Requirements for building a Coriolis starport

To the people who say that this grind is expected and great:
  • some people have lives and game shouldn't feel like a second job. I get the immersion but it shouldn't feel like second shift
  • initial stations/outposts costs seem to be overpriced. I mean - It would be grindy even if the cast was cut in half. Most people calculate trips as they all would tak 10 minutes. You do realise that in many cases one trip could take 20 minutes and above? You won't account sourcing materials and how timely it can be

I calculated that building my asteroid station as solo player will take about 60-80hrs if not more.
I would accept the cost IF THERE WAS NO RIDICULOUS TIME LIMIT.
Because of the above ^^ this is ridiculous. Especially for all of us working folks.
 
To the people who say that this grind is expected and great:
  • some people have lives and game shouldn't feel like a second job. I get the immersion but it shouldn't feel like second shift
  • initial stations/outposts costs seem to be overpriced. I mean - It would be grindy even if the cast was cut in half. Most people calculate trips as they all would tak 10 minutes. You do realise that in many cases one trip could take 20 minutes and above? You won't account sourcing materials and how timely it can be

I calculated that building my asteroid station as solo player will take about 60-80hrs if not more.
I would accept the cost IF THERE WAS NO RIDICULOUS TIME LIMIT.
Because of the above ^^ this is ridiculous. Especially for all of us working folks.
Build an outpost first, plenty of time after that for other stuff.

O7
 
So what? Do you want it to take 5 minutes?

It's been said a lot, colonization is meant to be hard for an individual.. this makes sense otherwise you'll get a literal explosion of colonies everywhere.

I'm tracking at minimum 50 hauls... but let's call it a square 100.. which is about 5 or 6 hours. For a tiny group of just 10 people, that becomes 30 minutes per person, and a single haul for 100.

14000 people explored for the recent. That alone is feasibly 140 colonies every 5 minutes. That's an absurd figure for growth.

But instead of working together, people are just focused on the individual, so instead of that, we've probably got 14,000 colonies that are going to take 6 hours, and people complaining that's "too much effort". That's like, half the bubble. In 6 hours.

This isn't an individual activity, unless you decide to make it that way.
Tell me the name of reasonable game where there is literally time limit which enforces you to put tens of hours in a month to achieve goal otherwise wiping out all your effort. This is insane. Not everyone plays on groups. Especially considering that literally next update is to bridge this gap and potentially change/implement things which weren't working or weren't there
 
This one.

If a bigger thing takes more time... don't build the bigger thing.
This one.

If a bigger thing takes more time... don't build the bigger thing.
I think you are missing the point. If you have a group of players and for some reason you will establish the star port in one weak - kudos for you. But enforcing time limit on activities which even for group of players take 200-300hrs combined with potential wipe is crazy. We still talking about 1 full working week per person IN-GAME time if that was 4-6 players. I think this should be reduced. Of course you can disagree. The forum is for that to exchange opinion
 
Attainable, but not easy.

Making it sqn only wouldn't make a lick of difference thanks to all the one- player sqns out there.

Is entirely doable in 6 hours of play. That's a very far cry from "unobtainable"

You keep saying "open your eyes", but you don't seem to see what you're writing.
To fully max out a system (10 installations) would take 600-700 hrs of PURE hauling/carrier jumping. If thats your definition of "solo attainable" then i'm sorry but you must touch grass...

6-7 hours of hauling and carrier jumping is probably how long to build the smallest outpost

With ~x10 that to build a starport

Also, locking it behind a squadron/vanguard would make a massive difference - potential idea of shared system profits ... Actual incentive for group colonisation beyond charity work.

Again - theres a reason this is in beta. Put down the pitchfork and contribute to giving feedback and improving this feature.

Its this weird "Fdev never put a foot wrong" mentality that I often see on this forum that ruins features like this.
 
