Campaign to make trailblazers less of a grind.

Trailblazers needs more variation of implementation, and, informational interest. Not just that lovely fluff text we all know and love. But especially how certain starports interact and change an economy in combination, population and all that good stuff
However, everybody and their mum is doing it on a massive scale so thats a hit for frontier. And so nothing is likely to change, afterall it was sold as feature complete. I myself have stopped a couple of weeks ago. It's way too boring drudgery worklike and repetitive.
Cmdrs who are interested in the nuts and bolts of the workings of a system. Is that working correctly?

Flimley
 
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Cmdrs who are interested in the nuts and bolts of the workings of a system. Is that working correctly?
Not knowing what 'correctly' means generally... But mine has managed to stay low security (my objective) with some development - more will be discovered when I feel like going back and developing it some more. the system isn't going anywhere, so there is no rush to build it just because it is there. (it is just a hauling exercise after all, so won't degrade while I have a happy diversion blowing stuff up)
 
As others have probably already commented, the single biggest improvement to colonisation would be to broaden the gameplay loops that contribute to a systems progression.
I, like I imagine many ED players value variety. Hauling large amounts of commodities is OK for a bit, but I really need to break it up with other activities.
If FDev could introduce missions that rewarded a contribution to a settlements construction that would be ideal, folks could then take a break and do a wee bit of bounty hunting, surface scanning, surface settlement raiding etc etc. (Not sure of the feasibility of the coding for this but I'm sure some more enlightened folks could comment here!).

Failing this: a new large ship with 1000+ cargo capacity. (Revenue generation for FDev!)
 
As others have probably already commented, the single biggest improvement to colonisation would be to broaden the gameplay loops that contribute to a systems progression.
I, like I imagine many ED players value variety. Hauling large amounts of commodities is OK for a bit, but I really need to break it up with other activities.
If FDev could introduce missions that rewarded a contribution to a settlements construction that would be ideal, folks could then take a break and do a wee bit of bounty hunting, surface scanning, surface settlement raiding etc etc. (Not sure of the feasibility of the coding for this but I'm sure some more enlightened folks could comment here!).

Failing this: a new large ship with 1000+ cargo capacity. (Revenue generation for FDev!)
why not go the whole hog and ask for a maximum of 720 ton of mats no big ships required and people could finish it in a day ??? would require minimal effort from Fdev shouldnt add any bugs and may well cool off the FC movements for all ??? THIS IS A TONGUE IN CHEEK REMARK !! Fdev not to be taken seriously ....
 
why not go the whole hog and ask for a maximum of 720 ton of mats no big ships required and people could finish it in a day ??? would require minimal effort from Fdev shouldnt add any bugs and may well cool off the FC movements for all ??? THIS IS A TONGUE IN CHEEK REMARK !! Fdev not to be taken seriously ....
As always, I feel its bad form asking to take away gameplay rather than broaden existing content. That way folks who do enjoy hauling can fill their boots.
As a solo player, so far, I have been able to accomplish everything I have wanted to do (still a work in progress and the time taken hasn't really bothered me).
But moving forwards I can see me reaching a point where I get bored of simply hauling from A to B, hence the request to add more pathways to progress.
 
As always, I feel its bad form asking to take away gameplay rather than broaden existing content. That way folks who do enjoy hauling can fill their boots.
As a solo player, so far, I have been able to accomplish everything I have wanted to do (still a work in progress and the time taken hasn't really bothered me).
But moving forwards I can see me reaching a point where I get bored of simply hauling from A to B, hence the request to add more pathways to progress.
I think thats always an issue, i mean if you have one system already successful maybe that system helps outfit the next one and so after the 5th system you dont have to do anything?? apart from get people into those systems ?
 
The most exhausting part of all of this is the illusion of the world participating in your endeavors. It's all fake. All of the npc's interacting are just hogging landing pads if you somehow do manage to get people to help you anyway.

We see NPC's in trade ships land and take off from our carriers/stations but the markets never change. No numbers of commodities ever increase/decrease. We can't just park a carrier loaded with goods and set a good price and see them move stuff for us one tiny bit at a time in their little cobra's and sidewinders and feel like we've actually provided something to this cardboard cutout of a universe. We just get type 9s that hog the mailslot while we do all the grind ourselves.
 
