Requirements for building a Coriolis starport

That's what I am doing, not sure what people expected. Finish a system up in a week?
Finish up a station in a week with a sustainable playstyle. If it needs a month to finish a station, people won't build over 12 in a year and it needs years to fill up a system wthout doing other activities just hauling hauling hauling.

If i have to give a number, that is 10 systems in 3 years, each one contains 60 slots(adds up obital and space), which means 600 buildings, almost 1.5 day per slot without rest. And people won't just do the samething for years.

I see people talking about multiplayers. Ok, a 4-player squad build a station fast. And they build one after one. They build up 40 systems in 3 years. The number won't change, just the feeling is different.
 
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If its a group activity - why not restrict it to groups then? If its not a solo-centric feature why is there very little incentive to contribute to other's colonisation efforts (beyond being charitable/powerplay reasons).
Why should you? Imagine the howling on the forums!

It is perfectly balanced.
A single player can build one (or multiple) nice system at a time. A group can build nicer systems in less time.

There are already reports of players soloing Coriolis and Orbis.
Not for you? Well, happens. Most of the content in this game isn't for me, either.
But no reason to restrict anything to anyone, just because it isn't your cup of tea.
And not every shoe fits everyone.
 
Give your friend a good bonus for being willing to help out. There are so many other things he could be doing that are much more profitable.
I will do however I need to make sure I have enough money and don't run out before the job is done. I am down to my last 900 mil after buying a fleet carrier though I have some money coming my way from a top 75% in combat CG and top 25% in hauling CG.

to be honest if I just let him unload my fleet carrier he will get 100% profit from selling to colonisation ship which should be a nice earner for him
 
never said it was an either/or case. I've said that the material requirements are suited for groups, while everything else about colony management is designed for solo. Conflicting game design - Solo players are generally unhappy with the material requirements, while groups would prefer for better joint colony management
Every building is easier for groups. I don't see the problem. I don't play with groups and I am starting with an outpost and am slowly building stuff (or will be when I can be architect again). I'm planning to start an Orbis station soon, and build it slowly over time. It's a marathon not a sprint. Frankly the requirements are MUCH lower than I expected. Especially for the smaller installations and settlements. And the huge stations? They're literal space cities. You shouldn't be able to gather the required stuff in just a few hours like you can everything else.

Admittedly, I fall on more of the space trucker/explorer play style over space combat, so this is much more my cup of tea than anything Powerplay related. To me this makes space trucking much more fun than seeing my credit total rise. Especially since even a small exploration trip is much more profitable than my typical trading run. But now you get to be a space trucker for a big purpose, and watching your required commodities slowly drop is very satisfying to me. Picking routes, choosing stations to buy goods near other stations with the other goods I need so I can fill up my T9 with a lot of the smaller requirements before returning, it's wonderful. I really wish they'd add some passenger missions to bring colonists over.
 
It would be great to eventually see some more variety in the star-ports available to justify and incentivize the time taken to build. Say something with the same mats as a coriolis (55k mt) but way cooler looking than just a space box. Maybe even make more interesting options available by paying with ARX. I'd pay a lot of ARX to have a wide choice of star-ports to build.
 
Am I reading this right? Do I really have to haul 200,000+ commodities? Someone tell me I'm misunderstanding something here.....that's 252 trips in the Cutter....
Please tell me I'm being an idiot
Lore vs Game. (Space ports are big)

Do you know what? as someone who actively complained about engineer grind I'm going to defend the requirements. Firstly engineers became necessary to play the game especially for PvP and Goid combat, and this drove some of my friends away. The engineers rework was good. Station building is not currently a requirement to play its an extra feature, so having the bigger better things on this custom game choice costing more time and effort is good in my opinion. A solo player can easily build an outpost as highlighted all over the ED community on various platforms. What I would support is decrease requirements and increased build range as players level up their architect ranks.

A lot of games have end game or epic loot which is rare and I am not against Elite doing this for a few things. We want to try and keep systems a little unique! if you visit every new system and its full of the biggest stations isn't it going to be boring for those that like travel and exploration for instance. One of the other things I like about Elite is that some systems cannot accommodate large ships so that risk of not being able to repair or running out of fuel fits the lore but isn't too forced.

Having a remote outpost overlooking something beautiful adds to the immersion!
 
It would be great to eventually see some more variety in the star-ports available to justify and incentivize the time taken to build. Say something with the same mats as a coriolis (55k mt) but way cooler looking than just a space box. Maybe even make more interesting options available by paying with ARX. I'd pay a lot of ARX to have a wide choice of star-ports to build.
There is a HUGE variety in starports.
There are 54 different types known with over 100 different layouts.
You can even build a bar.

Check out this great spreadsheet to see the variety:
 
Thanks. I was referring to orbital star-ports which would be the signature stations for a system. I think I only see 2 orbital star port types with 54k mats needed that have large landing pads, being the coriolis and the asteroid base. The others either have a medium pad or none at all. The 200K + mt material star-ports (3 of them) are probably out of reach of all but groups or the most dedicated players. Even then the designs are getting a bit stale IMO and if FDEV want people to buy ARX, maybe this is an option.
 