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Tell me the name of reasonable game where there is literally time limit which enforces you to put tens of hours in a month to achieve goal otherwise wiping out all your effort. This is insane. Not everyone plays on groups. Especially considering that literally next update is to bridge this gap and potentially change/implement things which weren't working or weren't there
Can't give you a name for something subjective like "reasonable", because you'll just fussock over the meaning of that word.

But good lord... if it's too much effort, just don't do it, or tag up with a group who can.

I can't kill a hydra, and i don't have the patience to jump to the other end of the galaxy looking for the lesser-spotted oblique bacteria, nor the time to try and flip a billion+ system to a new faction. But i don't come here to whine that it should be easier. I just don't do it.

Systems affected by Thargoids were never going to be fixed by individuals... it took group effort even though everything about that was was an indiividual activity.

You seem to know how to post on a forum... so here's a thought. Try posting "hey, I'm building Colony X in this system, would appreciate it if other commanders could help deliver stuff?" as I'm almost certain there will be plenty of commanders who are happy to deliver goods for a colony other than their own. Or advertise good prices on your FC.

Or hell, just don't drop a bigass station site and expect it'll get built with twigs and snot.
 
To fully max out a system (10 installations) would take 600-700 hrs of PURE hauling/carrier jumping. If thats your definition of "solo attainable" then i'm sorry but you must touch grass...

6-7 hours of hauling and carrier jumping is probably how long to build the smallest outpost

With ~x10 that to build a starport
So don't do it. That's clearly for groups, like this whole update is. Forget this gaslighting that it's for individuals "because of the architect role".
Also, locking it behind a squadron/vanguard would make a massive difference - potential idea of shared system profits ... Actual incentive for group colonisation beyond charity work.
That's how FCs were meant to be. You know why that changed? WAAAH! INDIVIDUALS SHOULD BE ABLE TO DO IT!!!!

Plus if you think "rewards for squadrons" s meant to be part of this... hoo boy have you misunderstood this feature , let alone the problematic mechanics there.
Again - theres a reason this is in beta. Put down the pitchfork and contribute to giving feedback and improving this feature.
Yes. My feedback is that this is fine, and there's plenty of options for individuals to explore if this feels like too much effort.
Its this weird "Fdev never put a foot wrong" mentality that I often see on this forum that ruins features like this.
Who's saying FD never put a foot wrong? Just making things up again... and I'd double check what mentality you mean "ruins these features"... almost every feature i can think of that got ruined was because people wanted individuals to achieve things that are meant to be hard or out of reach to them.
 
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I'll just drop this in here, solo Coriolis effort on day 1. No fleet carrier just Cutter shipping from ground ports to the Colonisation ship (very close to main star). CMM Composites are the worst :(

elite-colonisation-day1.png
 
So don't do it. That's clearly for groups, like this whole update is. Forget this gaslighting that it's for individuals "because of the architect role".
Ah yes, this is all supposed to be for groups ... Tell me—what happens if the system architect for my group disappears or stops playing? Colonisation progress on our system grinds to a halt. Fantastic player-group only feature!

All that control is handed to just One Solo Player because the feature is designed to be controlled by Solo Players, who ends up reaping the biggest rewards for the group’s hard work hauling cargo. The solo system architect

Have you actually played the update?

That's how FCs were meant to be. You know why that changed? WAAAH! INDIVIDUALS SHOULD BE ABLE TO DO IT!!!!

Plus if you think "rewards for squadrons" s meant to be part of this... hoo boy have you misunderstood this feature , let alone the problematic mechanics there.
Maybe you missed the memo on Vanguards. The Group Bank would be a perfect fit for this feature—if it were restricted to Vanguards.

Everything about this feature is geared towards solo play, except for the material requirements.

I’m not saying group-only activities aren’t desirable. But it’s just bad form to implement a feature that tries to cater to both solo and group play—and fails at both.

