Campaign to make trailblazers less of a grind.

That''s no 'attitude', only stating the facts. There are lengthy complaints that guards in settlements don't treat you like the owner and other complaints. Fact is, after the station has been built, it underlies the BGS and not the architect's will.
There IS no BGS without the system owner. Your position is invalid. Also as BGS starts with "background" that should remove any discussion about 'will' being involved anyway because it's irrelevant to the discussion.

I "own" my home. Does that mean I can start building a nuclear reactor in the basement? Pretty sure I can't. So all these silly notions that any limitation on star systems means we don't own them is nonsense.
 
I play less since the Trailblazers update, because I know that I will have to plink away at my station constructions.

I am invested in my personal system, but not the gameplay to build the constructions.

I am not doing Odyssey ground combat, I am not Bounty Hunting, I am not Xeno fighting, I am not testing builds, buying skins, participating in CGs etc.

I don't have a problem putting many hours into the game. I have a problem putting dumb hours in the game.

I support the OP 100%.
I don't get it, who is forcing you to colonize? I have 2 systems I'm colonizing, last night I was bounty hunting, the night before I was mining, both of these were in support of my power play pledge... Nobody force me to do that either? I don't get why trailblazers made you play less.
 
I don't get it, who is forcing you to colonize? I have 2 systems I'm colonizing, last night I was bounty hunting, the night before I was mining, both of these were in support of my power play pledge... Nobody force me to do that either? I don't get why trailblazers made you play less.

Because it brought people back to the game, and it turned out to be an unrewarding hollow grind-fest. So people will go back to not playing.

I swear I never met a community before that was so determined to not have active players lol.
 
Because it brought people back to the game, and it turned out to be an unrewarding hollow grind-fest. So people will go back to not playing.

I swear I never met a community before that was so determined to not have active players lol.
He implied he wasn't doing any activities because of trailblazers, which makes no sense.

While I support other ways to colonize besides hauling, if you like other things in the game, go do other things while you encourage FDev to add other game loops or otherwise improve colonisation by voicing your opinion in threads like this. FDev has often added options to the game loops so that you didn't have to do combat (for instance) to complete a task or rank up or aquire an engineer.
 
I can totally envision that alright :D But in fairness, Elite always had the hallmarks of a theme park to me at least.

Mining ride - there
Exploration ride - over there
Hauling ride - over here
Combat rides of various couleur - here, there and over there
Walking & scanning plants ride - there
Walking & shooting ride - yup

What this particular theme park is often lacking are the paths and shops and restaurants that gels them together, and this has been particularly visible with Odyssey coming out and how it connects with the rest of the game.

I often wonder how Elite Dangerous came to life behind the scenes - the original idea, the Stellar Forge, the flight model, all nailed them. But they really seem to be struggling with the actual gameplay bits, to this very day, where interactions are still limited to scan, shoot, collect. As if nobody informed them that it's not the mid 80s anymore. What I'm not sure about is whether it's caused by severe limitations of the game engine that were baked in early on, or whether it's just an extreme lack of imagination and creativity. Perhaps both.
You have to be this tall to play CQC... :)
 
He implied he wasn't doing any activities because of trailblazers, which makes no sense.

While I support other ways to colonize besides hauling, if you like other things in the game, go do other things while you encourage FDev to add other game loops or otherwise improve colonisation by voicing your opinion in threads like this. FDev has often added options to the game loops so that you didn't have to do combat (for instance) to complete a task or rank up or aquire an engineer.

Yes it makes sense. Because there's NO TIME to do any other activities. Unless you can no-life this game, the A>B>A hauling dominates our entire play sessions. I've literally not been able to do anything else for like a month now. I had to force myself to take a break to build up my Corsair and now a system I really wanted was just claimed by someone else because I didn't finish my station. DAMNIT!
 
All this nitpicking!!
This thread is about one thing only. Not flaming peoples posts because you take issue. But with focusing on getting colonisation away from the super haul single lane it is now, to something akin to gaming.
Suggestions, ideas, concepts,.
Focusing on critiquing folks posts solves nothing and Just turns this thread into a slapping session where the moderators eventually put paid to it because of a few egos.
Let's focus!
Get colonisation fixed!
The sole onus on hauling isn't fixed, far from it.
1) pay cmdrs via contractual noticeboard which is pertinant to say within 50ly range, to haul goods for credits. If rich folks wanna spend credits let them line the pockets of the less well off. Hell those who adore hauling can partake.
2) pay npcs to haul. Again huge fees involved. After all the rich always take a ***( on the poor so it's definitely reality. There's so much that can be done here with npcs.
3) in system missions to reward upon completion with commodities delivered to one of or just the one construction site(s).
4) a large ship capable of hauling 1000s of tons. Costing a fortune, and even more to A rate and engineer.

Yeah it's all credits related. And l cannot think of a single thing ingame that's a credit sink.
Well this could be it.
Please if you've nothing to say, say nothing.!
If you have an idea let's hear it!
But squabbling over stupid 🙄 matters of opinion will solve nowt!!
 
Yes it makes sense. Because there's NO TIME to do any other activities. Unless you can no-life this game, the A>B>A hauling dominates our entire play sessions. I've literally not been able to do anything else for like a month now. I had to force myself to take a break to build up my Corsair and now a system I really wanted was just claimed by someone else because I didn't finish my station. DAMNIT!
I'm sorry, we're you foolish enough to start with a T3?
 