1st off before we get fancy dan new stations surely we need the Dodo (Dodecahedral) station which was in the original game (as well as mabe the the Icosahedral station from oollite)
 
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This is what the Colonization Ship asked me to deliver for the starting Coriolis station, the simplest possible. Don't know how it was when choosing port, these are the actual numbers the builders need.

NON-LETHAL WEAPONS 25
POWER GENERATORS 67
MEDICAL DIAGNOSTIC EQUIPMENT 25
WATER PURIFIERS 104
COMPUTER COMPONENTS 202
SEMICONDUCTORS 212
SUPERCONDUCTORS 331
FOOD CARTRIGES 232
FRUIT AND VEGS 139
INSULATING MEMBRANE 851
COPPER 774
CERAMIC COMPOSITES 1284
WATER 2182
POLYMERS 1197
LIQUID OXYGEN 4940
TITANIUM 12223
ALUMINIUM 12480
STEEL 18606
CMM COMPOSITE 14138

I made a slight error a couple of posts before, the total is not 69012 but 70012, but it all comes down the same - three full deliveries every day in a month, and one day go wild and deliver 5-6.


Or to put it another way, I'm building a basic Coriolis, and using a Cutter with 792 tons cargo space, and each delivery is worth about 1.1% of the task.
What's that about 91 trips?

In my case it's about 5 jumps away and the round trip takes about 20 minutes, I could probably save some time loading it aboard my Carrier and then unloading it again, but I prefer flying it in, one load at a time, and seeing the progress percentage increase.
 
This is what the Colonization Ship asked me to deliver for the starting Coriolis station, the simplest possible. Don't know how it was when choosing port, these are the actual numbers the builders need.

NON-LETHAL WEAPONS 25
POWER GENERATORS 67
MEDICAL DIAGNOSTIC EQUIPMENT 25
WATER PURIFIERS 104
COMPUTER COMPONENTS 202
SEMICONDUCTORS 212
SUPERCONDUCTORS 331
FOOD CARTRIGES 232
FRUIT AND VEGS 139
INSULATING MEMBRANE 851
COPPER 774
CERAMIC COMPOSITES 1284
WATER 2182
POLYMERS 1197
LIQUID OXYGEN 4940
TITANIUM 12223
ALUMINIUM 12480
STEEL 18606
CMM COMPOSITE 14138

I made a slight error a couple of posts before, the total is not 69012 but 70012, but it all comes down the same - three full deliveries every day in a month, and one day go wild and deliver 5-6.
Hi

is this consistent for all Coriolis "1st" stations? i am loading my carrier now and i have a mate who has offered to help me for a few hrs when it is in place but i want to load my carrier as efficiently as possible with all the "bitty" parts and then i can leave him to unload my carrier whilst i do some of the bulk hauling.
 
Hi

is this consistent for all Coriolis "1st" stations? i am loading my carrier now and i have a mate who has offered to help me for a few hrs when it is in place but i want to load my carrier as efficiently as possible with all the "bitty" parts and then i can leave him to unload my carrier whilst i do some of the bulk hauling.

Dunno, I built only one.

And not sure either what the requirements say when ordering the construction, I gave the actual numbers the builders on the site asked for.
 
Hi

is this consistent for all Coriolis "1st" stations? i am loading my carrier now and i have a mate who has offered to help me for a few hrs when it is in place but i want to load my carrier as efficiently as possible with all the "bitty" parts and then i can leave him to unload my carrier whilst i do some of the bulk hauling.
I don't know, I'm afraid, but a couple of thoughts. The last time I used a docking computer was on my C64, but I needed one for this to stop my brain exploding. And the Supercharged Frame shift makes things more efficient, and more entertaining. Probably stuff you're well aware of, but it hadn't initially occured to me, so I pass it on in case. :)
 
I have not used the DC in elite since it 1st launched and even then only to hear the blue Danube for old times sake however for ground base landing this may be a good shout. I was getting my composites from a very high g world and even with 4 pipps to shield I had a few ohh crap moments where I smacked the deck. it was only luck I survived and if doing it even more my luck would run out.
thanks for the suggestion
 
Hi

is this consistent for all Coriolis "1st" stations? i am loading my carrier now and i have a mate who has offered to help me for a few hrs when it is in place but i want to load my carrier as efficiently as possible with all the "bitty" parts and then i can leave him to unload my carrier whilst i do some of the bulk hauling.
There seems to be small variance between builds, unsure why, but i noticed a difference of like, 1t , with some goods. Unsure why. But the types are the same.
 
I have not used the DC in elite since it 1st launched and even then only to hear the blue Danube for old times sake however for ground base landing this may be a good shout. I was getting my composites from a very high g world and even with 4 pipps to shield I had a few ohh crap moments where I smacked the deck. it was only luck I survived and if doing it even more my luck would run out.
thanks for the suggestion
It works well with the Colony ship too, because it's double sided and it can be tough to determine from the compass, which side of it you need to land on initially. Also, the Colony ship is quite spiky about you flying over the wrong bay, and if you decided to do a couple of extra cargo runs instead of going to bed like a sensible young man, their sensitivity to the issue can wake you up with a bit of a start, and a costly one. :)
 
A bit disappointed that our newly commissioned Coriolis starport doesn't have a shipyard, uni carto, outfitting or livery active.
But at least the build options in system are active after the update.
 
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