  • It fails as a solo feature as the material requirements are too high
  • It fails as a group feature as there's no group rewards and we're relying on just 1 architect instead of shared responsibility (making it useless if the architect suddenly leaves/switches allegiance/bails)

If this is meant to be a group feature, lock it behind Vanguards. Allow multiple architects/election of architect, share the passive income, and turn it into basically player-driven community goals for construction. Instead, they’ve made it fully accessible to solo players—right up until they hit the material requirements.

Yes. My feedback is that this is fine, and there's plenty of options for individuals to explore if this feels like too much effort.
Yikes

Who's saying FD never put a foot wrong? Just making things up again... and I'd double check what mentality you mean "ruins these features"... almost every feature i can think of that got ruined was because people wanted individuals to achieve things that are meant to be hard or out of reach to them.
This is genuinely depressing to read
 
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I'd like to point out that there never was a major construction project in the whole of human history where the only one who showed up at the site was the architect.

Get help or start small (scientific outpost). Better yet do both so you'll have friends at the end your first project to help with the next one.
 
Ah yes, this is all supposed to be for groups ... Tell me—what happens if the system architect for my group disappears or stops playing? Colonisation progress on our system grinds to a halt. Fantastic player-group only feature!

All that control is handed to just One Solo Player because the feature is designed to be controlled by Solo Players, who ends up reaping the biggest rewards for the group’s hard work hauling cargo. The solo system architect

Have you actually played the update?
Have you read anything FD put out about the update?

Yes, I have played the update. It's entirely within the expectations I had. Your expectations were clearly way off the mark.

Edit: If your issue is that the architect is a single person, go complain about that. Don't change what's clearly meant to be a group activity into a individual one, based off one very minor aspect.
Maybe you missed the memo on Vanguards. The Group Bank would be a perfect fit for this feature—if it were restricted to Vanguards.
Maybe you missed the memo on what Colonisation would be about. TBH, yes, I haven't read anything about Vanguards. Is it out today? No? Then it's irrelevant to colonisation as a feature.
You struggle with opinions other than your own, hey?
This is genuinely depressing to read
No, it's depressing to see what complaints like this have done to the game in the past.

Can't even move my FC today because the economy hemorrhages credits so every man and their dog owns a FC, all in the name of sating the individual ego.
 
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Have you read anything FD put out about the update?

Yes, I have played the update. It's entirely within the expectations I had. Your expectations were clearly way off the mark.
you love to keep reciting the gospel of FD and their comms instead of what is there infront of you ingame. I've already said to open your eyes man ...
Maybe you missed the memo on what Colonisation would be about. TBH, yes, I haven't read anything about Vanguards. Is it out today? No? Then it's irrelevant to colonisation as a feature.
Nah, think you missed the memo. The confirmation on the Colonisation live Q&A that "You absolutely can do this solo or with help from friends" has obviously slipped your mind. This isn't a group-only feature and Fdev have confirmed that since day 1. Maybe catch up on your fdev comms that you seem recite so much.
You struggle with opinions other than your own, hey?
It was just delusional and I felt strong second hand embarrassment
No, it's depressing to see what complaints like this have done to the game in the past.

Can't even move my FC today because the economy hemorrhages credits so every man and their dog owns a FC, all in the name of sating the individual ego.
Bro its seriously not that deep. "the individual ego" - what are you on about? "Restrict this really cool feature because I dont like that everyone else has it" ... talk about ego ...
 
Hey commanders,

You all are talking about how grindy it is, arguing that it should be a solo vs group effort...
...but nobody has ever discussed about the elephant in the room:
Why do you want your own systems, and what will it offer vs the existing FC's?

Is it to print your names in the galaxy?
Is it generated income?
Anybody excited at the possibility to expand your Power Play faction?
Is it, in the end, something that will only benefit yourself, or meant to open a new gameplay aspect that all can enjoy?
 
I'd like to point out that there never was a major construction project in the whole of human history where the only one who showed up at the site was the architect.

Get help or start small (scientific outpost). Better yet do both so you'll have friends at the end your first project to help with the next one.
Yeah that's why I'm on board with using my literal billions of credits to pay npc pilots to supply my station.
 
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