Elite Dangerous | Trailblazers Update 2 - Wednesday March 19

How do you know it's not working as a security installation?

Yes, it's really confusing that the game uses overlapping but different terms for "the model of the installation" and "the role of the installation", and they should probably retranslate the model names to match the colonisation roles they have - but they do seem to consistently work as their role rather than their model.
My system security did not increase. I was able to build a tourist settlement after Fdev fixed the Satellite installation in https://issues.frontierstore.net/issue-detail/72902
 
How do you know it's not working as a security installation?

Yes, it's really confusing that the game uses overlapping but different terms for "the model of the installation" and "the role of the installation", and they should probably retranslate the model names to match the colonisation roles they have - but they do seem to consistently work as their role rather than their model.
I made this anyways


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Even if a project has been 99% completed, canceling the construction then removing all of those delivered goods, so it is lost time and effort which is enough of a cost on its own, so I don't see why having it be able to be done up until completion is a problem.
Other players could have delivered commodities as well. The commodities that were delivered to that installation were no longer availlable for other player, therefore their progress was blocked or they had to find other stations (remember the first days of colonisation and the CMM search).
 
I'm a bit disappointed that none of the major colonization bugs have been fixed, but I suppose it's better to have at least some update now than just having to wait three months for a megaupdate.

On another topic, we'll see how much commanders will regret not having been more active in the CG because we only get 5 megaships rather than 6 or 7 (which would have been perfectly achievable if players had participated in the CG instead of rushing to colonize...)
 
I'm a bit disappointed that none of the major colonization bugs have been fixed, but I suppose it's better to have at least some update now than just having to wait three months for a megaupdate.

On another topic, we'll see how much commanders will regret not having been more active in the CG because we only get 5 megaships rather than 6 or 7 (which would have been perfectly achievable if players had participated in the CG instead of rushing to colonize...)
I think a better route would have been to make the release of colonization contingent upon the completion of the CG goal but that ship as passed.
 
@Paul_Crowther

I'd also like to recommend there be an installation type that you can deploy in a space slot called "Installation - Staging Area" that basically acts as a big warehouse for various colony materials that a player or others can drop off at.

Now whether you can auto-fulfill build requirements FROM there (so you don't have to haul the stuff across the system) OR, even if you come back later to haul it. I'm about 50/50 on. But I would love a single place to just drop stuff off, that I can build near the primary star, and as I queue construction projects, I can just go to the staging area to pick up what I need.

That way Importing (hauling from outside the system TO the system) and hauling to the site (intra-system transport) could be scheduled as different play sessions. For Ex. I spend one evening session just sourcing stuff, then come back in a later session, to actually build it.

@Paul_Crowther

I'd also like to recommend there be an installation type that you can deploy in a space slot called "Installation - Staging Area" that basically acts as a big warehouse for various colony materials that a player or others can drop off at.

Now whether you can auto-fulfill build requirements FROM there (so you don't have to haul the stuff across the system) OR, even if you come back later to haul it. I'm about 50/50 on. But I would love a single place to just drop stuff off, that I can build near the primary star, and as I queue construction projects, I can just go to the staging area to pick up what I need.

That way Importing (hauling from outside the system TO the system) and hauling to the site (intra-system transport) could be scheduled as different play sessions. For Ex. I spend one evening session just sourcing stuff, then come back in a later session, to actually build it.
Already in the game, it's called a Fleet Carrier
 
Increasing the claim range would alleviate the many dead systems for the people headed somewhere so those of us actually expanding the Bubble could claim systems based on need and not have to take lesser systems due to greed. The main reason we have resource issues is because only about 3% (pre-pause) of claims have built up any economy at all to support the expansion. The rich get richer. Buffing the commodities and now the mega-ships are simply allowing those players a reward for being greedy and to continue to strip out commodities. I assumed the goal was to have this be self-sustaining. Having such a small claim range and no cooldown timer is very short-sighted. It has been enough time to make REAL changes and not little tweaks. The longer you wait the more this is dead. You will have only those collaborating groups leap frogging left by the end of the next week.
 
Even if a project has been 99% completed, canceling the construction then removing all of those delivered goods, so it is lost time and effort which is enough of a cost on its own, so I don't see why having it be able to be done up until completion is a problem.
Because other people contribute to it. It's like canceling a community goal at the last minute.
 
Already in the game, it's called a Fleet Carrier
sigh rubs bridge of nose

So firstly, A) so that Cmdrs who don't have a fleet carrier yet can participate. B) It creates a system specific common drop off point that isn't contingent on the FC being there (assuming the System Architect commander has one.) for other CMDRS (ranging from friends to even passers by.), C) Future proofing, if Fdev includes some sort of cancel mechanic AND allows some percentage of resources to be reclaimed, it would make a good spot for the back-end script to dump the resources at.
 
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I'm British - the announcements on Twitter and the forums clearly sayd that the outage starts at 0900 (in two hours from now) . I too am getting the broadcasts that maintenance is about to start :/
 
Second time this has happened during the last few days (fake news)... Perhaps time to start ignoring the in-game announcements...
 
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