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Valgor
06-19-2012, 04:16 AM
Colonisation quests automatically fail should the player decide to move the colony module from their installed components into the cargo bay.
It would be better if the quest remained active, but couldn't be solved unless the module is installed when interacting with the planet in question.
Sometimes one needs to swap around components, and the colony modules might get in the way. Besides, why can't the colonists just put their stuff in the cargo bays?

kerzain
06-19-2012, 04:35 AM
Colonisation quests automatically fail should the player decide to move the colony module from their installed components into the cargo bay.
It would be better if the quest remained active, but couldn't be solved unless the module is installed when interacting with the planet in question.
Sometimes one needs to swap around components, and the colony modules might get in the way. Besides, why can't the colonists just put their stuff in the cargo bays?

You can't colonize a planet with corpses. You uninstall that module and everybody dies.

pnakotus
06-19-2012, 04:39 AM
Maybe the missions should have a minimum player size, since it's a bit silly a tiny ship can replace a huge colony ship anyway. Larger ships - if races waited to offer these quests - also have less trouble fitting the module.

Valgor
06-19-2012, 03:45 PM
You can't colonize a planet with corpses. You uninstall that module and everybody dies.

Why? I always thought the module only housed the necessary equipment for colonisation; the colonists should be dwelling in the ship's regular crew quarters...

kerzain
06-19-2012, 05:17 PM
Why? I always thought the module only housed the necessary equipment for colonisation; the colonists should be dwelling in the ship's regular crew quarters...Then... where do the crew sleep? Colony modules should support many, many, many more people than a ship can support crew. Be it stasis chambers, actual living quarters or whatever, the colony module contains the colony.

Bluddy
06-19-2012, 05:34 PM
I think this quest would make more sense as an escort quest.

orb
06-19-2012, 10:27 PM
escort quest.

Bane of any game!

Elite (or was it Frontier?) had life support modules which turned cargo bays into living space. Jettison slaves, and you had fertiliser :)

Shadow
06-20-2012, 12:42 PM
I think this quest would make more sense as an escort quest.

We will probably eventually have escort quests also.

keith.lamothe
06-20-2012, 01:20 PM
The current mechanic makes sense to me:
1) It's cheaper for the race to build the colony module than to build the whole colony ship, so having the operative carry it is preferable. And more likely to not die.
2) Letting you move the module to the cargo bay and back would defeat the purpose of it taking a slot at all: somewhat impairing your combat ability for the duration of the mission. Particularly if you're trying to run multiple colony quests simultaneously.

Bluddy
06-20-2012, 01:23 PM
The current mechanic makes sense to me:
1) It's cheaper for the race to build the colony module than to build the whole colony ship, so having the operative carry it is preferable. And more likely to not die.
2) Letting you move the module to the cargo bay and back would defeat the purpose of it taking a slot at all: somewhat impairing your combat ability for the duration of the mission. Particularly if you're trying to run multiple colony quests simultaneously.

That's true. Yeah I'm ok with this as it is.

Valgor
06-20-2012, 01:28 PM
I'll have to live with it, then.

Aganazer
06-20-2012, 01:30 PM
I thought it was funny that when I fail the colonization missions I can then turn around and sell the colony module back to them.

Valgor
06-21-2012, 06:27 AM
"Here, have your can of dead bodies back. You do want to bury them, don't you? ...what? Oh, I accidentally pulled the plug."

Maybe a warning about the death of the colonists in case the module is destroyed or uninstalled should be added to the quest text.

keith.lamothe
06-21-2012, 10:25 AM
"Here, have your can of dead bodies back. You do want to bury them, don't you? ...what? Oh, I accidentally pulled the plug."

Maybe a warning about the death of the colonists in case the module is destroyed or uninstalled should be added to the quest text.The first time I took such a quest I noticed the warning that's there :)

RoboAV
06-21-2012, 10:43 AM
I ignore the colonization quests entirely. With only three heavy slots, I have to give up the ability to move, power my ship or defend myself in order to complete the quest. None of those work for me.

Bluddy
06-21-2012, 11:09 AM
I ignore the colonization quests entirely. With only three heavy slots, I have to give up the ability to move, power my ship or defend myself in order to complete the quest. None of those work for me.

Me too. Doesn't seem like the races really need it to colonize anyway, and flying without one of those really big items is not an option. I'd prefer for it to be a medium item, even if that's less realistic.

Shadow
06-21-2012, 11:16 AM
Me too. Doesn't seem like the races really need it to colonize anyway, and flying without one of those really big items is not an option. I'd prefer for it to be a medium item, even if that's less realistic.

There are medium slot versions also. They hold less material though so it takes the colony longer to get their first guard though.

Bluddy
06-21-2012, 11:19 AM
There are medium slot versions also. They hold less material though so it takes the colony longer to get their first guard though.

That's cool! How do I get the medium ones? Is it a different quest? I should try this quest now.

Shadow
06-21-2012, 11:24 AM
That's cool! How do I get the medium ones? Is it a different quest? I should try this quest now.

It's a different quest. They will only offer you one of them though. My point being, pay attention to the wording because some times these quests are easier than other times.

Valgor
06-21-2012, 06:52 PM
The first time I took such a quest I noticed the warning that's there :)

My bad. I usually skip the descriptive text, reading only the part that tells me what needs to be done and where I need to go.