Elite Dangerous | Trailblazers Update 3 - Wednesday April 30

I know you guys want us to fight but this is getting crazy. This will make it dead easy for the larger Powers to obliterate smaller ones.
Perhaps rather than thinking of it as "defense/offense was completely balanced before, and now they are going to unbalance it to favor offense", maybe it could be thought of as "currently defense/offense is too unbalanced in favor of defense, so now they are rebalancing it to incentivize system takeovers."
 
Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back
Please be aware these are estimated times and are subject to change.

Features of Note:

Colonisation

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
  • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
    • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
    • Supporting Facilities includes Settlements, Installations and Hubs
  • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
    • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
      • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
      • In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
    • Weak links are created between ports and supporting facilities located on different bodies within the same system
    • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
    • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • Multiple economy types can be present in a port. If additional economy types are present at a port via links, this will proportionally introduce trade of commodities represented by these additional economy types.
    • The below infographic details these links in action:View attachment 427470
    • Body 1 has a facility on the ground and in orbit, with a tier 1 and tier 2 port also in orbit
      • Strong links are created to the tier 2 port, as this is the highest tier port around this body
      • Weak links are created to the port on Body 2
    • Body 2 has a ground port and a facility in orbit
      • The ground port receives weak links from the body 1 facilities and lower tier port
      • A weak link is created supplying the tier 2 port at body 1
  • These links will be retrospectively created for all existing colonised systems during the patch downtime
  • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
  • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:
    • Agriculture economy:
      • Boosted by:
        • Orbiting an Earth like world
        • On or orbiting a terraformable body
        • On or orbiting a body with organics
      • Decreased by:
        • On or orbiting an icy body
        • On or orbiting a planet that is tidally locked to its star
        • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
    • Extraction Economy:
      • Boosted by:
        • In a system with major or pristine resources
        • On or orbiting a body with volcanism
      • Decreased by:
        • In a system with low or depleted resources
    • High Tech Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
      • Decreased by:
        • Nil
    • Industrial and Refinery Economies:
      • Boosted by:
        • In a system with major or pristine resources
      • Decreased by:
        • In a system with low or depleted resources
    • Tourism Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • In a system with a black hole
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
        • Orbiting a water world
        • In a system with a white dwarf
        • In a system with a neutron star
      • Decreased by:
        • Nil
    • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
  • Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
    • These overrides are as follows:
      • Black holes, Neutron Stars, White Dwarves
        • HighTech
        • Tourism
      • Brown Dwarves and all other star types
        • Military
      • Earth like worlds
        • Agriculture
        • Hightech
        • Military
        • Tourism
      • Water world
        • Agriculture
        • Tourism
      • Ammonia world
        • HighTech
        • Tourism
      • Gas giant
        • HighTech
        • Industrial
      • High metal content and metal rich world
        • Extraction
      • Rocky ice
        • Industrial
        • Refinery
      • Rocky​
        • Refinery
      • Icy
        • Industrial
      • Has rings (includes stars with asteroid belts)
        • Extraction
      • Has organics
        • Agriculture
        • Terraforming
      • Has geologicals
        • Extraction
        • Industrial
    • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes

  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.
Port Customisation

  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts
Powerplay

  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
    • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
    • Defensive actions (Reinforcing) will result in -35% merits gained.
      • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
      • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
    • Arissa Lavigny-Duval
      • Acquisition: Collect Escape Pods → Sell commodities for large profit
    • Aisling Duval:
      • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
      • Reinforcement: Collect Escape Pods → Reboot mission completion
      • Undermining: Collect Escape Pods → Hand in salvage
    • Edmund Mahon
      • Undermining: Collect Escape Pods → Hand in salvage
    • Felicia Winters
      • Acquisition: Collect Escape Pods → Sell mined resources
      • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
    • Yuri Grom
      • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
    • Nakato Kaine
      • Reinforcement: Collect Escape Pods → Hand in salvage
      • Undermining: Collect Escape Pods → Hand in salvage
    • Pranav Antal
      • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
    • Both have received an increase to merit reward rate
  • Added Undermining/Reinforcement multipliers to Merit notifications
  • Added reference to Undermining/Reinforcement multipliers in help screens
  • Improvements to PowerPlay 2 galaxy data transfer between servers and client
  • Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
Issue Tracker Fixes:

  • Fixed instances of stutter during general gameplay
  • Fixed instances of disconnects when jumping to supercruise or hyperspace
    • We will continue to monitor data and reports following these fixes to ensure both issues are now fully resolved. Please continue to report any further instances where this occurs.
  • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
  • Fixed Crash to Desktop when plotting route near permit locked systems
  • Fixed issue where the concord cannon could not be reloaded
  • Fixed the Gamma settings window getting stuck on screen
  • Adjusted the Corsair heat dissipation
Bug Fixes:

