Overview of Trailblazers Experience
Current Progress and Objectives
To better contextualize where I am.
I have completed a Tier 3 Orbis in a system and have three constructions completed with a fourth to be completed this evening. I am working on flipping the "owning" PMF to mine since the originating beacon was from someone else. This is to be completed prior to constructing another orbital or surface port.
Primary Port Construction
- It was not readily obvious where the originating port was going to be.
- Recommendation: A different highlighting or contrasting color in the architect view should be used to indicate starting port.
- Because of the first point, it was not readily obvious that you needed to supercruise to the System Colonisation Ship (SCS)'s location to see it jump in. I missed its arrival.
- The construction interface does not show a tally of original amount needed and delivered, just the remaining amount. This meant I had to build my own tracking documentation in Excel/Google Sheets.
- While I appreciate being able to check in on the status via the system view for my colony, it takes a lot of steps to get there, which meant I had to rely on my spreadsheets far more than in-game data for progress.
- Resolved: CMM Composites were an awful experience to get originally but the increases for stockpiling and production helped a lot.
- Recommendation: If you want a material shortage to add hauling/sourcing challenge, please consider orbital materials rather than planetary. That said, we are seeing shortages of Emergency Power Cells and some other materials lately, so we will see how it goes with time.
- Docking at the SCS was frustrating as it often did not offer a pad on the side I arrived on.
- With the completion of the port, the SCS disappeared when jumping out rather than properly jumping out. (So I missed the arrival and departure.)
- I really like the musical stings for completions.
Supporting Infrastructure and Planning
- Since it appears we cannot change/remove/upgrade planned construction, it is important that we are able to plan.
- The increase in construction point costs were not obvious.
- Recommendation: Items that can cause construction point cost increases should have a contrasting text warning architects in each construction description.
- The statistics for various infrastructure do not readily define themselves, but this may be an intentional vagueness to let people figure it out.
- I am terrified that putting down a construction plan will either give me the wrong construction, or be placed elsewhere.
- Docking at an installation construction site will occasionally cause the Autopilot to try and merge with the central pillar leading up to the habitation ring.
I eagerly await being able to claim another system.
While the moment-to-moment hauling isn't exactly "fun" since it's repetitive, I am having a blast working on planning and building my current system.
Overview of Trailblazers Experience
Current Progress and Objectives
To better contextualize where I am.
After deploying my first beacon within 30 minutes of the release of this feature, I have completed two primary ports, a number of ground settlements to help support the first system I have claimed and am currently building a third primary port. My objectives have shifted to claiming as much space as possible and trying to figure out how to make the economies work in the absence of any reasonable documentation.
Ground and Orbital Support Settlements, Infrastructure and Economies
The cost of these infrastructure pieces are inexpensive enough to be able to get these done at about one-a-day as a solo player. Not bad. I am in love with the settlements and desperately wanted to start engaging in Frontline combat on them, but unfortunately the conflict that is pending for my first system is an Election instead.
I find myself
slowing down on infrastructure because there's just
not enough information on how these systems are going to work, and I am afraid that my first
primary port has been rendered
unusable. Recently there was a
Twitter post that indicated how starport economies are impacted by the ground facilities they orbit. This is both different from what the in-game documentation said and
not fully true.
Right now, my first primary port is an Orbis station. This station has an economy type of Colony. It is in orbit around a body with two surface slots, one of which is taken up by a military settlement. The tweet from Frontier indicates this should be enough to change the economy of this station to Military and have it start producing more than just hydrogen and biowaste. This isn't true, which means there's more to it than what was shared.
I'm finding my honeymoon period starting to end with this feature. I'm still having fun trying to build things as this scratches an itch I haven't had scratched in a long time, I am becoming much more frustrated with these missteps on my part that could have been resolved simply by doing business due diligence before using ink, time, money, and people for these projects.
I think FDEV needs to sit back a second and really think on the approach here. Why would a HUGE business undertaking be done with so little pre-planning? Without the idea of a return (and in this specific case, the return is a functioning economy in a system I built, not credits sent by the System Architect Payment) and how to get to it, no business would spend their time on it.
Bugs, But Not The Flower Kind
The bugs are being worked on, but I'd be lying if I didn't say they're dragging down this whole system. Between the issues with buying and selling cargo on carriers, the disconnects (which have improved, so thank you), the temporary unannounced plug from the Architect database causing a game-wide heart attack from everyone (and your support staff), I'm finding this also to be very frustrating.
- Ports and Infrastructure not getting placed in the selected slot. (Much more important given the notice via Twitter earlier.)
- BGS States are getting stuck. Election has been pending for 3 days now.
- Buying cargo from carriers results in the cargo status not updating. (Not an issue if the SCS's had a commodity market to force the game to recheck.)
Despite All That, Thank You
I do want to offer words of encouragement here. If I were apathetic to this update, I'd not
care about what's happening, but that I'm frustrated is a good sign in a roundabout way. I want Trailblazers to work and I want future colonies to be a good addition to the bubble. I like the audio that has been created for this, I like the presentation for the SCS, I like being able to see my ground settlements appearing and being able to rename them. I stand in them and can't help but think "I made this" which is 100% a feeling I want to hold on to.
Suggestions
FDEV has to really get some proper documentation out here. You're asking a "business venture" (in-universe) to build up colonies for a return, and the due diligence of how shouldn't be a mystery because no business would do that. From a player's perspective, it feels like our time isn't being valued and for a system that
permanently changes the game, these kinds of scenarios are terrible and will leave a scar on the bubble in perpetuity as well as turn people off to the colonization system (I see a lot of posts from people saying "I'll just wait" or are exiting the gameplay loop.)
Do not change haulage amounts. I've heard rumblings from some people that it's just "too much hauling". But that's.. kind of the point?
A way to effect payments to the public from wealthy commanders would be great, but that is an additional feature.
Keep chipping away at the bugs and performance issues. The less uncertainty for players with this system, the better.