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Colonization Aspect: My 2 Cents


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#1
LoRD KYRaN

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What do you want to see from colonization? I'd like to see it as being a bit Civ-like as well as having our choices matter. Our choices should affect events that can occur as well as cause certain events to happen.

For example:
We discover a world with very apparent lodes of minerals. We have 2 choices; we can quickly strip mine the planet without caring for how we affect it or we can put down a permanent settlement and mine it properly. If we strip mine it, we get resources much faster but it's unsustainable. If we settle and mine, we get a community and mining hub that can provide ore for quite a while.

The choice we make then can affect random events that occur. Say we are attacked by pirates. If we have the strip mine operation, it makes it easy for us to flee with minimal losses to people cos everything is mobile. But if we have permanent settlements, then it depends on how we're defended. If we didn't build defenses, then we are screwed. If we did, then the strength of the defence vs the strength of the attack will determine the outcome. If we have a military base somewhere within the system with ships scheduled to patrol, then that too would add to our strength. Basically, the outcome is not set in stone. Our choices and actions in colonization would really affect what happens to us.

Our actions should also trigger certain consequences. So if we strip mine, the planet becomes unstable. It can lead to seismic activity causing a volcano to erupt, endangering our people and operation. If we have chosen to have seismic monitors in place, we could have had early warning and evacuated safely. If we didn't, we could lose everything on the surface. The volcano is not a guaranteed thing that will happen. So it's a choice and a risk for us to decide upon.

I realise it's complicated and a lot of work but I think it would really make the game much more immersive and make our choices more important. Not just our main story-line actions but even simple decisions we make.



#2
Amplitudelol

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What do you want to see from colonization? I'd like to see it as being a bit Civ-like as well as having our choices matter. Our choices should affect events that can occur as well as cause certain events to happen.

For example:
We discover a world with very apparent lodes of minerals. We have 2 choices; we can quickly strip mine the planet without caring for how we affect it or we can put down a permanent settlement and mine it properly. If we strip mine it, we get resources much faster but it's unsustainable. If we settle and mine, we get a community and mining hub that can provide ore for quite a while.

The choice we make then can affect random events that occur. Say we are attacked by pirates. If we have the strip mine operation, it makes it easy for us to flee with minimal losses to people cos everything is mobile. But if we have permanent settlements, then it depends on how we're defended. If we didn't build defenses, then we are screwed. If we did, then the strength of the defence vs the strength of the attack will determine the outcome. If we have a military base somewhere within the system with ships scheduled to patrol, then that too would add to our strength. Basically, the outcome is not set in stone. Our choices and actions in colonization would really affect what happens to us.

Our actions should also trigger certain consequences. So if we strip mine, the planet becomes unstable. It can lead to seismic activity causing a volcano to erupt, endangering our people and operation. If we have chosen to have seismic monitors in place, we could have had early warning and evacuated safely. If we didn't, we could lose everything on the surface. The volcano is not a guaranteed thing that will happen. So it's a choice and a risk for us to decide upon.

I realise it's complicated and a lot of work but I think it would really make the game much more immersive and make our choices more important. Not just our main story-line actions but even simple decisions we make.

 

You will go to a fancy looking table called the Galaxy Table. Its a map with some interractable objects on it. You click on an object, a window pops up saying: the colonization mission will take 5 hours, rewards: 10k xp. Proceed? Then you proceed and after 5 hours the mission is completed creating the immersive feeling of colonizing a new world. Another mission would be a striking enemy alien forces. That might take 3 hours and offers more xp and additional gear for your character. The rewards and the actual procedure of clicking through menus and navigating the map may differ but you get the point. Time to remember that ME:A shares features with Inquisition.


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#3
Vortex13

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You will go to a fancy looking table called the Galaxy Table. Its a map with some interractable objects on it. You click on an object, a window pops up saying: the colonization mission will take 5 hours, rewards: 10k xp. Proceed? Then you proceed and after 5 hours the mission is completed creating the immersive feeling of colonizing a new world. Another mission would be a striking enemy alien forces. That might take 3 hours and offers more xp and additional gear for your character. The rewards and the actual procedure of clicking through menus and navigating the map may differ but you get the point. Time to remember that ME:A shares features with Inquisition.

