I don't, but the question is excellent.Does anybody know if a cmdr gets to specify location if their very first system facility is on a plant surface?
I don't, but the question is excellent.Does anybody know if a cmdr gets to specify location if their very first system facility is on a plant surface?
Its only the initial port/outpost that has a fixed position. Everything else can go where you want it, modulo any specific restrictions on types of facilities.Does anybody know if a cmdr gets to specify location if their very first system facility is on a plant surface?
Its only the first port that is fixed, I guess due to the colonisation ship needing to be there. Once that's built, you can build whatever you want wherever you want it.PS it surprises me we cannot choose where we want to build our stuff. that seems like a most obvious feature improvement rather than random.
ie i would rather have my top tier shiny stuff in the best places and the rubbish starting base shoved away somewhere.
I suspect it is a bug for two reasons:Its only the first port that is fixed, I guess due to the colonisation ship needing to be there. Once that's built, you can build whatever you want wherever you want it.
So commanders need to get more comfortable with not owning the system.Spot on, apart from you forgot to mention that your client, the faction you bought the construction contract from, have given you carte blanche to build any other facilities in the system you wish.
No, we don't own the system, we just designed it around our clien's brief.
For some reason you can't specify where your very first system facility gets built. If it is an orbital facility. After that you can.
Does anybody know if a cmdr gets to specify location if their very first system facility is on a plant surface?
I suspect but have absolutely no way to confirm... that it's somehow tied inextricably to the definition of the "primary station" that determines ownership, which has come about as a general rule for all systems regardless of their inhabited status.I don't, but the question is excellent.
I mean, this reflects what I've said all along. Players don't belong to factions, they don't "own" systems or stations under the bgs and sqn allegience.... so for me, this makes sense and reflects how a lot of contract work actually plays out.So commanders need to get more comfortable with not owning the system.![]()
What??????I mean, this reflects what I've said all along. Players don't belong to factions, they don't "own" systems or stations under the bgs and sqn allegience.... so for me, this makes sense and reflects how a lot of contract work actually plays out.
The only time this seems to cause cognitive dissonance seems to be if we think we're more than just some nobody contractor to a faction.
I meant realistically, in the context of that reply, it would take longer than a month to build a station (IRL), just as it would take cooperation and a massive commitment of resources, etc. I am confident I will finish my coriolis within a month. I won't enjoy it and would much rather take my time and be able to integrate that effort with other gameplay...My Ice Asteroid station is currently at 47%. YMMV.
The amount of resources doesn't really matter because it's so massively undermined by the lack of information and feedback in the UI.To help us in our balancing we will be using this thread for you to share your feedback on the following areas:
- Amount of resources required
- Amount of time/distance taken to complete tasks
This... unfortunately... makes a lot of sense.The amount of resources doesn't really matter because it's so massively undermined by the lack of information and feedback in the UI.
The effects of the various stats in the menu are not explained.
The effects of the economies and economy influences are not explained.
The compound effects of what you're building/what your current stats are aren't shown anywhere?
You're fully committed (no undo/demolish) to your actions. Those actions are expensive and you can't see how those actions affect the rest of the system before you commit to them.
I feel like this will result in situations where building something the last thing in a system flips the economy in the wrong way and completely ruins what you were trying to do.
To avoid paying for construction you don't want without a full undo feature there should at least be an in-game ghost/planning mode where you can place something down and have the system map act as if it's placed and highlight any stat/economy that changes as a result of it.
Even nicer would be a thing that draws lines on the system map between all the facilities that are affected by this placement (and shows how existing buildings affect each other).
It will be possible to do tests and figure out all this eventually, but it will take time and effort by the players who write the actual useful documentation and guides for this feature (that the majority of more casual players won't find, read or understand). I would compare this to engineering where experimentation was expensive (before the latest engineering updates) and not rewarding because there's no refunds and in the case of odyssey mods applying the wrong mod could permanently make your gear underpowered (not that it matters much) with the only option to fix it being to start over with a new piece of equipment.
Overall strategy games live or die by how good and informative their UI is and the system colonization feature is severely lacking here and could be improved by a lot by just adding a few QoL features and views/pages with extra details so you could look over your system(s) and share screenshots to flex your stats. Currently all there seems to be is the system score/weekly income for the competitive players and the information in the UI means the learnability is very low despite the high commitment and high potential cost.
That's a mistake/bug. All installations like that are not dockable, but display landing pads in the construction menu.I created a science hub installation on the surface of a planet but when I returned to it after it completed, it wouldn't let me land and turned hostile on me. It is a trespass zone but in the description of the facility it says that it is landable and provides trade.
I've tried to search the forums but couldn't find any mention of this. Did the facility bug out or is the description wrong in that this is actually just an installation to increase the tech level of the system?
^^ THIS - though doing the math about Time requirements, FC gets really helpful only if the delivery distance is more than 3/5 Jumps (empty/full)I own a fleet carrier [FC] I also own a Type-8 [T8] and Type-9 Heavy [T9].
I have colonized two systems and I’m closing in on completing my third.
Some of this has been trial and error, and I imagine I’m not executing with 100% efficiency, but here are my takeaways:
#1- Don’t bit off more than you can chew. Start with a modest station and get yourself off the countdown clock.
#2- Source materials as close to your job site as possible. I have seen FCs hovering over CMM hotbeds and I’ve done that as well, but a T9 with a single jump from supplier to colonization ship [CS] can do the job. I use the T8 for medium pad locations and to break up the boredom of driving the T9. The difference in flight quality is amazing.
#3- Spreadsheets are helpful. I use one to track when I hit a surplus in my FC versus CS deliveries.
#4- Fleet carriers help. You can park them near a supply source, or as a midway station between source and the CS. Personally I am parking mine in the same system as the CS so I can just do runs inside the same system. I have been stocking surplus supplies in my FC to use in the future.
I think #2 is the most important. If your source is within 30 to 40 LY of the CS then there’s a good chance you can deliver in a single jump.
That’s my $0.02.