Colonisation takes roughly 1h15m of hauling per slot to build up a system, typically.
Exceptions are there if you insist on building a Coriolis or an even bigger asset like a Planetary Port or a Station.

So an average player builds up their S20 G15 system, or 35 slots, in maybe 45 hours.

If they're smart, less then that because they'll have two big ports scheduled at the end as a capstone project.
That's an Artemis Station and a Planetary Port. They're just planned-in and their construction sites are there.
The player namedrops the system in Operation IDA's discord, presents the case, states that if both the Port and the Station come online they'll unlock six refineries worth each -they're seperate planets- and will allow all surrounding systems to be built up faster.

Now the Architect can move on. Maybe OpIDA'll do something with it, maybe not.
That's how it'll go.

Laying the foundation for a system is actually kinda casual-friendly, if you ask me -- and that's a good thing!
 
Let us space truckers have our gameplay loop. You might not like hauling but stop trying to water down our fun.
Er.... ok.
I doubt it ever was going to be completely removed. In fact fdev have already said their happy with it as it is and the beta testing is more about ironing out any niggles and ensuring stability. Rather than any fundamental change.
So l think you can rest assured.
 
Colonisation takes roughly 1h15m of hauling per slot to build up a system, typically.
Exceptions are there if you insist on building a Coriolis or an even bigger asset like a Planetary Port or a Station.

So an average player builds up their S20 G15 system, or 35 slots, in maybe 45 hours.

If they're smart, less then that because they'll have two big ports scheduled at the end as a capstone project.
That's an Artemis Station and a Planetary Port. They're just planned-in and their construction sites are there.
The player namedrops the system in Operation IDA's discord, presents the case, states that if both the Port and the Station come online they'll unlock six refineries worth each -they're seperate planets- and will allow all surrounding systems to be built up faster.

Now the Architect can move on. Maybe OpIDA'll do something with it, maybe not.
That's how it'll go.

Laying the foundation for a system is actually kinda casual-friendly, if you ask me -- and that's a good thing!
I wish that local production was actually beneficial, but at the moment, I have never lacked for materials. I built a solo Ocellus, half by jump hauling, and half by carrier hauling after I decided halfway it would be a time save to get 7 billion in exobio and use one as a hauler. With a 500ly jump range, carving out my own pocket of influence with a massive 150 slot gas giant system and a compact 80 slot with 5 7 slot planets, I'll be making a production center thats 150 ly out in that direction. But to what personal benefit really? A bit of cash for that much effort? I'm unsure I want to put in a whole work week hauling to get a single planet up, 7 various orbitals to allow for 7 refineries, and then a t3 station above it, along with some security stations. Thats 400k tons of materials, 500 trips, doubled for loading and unloading a carrier 16 times, and if I'm lucky with orbits, a round trip time of 5 minutes. So 83 hours for a single planet and the corresponding high tier station. If going just for a coriolis, then 250k materials, 52 hours. This can easily double if the orbits are bad.

An entire work week or two to get a single 7 slot planet up, 1/5 in the system, with 2 more 5 slots to fill out too.
 
I wish that local production was actually beneficial, but at the moment, I have never lacked for materials. I built a solo Ocellus, half by jump hauling, and half by carrier hauling after I decided halfway it would be a time save to get 7 billion in exobio and use one as a hauler. With a 500ly jump range, carving out my own pocket of influence with a massive 150 slot gas giant system and a compact 80 slot with 5 7 slot planets, I'll be making a production center thats 150 ly out in that direction. But to what personal benefit really? A bit of cash for that much effort? I'm unsure I want to put in a whole work week hauling to get a single planet up, 7 various orbitals to allow for 7 refineries, and then a t3 station above it, along with some security stations. Thats 400k tons of materials, 500 trips, doubled for loading and unloading a carrier 16 times, and if I'm lucky with orbits, a round trip time of 5 minutes. So 83 hours for a single planet and the corresponding high tier station. If going just for a coriolis, then 250k materials, 52 hours. This can easily double if the orbits are bad.

An entire work week or two to get a single 7 slot planet up, 1/5 in the system, with 2 more 5 slots to fill out too.
My way forward if really building out a system would be: Build an outpost, then build a Coriolis + refinery to produce the main metals and LOx locally, then start the big station when you have the T3 points and build it gradually.
 
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