You had me going until I read the fine print!Whao!
Did anyone notice that we now are able to build Thargoid Sites (T4) - with a staggering amount of nearly 1.5 Mto of Mats - including 120Kto of Meta-Alloys?
here in China its Apr 1st already
You had me going until I read the fine print!Whao!
Did anyone notice that we now are able to build Thargoid Sites (T4) - with a staggering amount of nearly 1.5 Mto of Mats - including 120Kto of Meta-Alloys?
here in China its Apr 1st already
and I have another problem, I installed the last part of the complex for the production of steel, titanium and aluminum, and in place of the mining installation, a production one was installed, because of this, I can say that my metal production stopped. The question is what should I do.I'd like the ability as an architect to cancel a station construction, but keep the other ones I worked on in my system. I hope fdev gives us this!![]()
What I did was, I built a large station and an agriculture base, I have a refinery being built AND at the same time the one I want to cancel is an industrial outpost.. simply because its above the agriculture planet. SO what I'm saying is I'm trying to get an agriculture/refinery economy. I want my large station to sell food and tritium. I feel like I made a small mistake putting the 'indy outpost' "above the 'agri' planet". I do not want an indy/refinery economy. Edit: I just found out you can build multi role economies by the placement of your stations! So if I finish my outpost it will make my system industrial/agriculture, then build another Coriolis above the refinery to produce tritium. ?? I think that's how it will work out.and I have another problem, I installed the last part of the complex for the production of steel, titanium and aluminum, and in place of the mining installation, a production one was installed, because of this, I can say that my metal production stopped. The question is what should I do.
Since it is beta it would behoove them to allow your builds to move within the system and relocate them. You cannot change what you built but you can move them around. Maybe have a system redo/ undo similar to the rename cap. It can be as simple as one move for each facility. This would solve the bad initial build being trapped in a bad location and rearranging dead facilities to somewhere useful. You can make it a lock out as well so if you want to move it, you must go to the surface location or choose the new orbital location before continuing any other builds and it resets it as if it is newly built. Heck I bet we would be ok waiting for the server tick if it means being able to move it. The issue we have here is the unwillingness to give direction to players until after we have wasted so much in resources and time. It would also eliminate the need to break the system for these bad choices we had no idea we were making.
2,000,000% agreedI started my singular system and very quickly realised that something was screwy and stopped. Others have not been so lucky.
I feel for those who created an Orbis etc. That has been imo unnecessary and inordinate wastage of players time. Some indeed had help, but I suspect many who did this will not be playing much in future.
That is a crying shame and the level of burnout may very well overwhelm the goodwill that fdev have generated. I know several of my squadron friends have not played much since the op post. They are simply exhausted.
There maybe a need to recognise the sheer efforts in the beta test especially as it seems that the lack of some simple understanding of the functions were not made available in good time. This grind burnout could have so easily been avoided.
After all if its a beta test then we should be testing mechanics, not simple structuring. A straight forward statement would have prevented the massive numbers of false starts for little functional data return and above all player satisfaction. So glad I didn't build a T3!
My opinion is that players should be able to change the space station type and reallocate the starter position over a landable planet if available. Not a rollback or reset but an ability to move things as a one and done.
Right...because having INTERSTELLAR SPACE TRAVEL completely limits you to trading goods to the planet you're closest too. It's like we don't have to jump to several systems to complete trade missions or something. What a concept!!!!Thank you, Paul. Looking forward to a possible fix.
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People, he just said they're looking into activating markets that are not necessarily on the planet your station orbits. Not sure how else to interpret the message but it seems to say they're looking to fix it.
Got a station that's orbiting a gas giant or other nonlandable body? The words "allow all facilities to find a route to market elsewhere within the star system" might have a clue for you. We don't know exactly what that means but if they make it happen, it would seemingly solve the issue.
And yes, 1) we didn't know an economy can only run properly if there is a facility on the planet below churning product and 2) we weren't given control of where the first station would go to avoid this issue. We've given that feedback already, I think they got it.
I have this strange nagging feeling someone from Fdev is going to say "Technical Limitations" as to why they can't.I started my singular system and very quickly realised that something was screwy and stopped. Others have not been so lucky.
I feel for those who created an Orbis etc. That has been imo unnecessary and inordinate wastage of players time. Some indeed had help, but I suspect many who did this will not be playing much in future.
That is a crying shame and the level of burnout may very well overwhelm the goodwill that fdev have generated. I know several of my squadron friends have not played much since the op post. They are simply exhausted.