  • Fixed the hitcheck on the Corsair's side engines
  • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
  • Fixed Corsair engine sounds being too loud when rolling at maximum speed
  • Fixed instances of colonisation contact missing from list of contacts
  • Fixed instances of missing construction points
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
  • Fixed Planet ports not selling more than 3 commodity types
  • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
  • Fixed instances where constructions could not be renamed
  • Fixed incorrect images being shown in facility construction selector
  • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
  • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
    • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
  • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
  • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.
Hi,

with this "fix" for Powerplay you break it. Since you reward even more the undermining 1 hour before the tick with settlement data. PLEASE limit the amount of settlement data to 20 for each commander, because right now one CMDR has about 300000 Merits he can drop 1 hour before the tick with a 5% increase you make it even worse and than a 35 % decrease for defense the reinforcement system system which takes month to get it to fortified and you can loose it in 1 hour before the tick. WHY investing all this time to build it up. You block storing powerplay goods on Fleet Carrier which can only be used for specific systems. BUT you do not block settlement data which can be stored by 1000 and worth more per data as powerplay goods and can be dropped at many different systems. Do you want to force everyone to do settlements, I avoid all settlement play since it is NOT in VR. Having this EXTREME in balance of settlement data and all the activities in space is just not fair. Limit the settlement data which can be stored per CMDR than at least it can be seen before the tick that defensive action is required to prevent the system from taken away. DP lost the last couple weeks several system with this kind of Control Points bombing in the last hour 150000 Control Points in 1 hour. HOW should anyone defend this? Please lower the possibility to store so many data for each CMDR. Undermining should be a process a fight going back and forth and not a snipershot before the tick. With all the other activities, bounty hunt, donate, trade, power goods, holo hacking wreckage and scanning. I just manage around 10000 control points a day when I grind really hard, so how shall anyone count 150000 control points within one hour? And each of these activities are shown 1 hour later in the system. Settlement data/goods not since you can store 1000 of them so it is not balanced at all.
You need 333000 Control points to get a system to fortified, and now you want to decrease the amount of points you get by 35%, HOW many month should players invest into one system to get it to fortified, just that it drops to unoccupied within 1 hour before the tick.
 
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Lovely to read as I come off shift!
Bit bleary eyed - can we delete/ decommission misplaced installations now come patch day? Thanks v much. Im off to bed!
 
We will have to wait and see how it pans out, but the description of the link mechanic makes me think, that it’s no longer necessary to have the ports in Slot 0 for them to be influenced.
Yeah I was thinking about this. The primary ports (biggest) will get most of the influence from the built facilities that influence industry. Secondary ports (ie smaller ones) seem to mostly be influenced by local body type and then the general system outcomes - but this then also feeds up to the primary? So building local hubs etc will lead to the primary getting a big modifier but the secondary will be that passive planet/system influence. If it is all additive then it could lead to a lot of interesting markets with a range of goods.
 
Great news! Good work!
Now can you please increase the colonization range a lot so we can get to the galactic core in our lifetime?
Star density near the core is around 10 million stars per cubic parsec. By contrast, the density of stars in the Sun's neighborhood is only 0.2 star per cubic parsec.
It's getting embarrassing living out here in the boondocks. All my alien friends just cant be bothered to come and visit.
 
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On another Note, I welcome the chance to customise our Stations, even though it's just the Paintjobs. Though at one point I hope we'll be able to choose the Interiors as well. I'm missing my Palm Trees and smooth clean Looks of the Service Economy, and it doesn't look like the Interiors will change with the Type of Economy most prevalent in a Station by default.
 
Great news! Good work!
Now can you please increase the colonization range a lot so we can get to the galactic core in our lifetime?
Star density near the core is around 10 million stars per cubic parsec. By contrast, the density of stars in the Sun's neighborhood is only 0.2 star per cubic parsec.
It's getting embarrassing living out here in the boondocks. All my alien friends just cant be bothered to come and visit.
I don't know about you, but I personally would love to build somewhere far away from a supermassive Black Hole that is the Center of our Galaxy. Plus everything is so darn bright there from all the Stars, makes one get Migraine insanely fast.
 
does the weak link introduced economy eat into some of the commodities though?

example your main port is 100% refinery, and a weak link economy of Industrial from another planet 200000 ls away enters the port and totally eradicated the metal production.

Yes, this is one of the key questions together with population and growth. This basically comes down to a design choice.
Does FD want to incentivize building mixed systems?
Or does FD want to incentivize specialization?
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.

This is the part that has largely gone unnoticed so far. Am really looking forward to playing around with it.

