Requirements for building a Coriolis starport

Hopefully many of the system architects ragequit so the server load goes back to sustainable ;)

Nah, I guess CMM is really too steep, that's too obvious a bottleneck. We have to wait for the Brewer Initiative ships. If they supply lots more, all will be good.
 
This is what happens when FDev announce something expensive without a massive exploit like pre nerf LTDs to make it quick and easy.

CMM composites excepted
There's a difference between "quick and easy" and having to haul 200k commodities in total with varying degrees of drop rates for each type..
 
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There's a difference between "quick and easy" and having to haul 200k commodities in total with varying degrees of drop rates..
You're talking to someone who helped out Operation Ida repair stations a few years back. 200k is quick and easy, especially remembering those times when we had to repair stations in the Pleiades with cargo brought from the bubble - before fleet carriers.
 
Completed my Coriolis in around 18 hours, 71320T delivered, almost all surface port direct to Colonisation ship. My alt helped a bit with the CMM Composites :)

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You're talking to someone who helped out Operation Ida repair stations a few years back. 200k is quick and easy, especially remembering those times when we had to repair stations in the Pleiades with cargo brought from the bubble - before fleet carriers.
I imagine that's true, at least if you have nothing better to waste your time on. To each his own, but maybe people wouldn't be complaining as much if there was actual, tangible gameplay behind the time required to set the colonies up, other than looking at tables and flying in a straight line through empty space.
 
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I imagine that's true, at least if you have nothing better to waste your time on. To each his own, but maybe people wouldn't be complaining as much if there was actual, tangible gameplay behind the time required other than looking at tables and flying in a straight line through empty space.
Don't do it then. Group projects and chatting nonsense either in game or on Discord while building something with friends isn't for everyone. Criticising FDev for having team based gameplay in an MMO, especially given the popularity of hauling CGs is a bit of a headscratcher to be honest.
 
For some reason I thought colonizing a system and being the architect would be more cool, engaging, and fun than just being a glorified Amazon driver that never has time to eat sleep or shower...

My mistake I guess.
 
Don't do it then. Group projects and chatting nonsense either in game or on Discord while building something with friends isn't for everyone. Criticising FDev for having team based gameplay in an MMO, especially given the popularity of hauling CGs is a bit of a headscratcher to be honest.
You get one thing right - I won't do it now or ever. It's just a shame that the game seems to revel in grind loops that serve nothing but sinking time down the drain, just because the developer is stretched thin on resources and doesn't want to commit to adding anything of real substance to the game. What causes me to scratch my head is the fact that some people seem completely satisfied when presented with the same old trucking loop they've been stuck with for the past decade, albeit repackaged with a handful of new assets and with a glorified name tag on a map screen as a reward. But hey, if that's what rocks your boat, then more power to you.
 
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I'm amazed that people thought that this would be anything other than 90+% cargo hauling.
For a single player (not in a team, no friends... that's me!) I really don't see any gameplay or advantage to the current colonization feature for a typical single player.

A fleet carrier... absolutely, lots of benifits. I can make a big list. In fact, I have!

But a colony? The idea of it sounds cool. Maybe someone can list the gameplay benefits, I just don't see them.

Hopefully many of the system architects ragequit so the server load goes back to sustainable ;)
I suspect it will. And players like myself will wait and see. And hoard stuff. I'm certainly not interested in the effort to make a Coriolis Stn 10Ly from the bubble. Wait and see. There is no rush.
 
For a single player (not in a team, no friends... that's me!) I really don't see any gameplay or advantage to the current colonization feature for a typical single player.

A fleet carrier... absolutely, lots of benifits. I can make a big list. In fact, I have!

But a colony? The idea of it sounds cool. Maybe someone can list the gameplay benefits, I just don't see them.


I suspect it will. And players like myself will wait and see. And hoard stuff. I'm certainly not interested in the effort to make a Coriolis Stn 10Ly from the bubble. Wait and see. There is no rush.
Entirely agree, which is why aside from helping friends with their projects (for the aforementioned chatting rubbish on discord in between deliveries) I'm staying out if this one.
 
For a single player (not in a team, no friends... that's me!) I really don't see any gameplay or advantage to the current colonization feature for a typical single player.

A fleet carrier... absolutely, lots of benifits. I can make a big list. In fact, I have!
Do you mind sharing your list, if you have it ready?
I have 9 billions in the bank, mastered the art of hunting the Tectonitas gang, but I feel no need to invest into a FC...
 
But a colony? The idea of it sounds cool. Maybe someone can list the gameplay benefits, I just don't see them.
The point of the colony is to build the colony and grow the bubble. That is, the point is literally to shape the bubble however you set fit. That's not going to be everyone's bag, just like mining or current- state exploration.

This is, as contrast (OT)
... PP2.

I noticed your comment in the thread which was along the lines of "I'm now rank 100+ and i don't get the point of it now" (please correct if that wasn't the gist).

That's entirely it's problem. PP2 should never have been about the rank or rewards. It should have been about growing the power, and with that growth, shaping effects on things like the BGS at a larger scale, creating trade, combat or other opportunities that simply aren't achievable.

But all that was virtually overlooked... there's no reason to grow your Power other than to see the system dot change colour on the map. The only reason to do Powerplay really is for the rewards... there's no reason to grow the power other than seeing their colour appear.

In that sense, FD got it right in Colonization.... it's about building the colony, not "benefits". Yes that's in the pipe, but that only works when your core reason to do something is valid and relevant.
Entirely agree, which is why aside from helping friends with their projects (for the aforementioned chatting rubbish on discord in between deliveries) I'm staying out if this one.
Yep. Some will be interested in growing the bubble, some won't... but at the very least it creates an opportunity to work as a group to something that has tangible impact.

Even new players can see colonies being built and ship things for that rather than just running a standard A-B run for credits only. I was definitely cynical, but FD actually kinda stuck the landing here.... it creates opportunities for those who may not have interest in the core activity. That's good.
 
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