There maybe a need to recognise the sheer efforts in the beta test especially as it seems that the lack of some simple understanding of the functions were not made available in good time. This grind burnout could have so easily been avoided.
After all if its a beta test then we should be testing mechanics, not simple structuring. A straight forward statement would have prevented the massive numbers of false starts for little functional data return and above all player satisfaction. So glad I didn't build a T3!
My opinion is that players should be able to change the space station type and reallocate the starter position over a landable planet if available. Not a rollback or reset but an ability to move things as a one and done.
I know you guys are busy, but I want to offer a simple straight forward solution.Greetings Commanders,
The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.
We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.
Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
Unless they also make Colonisation markets work very differently to how every NPC market in the game works, this would be very very bad indeed.I think any and all markets in the system need to take a holistic view of the system, and weight the stock amounts and production speed in relation to the spread between industries of a given system. So if it's 50% Agriculture, 25% Industrial, 20% Extraction, 5 Tourism for example. It just produces the goods of those respective industries in those proportionate amounts in a system market.
First and foremost, credit where credit is due, everything you just listed, honestly NEEDS to be in the UI, providing active feedback of the status of the system at any given time. So that a system designer can see in real time, what's being produced and what is being consumed. What is boosting and what is nerfing any particular stat. So kudos on that.Unless they also make Colonisation markets work very differently to how every NPC market in the game works, this would be very very bad indeed.
NPC markets with multiple economy types (and similarly, Colonisation markets with multiple economy types) consume their own production if one side of the economy imports what the other is exporting. This makes e.g. two Industrial-Refinery stations produce a lot less of both Refinery and Industrial goods than a separate Refinery station and Industrial station would. (Assuming the same size of stations throughout, of course)
And it's very difficult to go for a pure economy system, because the various system variable boosts are attached to different economies, and you need at least some of all of them to get production (in any economy) operating semi-normally.
- you have very few options for boosting Security without building military
- you have very few options for boosting Development Level (critical for overall production levels) without building industrial or refinery
- you have very few options for boosting Tech Level (station services) that aren't high-tech
- if you build a bunch of extraction or refinery your Standard of Living plummets, and you're going to need to build some agricultural or tourism to get you out of that
Fixing the problem "I built an Orbis around an ELW and now I have no way to change its economy" is easy.
Fixing the problem without breaking the economies of any system built in accordance with the current principles (of which there is an ever-growing number, as people get used to how it has worked for the last month) may well be impossible. I can't think of any "obvious" way to do that which won't break at least one common way to lay out existing systems to at least some extent.
Fixing the problem without breaking the economies of any system built in accordance with the current principles (of which there is an ever-growing number, as people get used to how it has worked for the last month) may well be impossible. I can't think of any "obvious" way to do that which won't break at least one common way to lay out existing systems to at least some extent.
Giving planets a default influence does seem to be a direction Frontier have just headed in, judging by recent reports.I don't see why "are there influencing slots? Yes: take influence from them as and when filled; No: take influence from the planet the facility is orbiting (productive agriculture economy in the case of an ELW)" won't fit the bill here?
"Influence is confined to the local body" is a perfectly good general working principle - Frontier's fault was burying this information in a paragraph in the Pilot's Handbook and giving "System Economic Influence" a name which really doesn't reflect the primary effect, when it really needed a quick diagram of exactly which slots influenced which.Fdev doesn't even have a general working general principle yet
The thing is, this isn't how Elite Dangerous' economy has ever worked. All economic simulation has always been done at the station level. That's not to say that a change to simulating at the system level (a return to the FE2/FFE way of doing things) isn't a valid idea, but it's an absolutely major change ... to keep literally a few people happy? There has to be an easier and more proportionate way to do it than either rewriting the entire Economic BGS, or writing an entirely separate one which only applies to colonised systems and therefore means that all existing knowledge on how economies work has to be thrown out entirely.The idea is that the system should be treated holistically. What is the system producing/costing/using at any given time, and not treat it on a per body basis.
In the sense that "any set of rules, clearly explained, can be worked with", no, sure, whatever is done could work.So there is no 'good' or 'bad', so you shouldn't judge it that way.
Is there any update on how and what a planetary "thing" will manufacture? Are there any pre-requisites to manufacture CMM Composite, for instance?we are taking it into account in our investigation.
Giving planets a default influence does seem to be a direction Frontier have just headed in, judging by recent reports.
So now everyone building systems has an extra undocumented source of influence to content with.
Yay.