So far it applies within the same system only.sorry stupid question. the increase in cost of T2/T3 installations... is that within the same system or does that pass onto the next system as well?
So far it applies within the same system only.sorry stupid question. the increase in cost of T2/T3 installations... is that within the same system or does that pass onto the next system as well?
Have they though? In, well, every case I've looked at so far where people have said "I did X, which should have done Y, but it did Z instead", I've looked and the answer has been "Actually, you did A, which will do Z".what we read and what it actually does when we do it is another diff ball game though, people have replicated what npc system has. and no cmm in sight,
Initial construction doesn't count towards the limit.Asking for clarification.
Is it 2 T2 Stations/Ports, 2 T3 Stations/Ports, or a mix of either before the "Structure Tax" happens or is it 2 T2's, 1 T2 and 1 T3, or just simply 1 T3 does it?
That makes a difference in planning out systems now.
I knew the initial didnt count. It was more that all the reports I've seen has stated after 2 additional T2 Stations/Ports is when it increased. Dont remember any mentions of any T3 Structures.Initial construction doesn't count towards the limit.
Any mix of T2 or T3 ports counts towards the limit, so if you want to build 3 T3 and 1 T2, the build order matters for the eventual point cost (you want to build the more expensive stuff first).
To add on to this. I'd like to spend credits to manually link economies to particular ports. To actually be able to influence what nearby structures use which port rather than them being "close" and with hopes and dreams.Let players use credits to improve/change ecosystem of stations, otherwise, what's the point in just being the builder with no input after the fact??
Part of the problem with that sort of thing is the core suggestion is "Pay credits to make things work different to how they should" (e.g different to the rest of the galaxy), which then leads to a pretty unintuitive game experience.To add on to this. I'd like to spend credits to manually link economies to particular ports. To actually be able to influence what nearby structures use which port rather than them being "close" and with hopes and dreams.
was your station actually deployed or is it still in a construction state look?As a solo player I built a Coriolis straight off the bat. I hauled like a madman for four days, only for my station to be built with no shipyard. I can't even store my T9 closer in my starport/section of the universe. After the haul and the let down, I've somewhat abandoned the system. Until I better understand the economy and the flow-on of other constructions, this "release" is dead for me. I've gone back to the regular gameplay, but it feels a bit soulless now - I can't use my credits for anything I build....
For one of the planetary stations I can't even dock there. I got an instant fine and told I am trespassing... (even though trade and dock are listed in the station services)
Let players use credits to improve/change ecosystem of stations, otherwise, what's the point in just being the builder with no input after the fact??
Awesome idea! We already have a transactions interface showing missions, include the build details in there!It would be really useful if each active colonisation ship could generate a mission for non-architect commanders to subscribe to, which showed up in the transaction tab and on the galaxy map together with a real time list of required commodities rather than having to;
go into the galaxy map each time;
and then the system map;
and then the colonisation ship;
and then the build out requirements.
Mine is built on an icy moon of a gas giant fwiwwhat we read and what it actually does when we do it is another diff ball game though, people have replicated what npc system has. and no cmm in sight, or the station do not produce items at all, or totally random results. example The guy above has his industrial settlement producing cmm, the other guy do not, mine do not also. (assuming they all built it on HMCW like i did.)
i do not think asking for some clarification on information from fdev is too far a stretch to accommodate?
After the the current round of constructions are done I should have 3 Space Farms with the IO Outpost Hub for them, 2 Mining Outposts with the Industrial Hub for them, an Extraction Settlement, an Extraction Hub and a Refinery Hub.Mine is built on an icy moon of a gas giant fwiw
I had the same problem, but built a a tier 1 orbital Communication Station which gives +3 Tech Level and +1 Security. A day after that was finished, my shipyard was active in my Coriolis.As a solo player I built a Coriolis straight off the bat. I hauled like a madman for four days, only for my station to be built with no shipyard. I can't even store my T9 closer in my starport/section of the universe. After the haul and the let down, I've somewhat abandoned the system. Until I better understand the economy and the flow-on of other constructions, this "release" is dead for me. I've gone back to the regular gameplay, but it feels a bit soulless now - I can't use my credits for anything I build....
For one of the planetary stations I can't even dock there. I got an instant fine and told I am trespassing... (even though trade and dock are listed in the station services)
Let players use credits to improve/change ecosystem of stations, otherwise, what's the point in just being the builder with no input after the fact??
Hutton truckers?Can anyone tell me the name of the famous space hauler group for Elite. They have a website but I can’t find the link.
I believe you are asking about Operation Ida.Can anyone tell me the name of the famous space hauler group for Elite. They have a website but I can’t find the link.