Guy watches a Frontier stream about all of Frontier's games, gets enraged that a PC2 deep dive stream contains 50 minutes of PC2 deep dive instead of focusing on Elite, announces to make a video about it in chat, makes a video about it, rants about it. Same guy.Guy makes click bait YT video of a beta test for ad revenue, must be true then.
Or not.....
Yes: https://inara.cz/elite/starsystem-stations/35000/Okay has ANYONE been able to name their stations? I have tried several times and it just will not work. View attachment 420063View attachment 420064View attachment 420065
I think what annoys people is that not only doesn't Frontier fail to explain the underlying systems properly (intentionally or by neglect same difference) but finding out requires an insane grind.Exactly, people are just looking to get angry instead of just giving feedback and pushing for a change, this is why its in beta.
Can it be changed that both approaches present? If someone wants only a mark on the galaxy - he'll get paid for delivered goods, and probably will need to deliver less. If someone want a system he 'owns' (can store and reserve goods, manage presented contacts, etc) - he'll pay for materials and pay salary to workers.Even though some handled it as such, this isn't the "base building" you are looking for. Trailblazers isn't about personal gain, it is about expanding the bubble and leaving your mark on the galaxy. You help build and develop a system, you do not run it. If you can do it only for personal gain, then this probably not for you.
... an Apollo primary port....
An Orbis variant. The other is called Artemis.
An Orbis variant. The other is called Artemis.
Never heard of that before (google didn't help) but then again I am rather late to the party. (I might have done more reading and watching tutorials than actual flying so far. LOL)
What is obvious to you and me is not obvious to FD....I dunno, again, that feels somewhat obvious?
Although I wouldn’t want to see any of your incentives introduced for various reasons this one surprises me as it strikes me of more likely to put commanders off even more than the fact we aren’t the boss of the system just the architect. Ship and module packs are a major disincentive on FCs, and I see no reason they would be introduced into colonies as an ongoing cost to the architect. I expect shipyards and outfitting to work as they do in any established system.…
So, to be constructive, some suggestions as to how to make a colony meaningful for the Cmdr that built it.
- Allow the Cmdr to store commodities there in their own storage space (size dependent on what you've built)
- Give the Cmdr the right to hold back a % of produced commodities for themselves, for free or for a small charge, so that for instance, there's always a healthy stock of tritium available for them in their own store up to the maximum storage available
- Give the Cmdr L3 access to all the buildings in settlements, revoked for a period if they abuse this to conduct a raid (triggered by downloading data or cutting open a locker)
- Let the Cmdr choose which packs of ships and modules will be sold, as with carriers. e.g. mining focus or military focus
15Ly is a stumbling block at least but only a huge issue if this was base building.Other than that, it's easy to grind (sorry, do) and I can't fault the implementation other than to hugely criticise the distance out you can go. 15ly is horrendous and is a massive disincentive for me to ever want to build another colony. Honestly, as things stand right now there's simply no point to it now for me.
- Give the Cmdr at least an office in their main starport or outpost, even if they get no other special perks
Sorry if I wasn't clear, I'll edit the post. The shipyard in my system just stocks the Sidewinder and Hauler. I'm not suggesting the player has to pay to stock these things, just they we might be able to specify what categories of ships and modules should be stocked, to fit with the economy of the system.Although I wouldn’t want to see any of your incentives introduced for various reasons this one surprises me as it strikes me of more likely to put commanders off even more than the fact we aren’t the boss of the system just the architect. Ship and module packs are a major disincentive on FCs, and I see no reason they would be introduced into colonies as an ongoing cost to the architect. I expect shipyards and outfitting to work as they do in any established system.
Do you have this system fully explored? After they updated the game on Thursday I lost data from my systems and needed to scout againo7
Does anyone have a planet that disappeared from a system when they were building a structure? Here it goes from 3 to 5 now :
Maybe I confused beer with explosives when delivering it?
#Poof
View attachment 420106
Yes, the planet disappeared between two deliveries, without unloging (same session). Rebooting the game don't change anything.Do you have this system fully explored? After they updated the game on Thursday I lost data from my systems and needed to scout again
Do a full scan.Yes, the planet disappeared between two deliveries, without unloging (same session). Rebooting the game don't change anything.
Edit : it reappeared with the scanner, effectively. Thanx o7