"Development Level >>"? Figuring out what all these numbers do.

For what it is worth, I got tired of being interdicted when delivering goods for my Coriolis, so I threw up a Relay Station and a Security Station (orbital installations), and the system went to High Security. I have not been interdicted in there since.
Impressive - I didn't expect High Security to be reachable that quickly.
(Though I guess it makes sense, since pretty much every dockable asset reduces it)
 
For what it is worth, I got tired of being interdicted when delivering goods for my Coriolis, so I threw up a Relay Station and a Security Station (orbital installations), and the system went to High Security. I have not been interdicted in there since.
I was planning to do the same in my system after I built the Coriolis as I wanted higher security in general (aside from interdictions and stuff). Thanks for the note, now I know it has the effect I assumed it would and might even build it before the Coriolis.
 
My problem is the interdictions always, without fail, happen when I'm 10Mm in distance or under from my destination.
That is actually advantage, at that point you should have your throttle at about half power, leave it where it is and control your direction so you can keep the target in or as near to the center of your screen as possible, when you do this the red bars on the right should decrease and the green on the left should increase until you beat the interdiction.

This is one of the main reasons for flying "hands on" rather than using supercruise, you win or loose with your reactions in the first second or so, once the target goes too far its almost impossible to recover.
 
That is actually advantage, at that point you should have your throttle at about half power, leave it where it is and control your direction so you can keep the target in or as near to the center of your screen as possible, when you do this the red bars on the right should decrease and the green on the left should increase until you beat the interdiction.

This is one of the main reasons for flying "hands on" rather than using supercruise, you win or loose with your reactions in the first second or so, once the target goes too far its almost impossible to recover.
It's not an advantage, when it happens that close you always overshoot and speed extra time swinging back around. And if the destination is a planetary body, you either submit or enter moving too fast and get ripped out of supercruise. Then wait some more.
 
It's not an advantage, when it happens that close you always overshoot and speed extra time swinging back around. And if the destination is a planetary body, you either submit or enter moving too fast and get ripped out of supercruise. Then wait some more.
The advantage is that you only have to concentrate on your direction, if you are at min or max throttle you need to center it as well as control your direction.

Yes it is a pain in the fact that you will have to re-align on your station or target but it Shure beats getting blown up or badly damaged if you loose the interdiction.
 
Cool BGS chat going on I see :rolleyes:

A few systems have managed to get split economies on large stations - but I still don't see anyone getting rid their Colony completely.

Alrai Sector MH-V b2-7 has a High Tech / Colony Coriolis - plus a Science Installation and a Comms installation (nothing else)

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The market is high-tech, despite reporting itself as Colony.

I had tried building a Commercial (Colony) Outpost + Agro Installation but still don't have agriculture, even after the BGS tick. Wonder if I should build another, or have built the Installation first 🤔 (Or just need a bigger station to influence, or if Agri economies don't work the same, or it's broken ...).
 
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So, I'm confused with the commodity lists. On the left is the number of commodities the game states in configuration mode (ie. when placing a new settlement).
On the right is the commodity list for the settlement once it is flagged as under construction. Same settlement type but the numbers bear no similarity. I have even been through a list of commodities for all different outposts, installations and settlements and cannot match the commodity list against any that are proposed in the 'place a construction' phase. Do the lists bear any relevance to one another? If so, what is the logic that adds commodities based on?

prices.png
 
So, I'm confused with the commodity lists. On the left is the number of commodities the game states in configuration mode (ie. when placing a new settlement).
On the right is the commodity list for the settlement once it is flagged as under construction. Same settlement type but the numbers bear no similarity. I have even been through a list of commodities for all different outposts, installations and settlements and cannot match the commodity list against any that are proposed in the 'place a construction' phase. Do the lists bear any relevance to one another? If so, what is the logic that adds commodities based on?

View attachment 419899
Unsure if related... but it seems there's an issue with placing installations that mean you end up with something different: https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10567296

Maybe that's going on here... you've put one down, but now you have the ingredient list for a different base?
 
Unsure if related... but it seems there's an issue with placing installations that mean you end up with something different: https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10567296

Maybe that's going on here... you've put one down, but now you have the ingredient list for a different base?
My Coriolis had a cost of about 53k tons of resources when in the planning window. Once I had decided that I was going to build the coriolis and clicked 'build' the cost rose to around 70k tons of resources. I did complete the build and it was indeed a Coriolis, but the mismatch between costs should be fixed sooner rather than later.
 
So, I'm guessing that the stated commodity costs as advertised in game before the build AND in DaftMav's spreadsheets are the same.
However they are not connected to the actual commodity costs involved in the construction. Maybe we need to change the spreadsheet to reflect the actual costs?
 
Unsure if related... but it seems there's an issue with placing installations that mean you end up with something different: https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10567296

Maybe that's going on here... you've put one down, but now you have the ingredient list for a different base?
No, I checked the actual amounts required and they did not tally with any construction according to DaftMav's spreadsheet, my own spreadsheet or the prototype Colony Builder app. I think it is just the case that the actual commodity amounts have been raised by FDev and the 'blueprint' costs as advertised in the architect screen (and thus in all our lists) are no longer valid.
 
No, I checked the actual amounts required and they did not tally with any construction according to DaftMav's spreadsheet, my own spreadsheet or the prototype Colony Builder app. I think it is just the case that the actual commodity amounts have been raised by FDev and the 'blueprint' costs as advertised in the architect screen (and thus in all our lists) are no longer valid.
Those costs for corolis-station are certainly not accurate. There are ca 70k requieed.

I heard rumors that the first station costs more; not sure if thats true, as im still on my corolis…
 
On the different for the costs between the first screens, where you select what you want, and the actual construction when you start I think that is by design. Essentially the first screens are the average cost and the actual is a random adjustment, up and down per commodity, to add some variety and difference in the game.

The latest installation I started I did a brief check before and after and some things went down by 10-100 and others went up by 200. I saw some posts that said initial structure is +25% and each after that in the system is +5%. I don't know if those numbers are accurate but the talk of a Corolis going from 50k to 70k seems like it might be the case.
 
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