 

 

I really hope that we don't get a new WarGalaxy Table for ME:A, that is one feature that needs to die and stay dead. If I wanted a text based choose your own adventure mechanic I'd go read on those books instead. 

 

 

The War Table in DA:I violated one of the key principles in a character focused Action RPG - Show don't tell.


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#4
alienatedflea

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What do you want to see from colonization? I'd like to see it as being a bit Civ-like as well as having our choices matter. Our choices should affect events that can occur as well as cause certain events to happen.

For example:
We discover a world with very apparent lodes of minerals. We have 2 choices; we can quickly strip mine the planet without caring for how we affect it or we can put down a permanent settlement and mine it properly. If we strip mine it, we get resources much faster but it's unsustainable. If we settle and mine, we get a community and mining hub that can provide ore for quite a while.

The choice we make then can affect random events that occur. Say we are attacked by pirates. If we have the strip mine operation, it makes it easy for us to flee with minimal losses to people cos everything is mobile. But if we have permanent settlements, then it depends on how we're defended. If we didn't build defenses, then we are screwed. If we did, then the strength of the defence vs the strength of the attack will determine the outcome. If we have a military base somewhere within the system with ships scheduled to patrol, then that too would add to our strength. Basically, the outcome is not set in stone. Our choices and actions in colonization would really affect what happens to us.

Our actions should also trigger certain consequences. So if we strip mine, the planet becomes unstable. It can lead to seismic activity causing a volcano to erupt, endangering our people and operation. If we have chosen to have seismic monitors in place, we could have had early warning and evacuated safely. If we didn't, we could lose everything on the surface. The volcano is not a guaranteed thing that will happen. So it's a choice and a risk for us to decide upon.

I realise it's complicated and a lot of work but I think it would really make the game much more immersive and make our choices more important. Not just our main story-line actions but even simple decisions we make.

I like this idea...especially if this said planet has native life only suitable for this planet...like If the Alliance or Geth (probably more appropriate) decided to strip mine the Quarians homeworld after they fled it...The effects of this decision would have massive implications for the Quarians.  Forcing them to slavery to their bodysuits since any other environment would kill them.  



#5
Torgette

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The War Table was just Dragon Age's version of a galaxy map anyways, just with integrated side quests and Inquisition power stuff. If we're building colonies then showing their status and linked trade routes via the Galaxy Map would make a lot of sense since we're going to be using it to get around anyways.


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#6
Vortex13

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The War Table was just Dragon Age's version of a galaxy map anyways, just with integrated side quests and Inquisition power stuff. If we're building colonies then showing their status and linked trade routes via the Galaxy Map would make a lot of sense since we're going to be using it to get around anyways.

 

 

See now that I can get behind. An integrated overview map or an RTS mechanic that would allow me to alter the parameters of my colonies, upgrade their defenses, request increased production, etc. would be a very good way to showcase the progress you are making in the story as well as adding a degree of player control to the bases you establish.

 

 

Something like the base view in XCOM, or a Civilization-lite mechanic mentioned by the OP, something that I could manage and control, and most importantly something that would actually show up in-game as opposed to a brief text message and some items and XP would be worlds ahead of the War Table; which feels like it was only developed in order to add padding to DA:I anyway.


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#7
LoRD KYRaN

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You will go to a fancy looking table called the Galaxy Table. Its a map with some interractable objects on it. You click on an object, a window pops up saying: the colonization mission will take 5 hours, rewards: 10k xp. Proceed? Then you proceed and after 5 hours the mission is completed creating the immersive feeling of colonizing a new world. Another mission would be a striking enemy alien forces. That might take 3 hours and offers more xp and additional gear for your character. The rewards and the actual procedure of clicking through menus and navigating the map may differ but you get the point. Time to remember that ME:A shares features with Inquisition.

