
We're on those.
While in travel... I guess better travel technology is created, and they decide to go to Almagest ahead of the 10k year travelers. Leave them to travel in space... WHY!?
With the new tech, they get to the system far before I do, they do normal human stupidity and fight each other. "Colonization" doesn't happen... and they all killed each other. They're all gone.
What's left is this automated system who's job is to coordinate any humans that MIGHT not have killed each other yet, in the building out of this systems infrastructure, so that humans CAN "colonize" it.
So now, your job is to run all over at the behest of an automated system, and build infrastructure for a an entire solarsystems worth of people that do not exist.
That prospect is extremely BORING. It feels very contrived, and quite frankly it's a big turn off.
I think the colonization authority, with the information I have about it now, and how it fits into the overall story you are trying to generate... it's so de-motivational. I think you VERY much need to either change direction here dramatically, or you need to present to us more about how the pieces and parts link together in a way that actually provides motivational opportunities for the player. You may be trying to save this as a surprise, but at this point you're just shooting yourselves in the feet.
Travel 10K years across the stars in cryosleep to discover that you have biggest construction job in history in front of you with no purpose. Purpose would be fixing the colony ship. Oh wait. As soon as we get that goal... we go do a bunch of random meaningless tasks.
I mean my lord. These guys travel 10k years in cyro sleep, and when they get to the new system, they don't know how to build drills or tools or production machinery. Why leave? You'll just die when you get there if you can't establish production. If you don't have tools. POORLY thought out.
At this point, it's like... please don't make a story. Just make a sandbox space game with more depth. Like NPCs and stuff. This guided quest makes no sense, and is a betrayal of the players that spent a lot of time with SE1. Enjoying the SURVIVAL sandbox.
What you should be doing, is everything you ARE doing except the story line. The colonization. You need to replace that with quest "plug-ins", and build your system around the idea of modular quests. Provide good modding tools so that players can make their own quests. Then we could download quests off the workshop. You guys could create quest updates, and special quest DLC.
This is what SE1 needs the most. Quests you can add in your current game, and NPCs.
Not a mega contrived mega boring construction task, that doesn't make sense.
I like this feedback
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