Yes it makes sense. Because there's NO TIME to do any other activities. Unless you can no-life this game, the A>B>A hauling dominates our entire play sessions. I've literally not been able to do anything else for like a month now. I had to force myself to take a break to build up my Corsair and now a system I really wanted was just claimed by someone else because I didn't finish my station. DAMNIT!
I am unable to relate to the "colonisation hauling takes all my game play time". As I see it in numbers,
An outpost requires about 20,000 tons of mats.
You have 4 weeks to deliver.
In an hour of gameplay you can make three cutter runs to a source of commodities, hauling about 2,000 tons.
If you allocate 3 hours per week to hauling you will have hauled 6,000 tons, and in 3 weeks 18,000. In the 4th week you deliver the balance required.
Once built, there is no longer any time pressure.
So, 12 hours of game play over a 4 week period does not seem to me to preclude other activities.
 
5). Extend the one-month deadline for the first station considerably--by a substantial multiple. This is something FDEV can do within the numbers-tweaking limitations in which they frequently operate. We can integrate the feature with other gameplay loops ourselves if we aren't in an all-out sprint to beat the clock.

6). Extend the colonization range, again, by a lot. This eliminates the need to rush to build a bridge to that choice system you really want. And it's also just a numerical value adjustment.

7). Publish complete and accurate guidelines so that we can plan out our systems and build only what we need.

8). More diversity, less quantity. Building non-starport assets is much more fun because we are retrieving a more diverse array of goods. It becomes a minigame to find the right suppliers to gather the needed goods as efficiently as possible. The initial port doesn't have that, just endless runs to the nearest surface refinery and a frustrating side jog or two for a pittance of oddballs and outliers.

9). Substantial quantities of construction materials provided as optional mission rewards at every mission board in the bubble.

10). Automatic acquisition of every colonized system for the architect's pledged power with a worthwhile merit bonus.
 
Now try a tier lll.
See how long that takes you. Your argument is pointless. This thread isn't about one outpost. It's about colonisation. By that we mean a developed colony which has a working economy and is something the architect can be proud of.
 
I am unable to relate to the "colonisation hauling takes all my game play time". As I see it in numbers,
An outpost requires about 20,000 tons of mats.
You have 4 weeks to deliver.
In an hour of gameplay you can make three cutter runs to a source of commodities, hauling about 2,000 tons.
If you allocate 3 hours per week to hauling you will have hauled 6,000 tons, and in 3 weeks 18,000. In the 4th week you deliver the balance required.
Once built, there is no longer any time pressure.
So, 12 hours of game play over a 4 week period does not seem to me to preclude other activities.

Holy crap my man, this is supposed to be a video game. When you need to plan it out to this extent you've lost the plot entirely....

We don't need features that require this level of micromanagement and Spreadsheets to utilize.
 
Holy crap my man, this is supposed to be a video game. When you need to plan it out to this extent you've lost the plot entirely....

We don't need features that require this level of micromanagement and Spreadsheets to utilize.
I did the maths to point out that imo there is plenty of time to build and do other activities. The unwritten part of my response was that players bring the grind on themselves.

There is now in game data to the architect showing the items available at a market that are required for the construction of the initial station.

I play the game for enjoyment, and when the mood takes me I do something else.
 
5). Extend the one-month deadline for the first station considerably--by a substantial multiple. This is something FDEV can do within the numbers-tweaking limitations in which they frequently operate. We can integrate the feature with other gameplay loops ourselves if we aren't in an all-out sprint to beat the clock.
Perhaps have the deadline dependant on the size of the first station chosen by the architect, starting at 4 weeks and increasing to 10 weeks for the largest.

6). Extend the colonization range, again, by a lot. This eliminates the need to rush to build a bridge to that choice system you really want. And it's also just a numerical value adjustment.
But have those bits of PP and BGS that are range dependent not work until there is something in range to work with.

7). Publish complete and accurate guidelines so that we can plan out our systems and build only what we need.
Yes but possibly not to that level of handholding dullness.
8). More diversity, less quantity. Building non-starport assets is much more fun because we are retrieving a more diverse array of goods. It becomes a minigame to find the right suppliers to gather the needed goods as efficiently as possible. The initial port doesn't have that, just endless runs to the nearest surface refinery and a frustrating side jog or two for a pittance of oddballs and outliers.
It needs to be a working port, diversify on subsequent builds in the system.

9). Substantial quantities of construction materials provided as optional mission rewards at every mission board in the bubble.
Only helps people who do missions, besides unless you are saying these rewards are delivered it wouldn’t help as transport rather than acquisition is supposed to be the problem.

10). Automatic acquisition of every colonized system for the architect's pledged power with a worthwhile merit bonus.
No.

Now try a tier lll.
See how long that takes you. Your argument is pointless. This thread isn't about one outpost. It's about colonisation. By that we mean a developed colony which has a working economy and is something the architect can be proud of.
Once the one time gated structure is in place how long it takes and what else is built is a personal choice.
 
Now try a tier lll.
See how long that takes you. Your argument is pointless. This thread isn't about one outpost. It's about colonisation. By that we mean a developed colony which has a working economy and is something the architect can be proud of.
You don't have to build a tier 3 port...
In fact - having a large tier 3 is superfluous if your aim is to create a working economy.
It is far more important to build hubs, settlements and satellites to change the economy type.

I admit, having a large landing pad in space is a nice thing to have - but most settlements also have large pads, it just takes a little longer to land.
Coriolis, Ocellus, and Orbis starports are massive - it makes sense that they would require lots of commodities.
I like to invest time in a system...I don't like the idea of just plonking down a new Orbis every couple of days, then just moving on....
 
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