I think all of you are missing quite an interesting interaction here, let the gate hauler move the cryosleeper. It's for hauling big things after all.
Not missing anything. Gate haulers self destruct once they deploy their gate. That's why gates tend to have salvage fields around them. The same thing happens with the gate hauler you can control. Once you tell it to deploy, you can watch it move into position, deploy the gate, self destruct, and a big salvage field appears.
Ah, haven't interacted yet with the gate hauler mechanics in-game yet, and the wiki was non-descriptive regarding it, thank you. Other suggestions regarding allowing cryosleepers to be repaired with transplutonics to allow movement would function better then. Regarding comments about whether cryosleepers have FTL capabilities, I don't think it would be necessary to move the around... necessarily. You could have cryosleepers cause a gate to guarantee to spawn in-system where they are, and allow a repaired cryosleeper to travel to another gate system using a
MacGuffin Janus Device. Of course, it'd be simpler gameplay wise to bring up a screen like the gate hauler, select a destination, and then have the engine "burn out" at destination or something. Perhaps requiring further repair or investment to move it again.
Somewhat off from the topic of the issue of the player getting good placement from the cryosleeper, it'd be nice for "end game" interaction with it, like a conclusion. There's a short comment about the effects of having a bunch of Domain-era population suddenly being brought into a post-collapse society. I think a good way to explore that would be through the new colony crisis system, but this time under the auspice of player agency rather than external forces. One thing that's brought up recurringly in suggestions/mods is cryosleepers allowing you to increase the colony cap, though suggestions regarding its implementation varies a lot. My suggestion is adding a colony item which increases the colony cap by +1 for the cryorevival structure, which can't be removed after a certain percentage of growth to level 7 has been achieved. This, however, opens a new colony crisis to trigger which will start building event progress, and introduce a series of issues and story quests the player can choose to engage in, or disengage in, each with their own consequences. Such as, for example: frontier administrators, some of those awakened might not be who they say they are, some of them might be political cast-aways "promoted" unto a new role, some of them might be retirees who thought to give it a go in the next age. All of which have one thing in common, they're awake now, it's time for people to start listening to
them rather than
you. Though if you convince enough of these "officials", some might lend their services. The Hegemony might start calling, asking for "key personnel" to be "returned" to their custody, specifically battlegroup retirees HEGINT managed to tag. TT intercepts this request to proffer their own in turn, and now you're arranging a bidding war for people's lives. Market modifiers might also come into play depending on which events trigger, Luddic Majority being a key one, and how the colony deals with the two mingling. These examples can go on forever, which in of itself can be a problem since, you know, writing, but an avenue for future content is there even if it needs to come after the core narrative is complete. Though even with the sleeper crisis narrative excluded, being able to create a "unique" colony with an expended colony item would provide a gratifying effect for the player gameplay wise. Regarding the colony item's fluff, perhaps a sub-AI system designed to distribute itself into a colony's network for the mass management of large influx population, and resulting expansion of infrastructure. The problem is while the base sub-AI is capable of management of persons down to an individual level, it has a certain, hard-coded, and Domain-centric, outlooks which cannot be overrode... unless you were to substitute said sub-AI for something
a bit above level. I'd continue another paragraph on to this, but I feel as thought it's starting to become tangential somewhat.
One issue why I believe the developers just haven't made the addition of cryosleepers increasing colony cap, is because it adds a narrative issue
beyond gameplay. Having millions of Domain-era people just appear in the sector, people who are likely to find access to freedom of movement in the sector, leaves an odd plot hole of sorts. Perhaps for the main storyline they can introduce needing outside expertise which no longer exists among the sector, but might within the vaults of Nomios, which could then lead to needing to gain access to a cryosleeper. This could introduce to the cast of characters someone who can give a glimpse on what Domain life was like during their time in history, their outlook, and how what derives from that outlook might still affect the sector in the form of the Hegemony. It would also help closer tie the sleepyheads in with the rest of the sector's wider narrative, and how they effect it.