Auto-dock on a construction site has now bumped me on three separate approaches, and the last one just took me out.
Fix. That. Please.
Fix. That. Please.
I taught the auto-dock everything I know about dockingAuto-dock on a construction site has now bumped me on three separate approaches, and the last one just took me out.
Fix. That. Please.
It's plenty of time if you're building an outpost. I did it. It was a lot, but it took less than a week (of admittedly obsessive play).I don't know if this has been mentioned, as I don't feel like reading 144 pages of posts, but I'd like to see the time required for building the primary station to be increased. I don't mind the requirements but the 4 weeks at the moment isn't really enough time for 1 player to achieve. I get why there is a time limit, as some people would just claim a system and not do anything else. A better way might be to have smaller timed checkpoints, so those actually doing the work get more time to complete after each checkpoint.
Yeah Ok I'd say that's where I went wrong, I went with a large station. To be honest, I didn't really know what I was signing up for until I pressed the buttons. If I do another one I'll start with an outpost.It's plenty of time if you're building an outpost. I did it. It was a lot, but it took less than a week (of admittedly obsessive play).
It's for sure a huge undertaking to build a large station solo. But I think that's kinda the point. Once you have your first outpost you can take your sweet sweet time building everything else. If you don't want to play the little city builder incremental tiered construction game (again entirely at your own pace), then the tradeoff is you have to do something insanely difficult (relatively) quickly.
I also think this may be an attempt on Frontier's part to force some interdependency amongst otherwise solo players. Finally there's a reason to connect with and coop with strangers on something other than shooting things.
One thing I hope Frontier does soon is integrate the commodity market tools and comparison info and everything else into the build sites. That way players can organically discover build sites while they are at a station looking at commodities to buy.
Okay has ANYONE been able to name their stations? I have tried several times and it just will not work.
Never worked once in the whole week that I have been trying. This sucks.It worked the first time for me but the second time - it didn't![]()
I was told to wait until the next maintenance day.Okay has ANYONE been able to name their stations? I have tried several times and it just will not work.
This is an awful decision and completely throws off a ton of otherwise good systems that now won't have enough slots to build up to T3.Mechan just made a video about it the points requirements inexplicably increase as your "reward" for industriousness.Source: https://m.youtube.com/watch?v=EKkVUW0fF0Y
Okay has ANYONE been able to name their stations? I have tried several times and it just will not work.
[Mechan video]
if you try and construct a tier3 star Port like an ocellus for example in a typical system as you can see it costs six tier 3 construction points which by the way is a lot this requires at least 12 installations to be able to build one of these
Much as I agree with this sort of feedback, everyone in this thread seems to be forgetting FDev only want feedback on numbers, not mechanics or features. If they can’t fix it by adjusting a value, they’re likely not touching it.From squadron-level colonization point of view (making a colonization micro-bubble):
- We need a way to transfer architector rights to another pilot
- We need a way to enable/disable colonization contact (maybe withing 24 hour) - to not allow 'stealing' target system if we make an intermidiate colonization
- Alternatively, to building a chain of intermidiate stations, you may allow colonization range increase (by the price of increased money/resources requirements)
- We'd like to rename systems, we can't communicate with those scarambled names
- We'd like to put information beacons or points of interest for passengers (maybe for ARXs?)
- We have no official documentaion about what itermidiate installations are required for desired construction (seems Tier points are not always enough)
- We need complete documentaion about population, security, technology, etc points - how do they affect the system ecomomic
- We need complete documentation about mutual influence of extraction, refinery, hi-tech, industrial stations and economic in one system and in nearby systems
- We need a way to choose first station position and see/choose orbite position of new space installations (we can choose position for ground facilities, right?)
- We'd like to have a way to 'upgrade' space and ground installations (either to change their type or increase influence points, for example, to increase population of the station or settlement, or increase system security, and so on).
- We'd like to have a population boost from earth-like and water worlds, we'd like to be able to start terraforming
- We'd like to define resource extraction points in rings, and have more miner stations in asteroid belts (there are many clusters in one belt - why not allow to have multiple asteroid stations?)
- We'd like to define which contacts (services) to enable/disable on stations, store cargo on stations and so on - just like we can do it on our carriers (and allow this for our friends and squadron members); plus we'd like to have ability to set consuming and production priority on stations (increase/decrease production rate for goods)
1, 2, 3 and 9 I second, the rest definetly not.From squadron-level colonization point of view (making a colonization micro-bubble):
- We need a way to transfer architector rights to another pilot
- We need a way to enable/disable colonization contact (maybe withing 24 hour) - to not allow 'stealing' target system if we make an intermidiate colonization
- Alternatively, to building a chain of intermidiate stations, you may allow colonization range increase (by the price of increased money/resources requirements)
- We'd like to rename systems, we can't communicate with those scarambled names
- We'd like to put information beacons or points of interest for passengers (maybe for ARXs?)
- We have no official documentaion about what itermidiate installations are required for desired construction (seems Tier points are not always enough)
- We need complete documentaion about population, security, technology, etc points - how do they affect the system ecomomic
- We need complete documentation about mutual influence of extraction, refinery, hi-tech, industrial stations and economic in one system and in nearby systems
- We need a way to choose first station position and see/choose orbite position of new space installations (we can choose position for ground facilities, right?)
- We'd like to have a way to 'upgrade' space and ground installations (either to change their type or increase influence points, for example, to increase population of the station or settlement, or increase system security, and so on).
- We'd like to have a population boost from earth-like and water worlds, we'd like to be able to start terraforming
- We'd like to define resource extraction points in rings, and have more miner stations in asteroid belts (there are many clusters in one belt - why not allow to have multiple asteroid stations?)
- We'd like to define which contacts (services) to enable/disable on stations, store cargo on stations and so on - just like we can do it on our carriers (and allow this for our friends and squadron members); plus we'd like to have ability to set consuming and production priority on stations (increase/decrease production rate for goods)