Trailblazer Promise is out of Steel. Again. Left, returned, hasn't recovered in about 15 minutes.
For what system you need steel?
Trailblazer Promise is out of Steel. Again. Left, returned, hasn't recovered in about 15 minutes.
Not sure how this responds to it needs fixing - space military installations need to allow for it too or the secondary military installation needs to not be displayed in systems that do not have planets. Seems more like a personal attack?!Are you playing in a non English version? In the English version it very clearly says Military Settlement and all Settlements are surface. It's there you can see it but you can't build it without planets. I wonder if it's a bad localisation that's the issue here.
It's not a personal attack it's a simple question. You asked about a Military outpost requirement. In English it says Military Settlement. They're clearly different so I was wondering if someone had messed up a translation because the words are similar and it's an obvious lost in translation thing.Not sure how this responds to it needs fixing - space military installations need to allow for it too or the secondary military installation needs to not be displayed in systems that do not have planets. Seems more like a personal attack?!
Dunno, they just do, but it's still a separate issue from being able to control material prices. I guess because it's the faction running the installations, not you, so they make the profit on sales, not you. being an architect is less like ownership and more like getting royalties for being part of its creation.I know what you mean. But I'm not the one mixing the two things. Why does an architect get a weekly bonus?
I had just come back to edit my reply because I was thinking about your post and decided you must think all facilities are shown in the menu for all systems. I was going to change my reply to say that actually all surface installations are not visible in my architect view as shown below:It's not a personal attack it's a simple question. You asked about a Military outpost requirement. In English it says Military Settlement. They're clearly different so I was wondering if someone had messed up a translation because the words are similar and it's an obvious lost in translation thing.
It does not need to be hidden in systems where it's invalid. You'd like it hidden. It being visible lets them tell you in all systems what you need to do to build it so that you can use that information for your next claim. By hiding it's existence you prevent anyone from learning that it's an option until they happen upon a valid system by chance. It's disabled but clearly shows why. It's a valid choice.
NPC hauling sounds great, and for a credit sink it should be sufficiently expensive as I have absolutely no idea what to do with my 9+ billion cr. However this would be a new "feature" and I'm pretty sure FDev won't be adding anymore of those to Trailblazers. Also, there is a relatively heavy bias against automation amongst not just FDev but the community as well. I won't bank on this one.1. Paid NPC hauling.
Use the missions page as a template for a hauling missions sub-page, where missions are generated involving NPCs offering to help haul such and such to your construction site such and such for a set amount of credits and/or expensive/rare commodities. Take the mission, pay them, and the commodity will be added to that construction site after a reasonable time delay due to distance and rarity of the commodity. I think paid NPC hauling is the best of the three, though it may be hardest to implement. While you're at it, add the much requested Tritium hauling to FC missions if the player owns an FC. This also adds a credit sink, and there aren't enough of those.
I've been doing this entirely solo, and while it is a grind, I would say the only reduction necessary is for T3 ports. The 200k+ commodities is way out of line with the net benefit they give to a system. About half that value sounds right, making it sit at 100k and twice the value of a T2 port. Maybe bring the T1 surface outposts down in line with the orbital outposts - I know their markets are supposedly more useful but hauling through the planetary landings is already more work.2. Vastly reduced commodity requirements, like 50% of what they currently are.
This isn't happening. For one, it would be very unbalancing for hauling in the rest of the game aside from colonization. I'm not sure if there will ever be further hauling community goals, but such a ship would effectively shut down entire markets within 1 hour and CG tiers would be knocked out of the park just as quickly, leading to further goal-moving and bloat. You're effectively asking for an equivalent ship with 3x the number of hardpoints as an Anaconda.3. A huge freighter design that can carry 2 to 3 thousand cargo. i.e. Give us the much loved Panther Clipper, please.
Because the faction he designed and built the system for give him a cut of the profits it is making them.I know what you mean. But I'm not the one mixing the two things. Why does an architect get a weekly bonus?
I know what you mean. But I'm not the one mixing the two things. Why does an architect get a weekly bonus?
Like the NPC's we can't use.Consider it like a retainer to keep the architect around, just in case.
And how is the faction from which an architect works determined?Because the faction he designed and built the system for give him a cut of the profits it is making them.
There is a second military installation that can be built in systems without planets.It needs fixing - space military installations need to allow for it too or the secondary military installation needs to not be displayed in systems that do not have planets.
1. Paid NPC hauling.