Elite Dangerous | System Colonisation Beta Details & Feedback

I think the influence is neat, but instead of a 1.15 proportion they could have given ~0.35 so it can play into your build, but would never overpower the influences you build yourself. That would also give a bit of an economy on the local bodies that have no build spots.
Concur. I think it's clear, regardless of being declared an "error" or not, that a lot of work went into the new system - modifiers for every planet type, modifiers for volcanism, for biological signals, etc - all of which were pushed into live. This wasn't a "carry-the-one" mistake, and indicates they are still likely to move in this direction at some point in the future.

However, the plantary baseline pressures being so high that they rendered all player-built facilities irrelevant was the biggest problem, as it removed all player agency from determining the economy type of their planets. Either significantly reducing the influence pressure as you suggest, such that players can once again leverage Trailblazer facilities to create preferred market conditions in addition to (or in spite of) these pressures, or by limiting the planetary influence only to non-landable bodies, would create a workable environment for all, I think.
 
HAHAHAHAHAHA
The laughing is fake but the tears are real.
 
Hamster Rescue. :)
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I didn't see a progression update on my current Election conflict, I chalked it up to just the time that evaluation is calculated. I'll check it later tonight.
Nope, BGS is stuck again. 1 out of the 4 days I need to win this election and it's stuck again.
 
I built a station and I'm reading this thread, I understand correctly that : the game turns into an economic strategy ?
 
Honestly, the only bug I really wanted gone was the one that makes every ground port to sell only 3 commodities. Everything else is mostly...playable.
Having only 3 commodities for sale, even in a Tier 3 (biggest) ground port, completely breaks the immersion.
I did check the list posted, it's not among the fixes. Why?
 
Honestly, the only bug I really wanted gone was the one that makes every ground port to sell only 3 commodities. Everything else is mostly...playable.
Having only 3 commodities for sale, even in a Tier 3 (biggest) ground port, completely breaks the immersion.
I did check the list posted, it's not among the fixes. Why?
maybe because "working as intended" and we didn´t find the trigger yet?
 
I think it is a bug, a glitch. In the system map we can see a market "preview" for the selected station. That preview is limited to, yes, only 3 commodities. Somehow, that transferred to the actual ground-markets as well.
So the new ground ports markets, they now display only what's in that preview, instead of the full range of commodities available.
 
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I think it is a bug, a glitch. In the system map we can see a market "preview" for the selected station. That preview is limited to, yes, only 3 commodities.

Just look at the missions. The range of goods they ask you to transport is far more than just 3 commodities.
 
As of current standing:
yes.

With the caveat that we do not actually know what was rolled out that wasn't supposed to be rolled out because we weren't really told. The announcement was just an unprecise statement referencing an unknown economy feature that was supposedly rolled out at a time when the planetary economy influence was not rolled out.
 
Wait with any major construction projects until we've heard from FDev about details on planetary economic influences.
That about sums up this feature.
Basically it's dead until :
  1. FDev explain exactly how it's suppose to work ( don't hold your breath, FDev giving out actual useful details on how something is suppose to work will be probably be a first! )
  2. FDev actually make the game code do what they say it's suppose to do. ( we'll never know, because they'll never tell us - prepare for silence, when we shout that somethings broken: "It's working as intended", then a not-so-stealth update to 'fix' the thing that wasn't broken ).
NOTE: the above is based on 10 years of experience and disappoints with FDev.
It's amazing to see the number of things and people that have changed at FDev of the years, but the lack of information and the ability to push out half finished ideas is still their modus operandi.
 
Noticed two colony ships (inactive) loitering in a system I'm slowly developing. Hopefully they are going to pitch in and help me build some stuff otherwise I'm sure their services could be better employed somewhere else
 
I have a spare orbital slot next to my biowaste coriolis. I'm going to place a high tech outpost there and see what happens.
Safer to put a Relay or Scientific installation there to get 50/50 Colony/High Tech. IIRC, outposts don't have economic influence to other stations.
 
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