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#1
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![]() 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? |
#2
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#3
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![]() 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.
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#4
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![]() 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...
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#5
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![]() 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.
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#6
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![]() I think this quest would make more sense as an escort quest.
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#7
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![]() 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 :) |
#9
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![]() 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. |
#10
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