 

I feel the WT was a good start. Sure, it wasn't perfect but it can be refined. If we're going to be colonising like 20, 30 worlds, it doesn't make sense to hop over to each one whenever a decision has to be made. I think a WT is not just a good way to allow you to make those decisions but it's also realistic. I believe every army in the world makes decisions bout troops in the field from a central command structure after all. Can you imagine when you're talking bout planets and systems? Completely makes sense to have a WT.

 

I like this idea...especially if this said planet has native life only suitable for this planet...like If the Alliance or Geth (probably more appropriate) decided to strip mine the Quarians homeworld after they fled it...The effects of this decision would have massive implications for the Quarians.  Forcing them to slavery to their bodysuits since any other environment would kill them.  

 

Yeah, agreed. Like you have contact with a pre-spaceflight species. Choice is yours whether to dominate and enslave them, uplift them or just observe from afar. Based on your choices, there could arise a situation which would force you to re-evaluate your decision. Stay the course and hope for the best or change your decision. Things to consider and implications that could be far-reaching for the species.

 

See now that I can get behind. An integrated overview map or an RTS mechanic that would allow me to alter the parameters of my colonies, upgrade their defenses, request increased production, etc. would be a very good way to showcase the progress you are making in the story as well as adding a degree of player control to the bases you establish.

 

 

Something like the base view in XCOM, or a Civilization-lite mechanic mentioned by the OP, something that I could manage and control, and most importantly something that would actually show up in-game as opposed to a brief text message and some items and XP would be worlds ahead of the War Table; which feels like it was only developed in order to add padding to DA:I anyway.

 

 

Exactly that. It would be nice to have those decisions matter, kinda like in DA:O - Awakening. Your choice of upgrades affected the survivability of the keep. And there should be balancing allowed. Like if you decide to up production, it might lead to disgruntled workers. If you put the most advance weapons you have in every base, it should be a huge drain on your coffers. It's no fun if the game allows you the best of everything without consequence.



#8
Vortex13

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I feel the WT was a good start. Sure, it wasn't perfect but it can be refined. If we're going to be colonising like 20, 30 worlds, it doesn't make sense to hop over to each one whenever a decision has to be made. I think a WT is not just a good way to allow you to make those decisions but it's also realistic. I believe every army in the world makes decisions bout troops in the field from a central command structure after all. Can you imagine when you're talking bout planets and systems? Completely makes sense to have a WT.

 

 

I can agree with the logic behind that, but my issue with the War Table in general was it was completely divorced from the rest of the game. Obviously, colonizing 20 - 30 planets and then having to decide what color the walls on each interior surface will be is out of the question, but if I spend the resources to upgrade the defensive capabilities of my mining station, or have a group of Rachni soldiers patrolling the outskirts of the colony in question, I expect for there to be a representation of my choices in-game.

 

If I fly over to this planet and drive the Mako over to the colony from my earlier example, I expect to see a more fortified structure reflecting the upgrade I purchased, I expect to drive around the base and see a group of Brood Warriors patrolling the wastes and attacking any Khet forces that attempt to assault my holdings.


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#9
Amplitudelol

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I can agree with the logic behind that, but my issue with the War Table in general was it was completely divorced from the rest of the game. Obviously, colonizing 20 - 30 planets and then having to decide what color the walls on each interior surface will be is out of the question, but if I spend the resources to upgrade the defensive capabilities of my mining station, or have a group of Rachni soldiers patrolling the outskirts of the colony in question, I expect for there to be a representation of my choices in-game.

 

If I fly over to this planet and drive the Mako over to the colony from my earlier example, I expect to see a more fortified structure reflecting the upgrade I purchased, I expect to drive around the base and see a group of Brood Warriors patrolling the wastes and attacking any Khet forces that attempt to assault my holdings.

 

In inquisition somewhere was an area you couldnt cross until you built a bridge via War Table. That was cool. That felt like "damn, the bridge is collapsed, i better tell my worker drones to get it fixed by tomorrow since im the almighty inquisitor". The real problem was most of the war table actions did not have any effect on the open-world at all. If what you decide wont be "only on paper" it might actually turn out to be good. However the Galaxy Table presupposes the protagonist is/becomes some big military leader again.


