There have been plenty of player tests carried out over the last month, looking at the specific impacts of various constructions on each other.
https://forums.frontier.co.uk/threa...iguring-out-what-all-these-numbers-do.634214/ is one thread collecting information; I'm summarising the results found so far but you can find more detailed examples throughout that thread)
(I gave you one of the specific examples from my own system - 1 HT settlement + 1 HT installation + 1 colony orbital = 1 HT orbital; another example is 1 Agri settlement + 1 colony surface port = 1 Agri surface port which didn't even require an orbital installation to push it further)
What's your source for your statement that anything other than a 5-slot planet was useless? (Or, put another way, what specific combination of builds did you need 5 ground slots on the same planet for to produce the desired effect?)
I also don't know how any one could be mad that they wasted their time doing it in the current system.
Certainly anyone who spent time colonising in the Beta expecting a particular
outcome was unwise. There appear to have been a lot of those people, of course.
But:
- the system up until Tuesday night is the one which
is documented in the in-game documentation (poorly documented in places, sure, but still)
- it is compatible with ten years of accumulated player knowledge [1] of how NPC markets work
- the details of how it did really work became fairly obvious after the first week of collective experimentation (to clear up some of the ambiguities in the documentation)
Your argument equally applies to all the people who are "mad" that they built a station around an ELW and got a Colony economy, and for whom Frontier has made these changes.
Regardless of the
mechanism involved, and yes, Frontier may well change the rules on that several times even before declaring Beta over ... there does appear to be a significant player desire to build stations which produce particular commodities. This is
much easier to do if those stations are built as single-economy stations, which the per-body isolation made easy.
It's not the only solution which would allow single-economy stations in a system which (necessarily) has more than one total economy present. But it's a fairly straightforward one to explain and understand, and unlike a lot of the others, doesn't depend on build order.
(Still, I'm not personally mad: I enjoy figuring out how systems work, so Frontier changing the rules arbitrarily each month is great for keeping me interested...)
[1] Fairly obscure knowledge in some cases, yes, as the general tendency to use Inara for finding trade routes means most players haven't bothered to learn this stuff. But it was mostly all discovered and documented by 2018/2019.