Trying to bring issues and ideas together, I can't pick all great details you guys provided without breaking a wall of text length world record, so below is an attempt at building a summary.
Colony growth gameplay, purpose in a believable game worldNeed something beside money, storage, production and getting-into-trouble.
One (or more) specific quest line(s) related to colony building (and some goals/purpose)?
A set of fun contact missions and specific player actions that help... or rather... are mandatory to develop colonies past a some thresholds? I mean rather than all of this being almost automatic and all.
To be defined strategic power? Would requires careful mechanic balance so that "lore" and player progression don't conflict with each other. Looks like we already have a problem here with Alpha Core farms and putting those to use on a large scale.
In any case, bringing player to more interactions with core worlds, more exploration outside of core worlds, and more combat is probably the way to go here. Game design wise, have less unfun conflicting systems and more purposeful/motivational stories.
ExplorationThe game already has a bunch of exploration <-> colony building synergies. Suggested improvements:
- have some more of those, some may be done through missions to obtain unique colony items
- (hmm, have research station obtained blueprints that would allow building special industries/structures?)
- less negative consequences to the use of colony items (everything that triggers Hegemony inspections or Luddic Path interest)
- less restrictions to the use of some colony items
- more combats / harder combats / with appropriate rewards according to difficulty
- new resource for a new industry?
Defense eventsEvents predictability:- pirate raids could be less frequent, less regular
- current pather interest system can be mostly controlled by player by choosing colony industries (and upgrades), could use a more chaotic approach
- AI core inspections are boring-predictable instant responses from Hegemony, shouldn't those be decoupled from the actual AI core use in colonies? (I mean, having insections whether AI core are used or not)
- actually the response to player using AI core from both Hegemony and Ludic Path feels gamey/artificial: have randomly one of those but not both together, in a less predictable way?
- faction expeditions based on market situation: maybe there should be variable/random delay before that happens (also: free port balance)
- have rare once-in-a-campaign events, rather than just recuring events
- (basically: entropy, less sticks)
Events variety:- pirate raids could use various different forms
- further improve raiding fleet diversity (theme, goals, and fleet composition): random explorer/looter fleet, TT elite phase fleet, false flag / false pirates, remnants, omegas
- have an initial system bounty event for first colony built in a system
- mercenary job where player fleet could be involved in raid event from faction A to faction B (... on either side!), we already have system bounty to help defend faction B and be rewarded with money, but this sure could be expanded
- (more entropy)
Player agency:There should be compelling ways to complete some raid events without fighting the raid fleets, requiring advanced diplomatic actions / following specific contact quests in a time-limited way (uhh, the way it's currently done is non-gameplay and should be removed from the game IMO).
Outcome:- fighting off expedition having reputation penalty can introduces a strange campaign gameplay balance if those events are frequent enough, is that truely desireable? (if those events or not too frequent, that's not a problem)
- have defeated raiding fleets provide better rewards (not just "yay I defended") ... though this one would impove naturally with more raiding fleet diversity because of ship/weapon/item post-battle recovery
- (less sticks, more carrots)
Other gameplay opportunitiesHaving more events/missions thematically tied to colonization and/or the game world, but not being straight colony defense would help move away from the "babysitting" feeling. There is a great potential here.
See exploration and "mercenary job" above.
Player-initiated raids and bombardments:- attack/defense balance come into question
- add conditions for attacks?
- tweak defense?
- what about consequences (stability, decivilisation) ?
I don't have any hands-on experience with raids and bombardments, so I won't be of any use in this discussion. Something comes to mind though: I wonder if the consequences were first and foremost designed for player colony, and applied to core worlds by mistake. Is there actually a point having the core worlds deteriorate, and encouraging some players to "babysit" / erase the whole core?
(maybe this is where we lack the full vision of where the game is going in future versions)