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#10
Torgette

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In inquisition somewhere was an area you couldnt cross until you built a bridge via War Table. That was cool. That felt like "damn, the bridge is collapsed, i better tell my worker drones to get it fixed by tomorrow since im the almighty inquisitor". The real problem was most of the war table actions did not have any effect on the open-world at all. If what you decide is wont be "only on paper" it might actually turn out to be good. However the Galaxy Table presupposes the protagonist is/becomes some big military leader again.

 

Maybe, we have heard "Pathfinder Initiative" which could mean any number of things. It could simply mean that we're traversing unknown worlds to find suitable locations for colonies and managing resources as well as telling the military where those resources, like a scout rather than a front-line soldier or commander.



#11
AlexiaRevan

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The war Table shouldve been good from the beginning . Now they can shove it where the nexus doesnt shine....

 

I rather suffer mining planets like in ME2 then see that damn war Table . useless....

 

Lets hope the 'Agent' system doesnt come back as well in ME:A . That too...I rather never see . 

 

@OP: what you describe remind me alot of the game DUNES . 


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#12
LoRD KYRaN

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In inquisition somewhere was an area you couldnt cross until you built a bridge via War Table. That was cool. That felt like "damn, the bridge is collapsed, i better tell my worker drones to get it fixed by tomorrow since im the almighty inquisitor". The real problem was most of the war table actions did not have any effect on the open-world at all. If what you decide wont be "only on paper" it might actually turn out to be good. However the Galaxy Table presupposes the protagonist is/becomes some big military leader again.

 

I'm pretty sure we'll end up in that role. Probably will have to do a few things to get to that level though. Might be we're just in charge of our own bases, like a Merc captain too. Whichever it is, I'm pretty fine with it.

 

I really do hope we can see the effects of our choices. DA:I promised that a lot but I felt they failed to deliver on it. Hopefully they learnt from that and we'll see it done better in ME:A. Would be awesome to see the choices we make get that representation. Fingers crossed it's not too hard to implement.



#13
Ahriman

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we can quickly strip mine the planet 

Strip mine the planet? Quickly? This seems strange to me. Unless we have a fleet of Planet-Crackers, mining out entire planet should take... a while.

Logically speaking single Earth like planet should satisfy colonial need for hundreds of years. Getting materials for space docks would be cheaper by mining asteroid fields, rather than planets.

Still I'm pretty sure, you're right and we'll be getting 900 units of metalls from planet A, 300 units of eezo from planet B and so on. So you'll have to mine dozen of planets to get ship upgrade.



#14
Robbiesan

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I really hope that we don't get a new WarGalaxy Table for ME:A, that is one feature that needs to die and stay dead. If I wanted a text based choose your own adventure mechanic I'd go read on those books instead. 

 

 

The War Table in DA:I violated one of the key principles in a character focused Action RPG - Show don't tell.

 

Reading your post and this just jumped into my mind, so sharing.

 

Perhaps we could have a similar aspect to the war table from DAI in ME:A, but not directly for the main story.  Doing these certain missions would unlock maps/missions for co-op SP and/or MP.  For the SP portion, no decision making is required, simply complete the mission.  These could go towards increasing resources in SP, or some kind of reward that is not required to complete the game, but may add to overall success.

 

From my ME3 days, with all those assets we had to acquire, I'd love to see some "background missions", of those unsung heroes we never hear about. That N7 squad, the Salarians, Asari, Turians, Krogans, Quarians, and mixes of each.  Basically these war table missions would be us playing those unsung heroes.



#15
Sartoz

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You will go to a fancy looking table called the Galaxy Table. Its a map with some interractable objects on it. You click on an object, a window pops up saying: the colonization mission will take 5 hours, rewards: 10k xp. Proceed? Then you proceed and after 5 hours the mission is completed creating the immersive feeling of colonizing a new world. Another mission would be a striking enemy alien forces. That might take 3 hours and offers more xp and additional gear for your character. The rewards and the actual procedure of clicking through menus and navigating the map may differ but you get the point. Time to remember that ME:A shares features with Inquisition.

 

                                                                                                 <<<<<<<<<<0>>>>>>>>>>

 

Hm... That's is awfully familiar. Now where did I see that?... ;)