Fully player-driven colonization - with emergent needs and schematics

RestInPieces shared this feedback 10 hours ago
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Approximately a year ago I made a post and I wanted to flesh out the intention behind it (https://support.keenswh.com/spaceengineers2/pc/topic/50273-colonization-deserves-better-se-is-ignoring-its-best-mechanics), with a more concrete example.


Forget contracts for a while.

Let's say the game had the capability to evaluate a grid. Evaluate its location in the world, production and power outputs, its connected communication grids, the list of blocks used in its rooms and pretty much everything that could fulfill any need.

And let's say that players can decide to help the colonies, decide what to build, when to build it, how well to build it, what it contains, its scale, how to automate it and so forth.

And then let's say that needs are starting to emerge from what the player has built. Again, forget contract-like needs like "we need more x tons of y".


In practice:

Suppose the game initially asks for something simple - to boot-start colonization.

So the player decides to just build a mining facility and component factory in northern Verdure and designate it to the colonies. This mining facility turns out to be quite neat - automated mining, plenty of power, high output and a huge storage capacity for components. The game then picks that up and evaluates it.

Then a housing need emerges out of that evaluation - just like in real life, where industry booms and population follows. (Keeping the example simple with just one need emerging).

Again, the player builds housing and connects the housing facilities grid/grids with the production facilities via the communications network (doesn't need to be on the premises, they can commute like the rest of us!). The game evaluates the housing grid and its connection to the facility. These honest commuters won't live long without defenses or food though... and needs keep emerging.


At this point a colony of two connected nodes has been created. Which can grow like a tree without a predetermined order. Players might outright build an empire, or Megatron for all the system cares.

There are many things one could do with this system. For example the colonies that the players have built can sell new schematics, generate events and rarely contracts - if you love that system so much :) And these can depend on the decisions players took while building them, such as their location/biome. Schematics will essentially be player generated.

Last but not least, they will create a baseline for the emergent systems other users have asked for, meaningful ore deposits, reasons for engineering, vehicles and so on. It'll be a cinch to build compared to what Keen has achieved so far.

Replies (3)

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I think colonization in the game's lore does not start from 0. We are clearly not the first arrivals into the system, so that's one thing to keep in mind. There is this entity called the Colonzation Authority. It is still unclear if it's a good or evil AI, or whether it is going to be an actual faction with human NPCs. The lore and the story will probably be interconnected with the colonization missions, some will be a main story line, others will probably be optional "side quests." Currently, they are testing the very basics of the contract systems.


That's being said, your ideas about how to calculate "colonization progress" are interesting. Building a production capacity of a certain level, housing, stockpiling a certain amount of resources, build outposts and communication stations, weather stations, military bases and ships, can in theory be used to fulfill certain metrics rather than simply completing a certain number of contracts. I also don't like that unlocking blocks is only available for making contracts as I have described in this topic.

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Player initiatives and quality of work used to fulfill certain metrics is the most important part. And emergent metrics, meaning they will be created by the player's actions (like the housing example). And each player's colony will turn out differently, especially with a little RNG in the mix. These metrics can be internal - players need not bother with its details.

About the commuters I didn't mean to imply that there have to be NPCs. The colony could be controlled and evaluated by the Authority for supposed future colonization. Stories can be easily adapted to fit.

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Taking that Miro and Ivan's ship was the last one to make the journey, where are all of the colonists that are going to build houses near the mine ? Are they congregated in an existing conurbation, or distributed in isolation, or are they cloned upon demand when needed ?

A star system of clones would make a mockery of a colony.

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Besides that they say that not everyone has made it in the cryopods in the opening scene - so there are survivors - do you think that it's the final iteration of the story set in stone? And even if it was the final iteration of the story, do you believe that gameplay must conform to that short story or that the story should conform to the gameplay so that we get something more decent that a checklist for colonization?

I mean there are already housing contracts, and I don't think the story is that precious so that it can't be adapted for better gameplay.

Edit: Btw I am not implying we have to add actual NPCs for this system to work. The commuter stuff was just fluff. It's about the facilities. Much like existing contract missions.

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Are you assuming that the Survival start is the framing of the SE2 Universe, or is it the first of many SE2 game scenarios?

Look at SE1 where survival is presented as a training world, with many more scenarios provided, either by Keen or the modding community.

The crash of the Calypso and Miro and Ivan's conversations are good framing but it stops when one reaches Vallation Station. Perhaps a mod is needed to flesh out finding and repairing the wreck and limping it over to Vallation Station and then getting Vallis Reach onto the Fast Travel network so the colonists can get down to the planet. If food is implemented, add missions to build a first farm etc.

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The story is irrelevant. I am just laying out a colonization mechanic. Don't understand why everyone is hung up on the story. The story may change, be adapted or whatever...

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