What is meant by "fully operational"? No idea. That we weren't able to "build fully operational economies" until now, is not the result of the current system, more of the bugs. Stations not working, settlements and ports not offering enough commodities. The "delayed economy influence" bug ( please confirm when you encountered that your builds did not include the latest economy influence in your station: https://issues.frontierstore.net/issue-detail/75021 ).
What is meant by "first month"? No idea. Will this be the first month of the system being colonized, or the first month of a port / facility being added?
What is meant by "population associated with that facility"? No idea. Could be a station specific variable, could be the local zone, could be the system.
 
Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back
Please be aware these are estimated times and are subject to change.

Features of Note:

Colonisation

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
  • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
    • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
    • Supporting Facilities includes Settlements, Installations and Hubs
  • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
    • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
      • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
      • In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
    • Weak links are created between ports and supporting facilities located on different bodies within the same system
    • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
    • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • Multiple economy types can be present in a port. If additional economy types are present at a port via links, this will proportionally introduce trade of commodities represented by these additional economy types.
    • The below infographic details these links in action:View attachment 427470
    • Body 1 has a facility on the ground and in orbit, with a tier 1 and tier 2 port also in orbit
      • Strong links are created to the tier 2 port, as this is the highest tier port around this body
      • Weak links are created to the port on Body 2
    • Body 2 has a ground port and a facility in orbit
      • The ground port receives weak links from the body 1 facilities and lower tier port
      • A weak link is created supplying the tier 2 port at body 1
  • These links will be retrospectively created for all existing colonised systems during the patch downtime
  • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
  • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:
    • Agriculture economy:
      • Boosted by:
        • Orbiting an Earth like world
        • On or orbiting a terraformable body
        • On or orbiting a body with organics
      • Decreased by:
        • On or orbiting an icy body
        • On or orbiting a planet that is tidally locked to its star
        • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
    • Extraction Economy:
      • Boosted by:
        • In a system with major or pristine resources
        • On or orbiting a body with volcanism
      • Decreased by:
        • In a system with low or depleted resources
    • High Tech Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
      • Decreased by:
        • Nil
    • Industrial and Refinery Economies:
      • Boosted by:
        • In a system with major or pristine resources
      • Decreased by:
        • In a system with low or depleted resources
    • Tourism Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • In a system with a black hole
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
        • Orbiting a water world
        • In a system with a white dwarf
        • In a system with a neutron star
      • Decreased by:
        • Nil
    • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
  • Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
    • These overrides are as follows:
      • Black holes, Neutron Stars, White Dwarves
        • HighTech
        • Tourism
      • Brown Dwarves and all other star types
        • Military
      • Earth like worlds
        • Agriculture
        • Hightech
        • Military
        • Tourism
      • Water world
        • Agriculture
        • Tourism
      • Ammonia world
        • HighTech
        • Tourism
      • Gas giant
        • HighTech
        • Industrial
      • High metal content and metal rich world
        • Extraction
      • Rocky ice
        • Industrial
        • Refinery
      • Rocky​
        • Refinery
      • Icy
        • Industrial
      • Has rings (includes stars with asteroid belts)
        • Extraction
      • Has organics
        • Agriculture
        • Terraforming
      • Has geologicals
        • Extraction
        • Industrial
    • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes

  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.
Port Customisation

  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts
Powerplay

  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
    • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
    • Defensive actions (Reinforcing) will result in -35% merits gained.
      • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
      • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
    • Arissa Lavigny-Duval
      • Acquisition: Collect Escape Pods → Sell commodities for large profit
    • Aisling Duval:
      • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
      • Reinforcement: Collect Escape Pods → Reboot mission completion
      • Undermining: Collect Escape Pods → Hand in salvage
    • Edmund Mahon
      • Undermining: Collect Escape Pods → Hand in salvage
    • Felicia Winters
      • Acquisition: Collect Escape Pods → Sell mined resources
      • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
    • Yuri Grom
      • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
    • Nakato Kaine
      • Reinforcement: Collect Escape Pods → Hand in salvage
      • Undermining: Collect Escape Pods → Hand in salvage
    • Pranav Antal
      • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
    • Both have received an increase to merit reward rate
  • Added Undermining/Reinforcement multipliers to Merit notifications
  • Added reference to Undermining/Reinforcement multipliers in help screens
  • Improvements to PowerPlay 2 galaxy data transfer between servers and client
  • Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
Issue Tracker Fixes:

  • Fixed instances of stutter during general gameplay
  • Fixed instances of disconnects when jumping to supercruise or hyperspace
    • We will continue to monitor data and reports following these fixes to ensure both issues are now fully resolved. Please continue to report any further instances where this occurs.
  • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
  • Fixed Crash to Desktop when plotting route near permit locked systems
  • Fixed issue where the concord cannon could not be reloaded
  • Fixed the Gamma settings window getting stuck on screen
  • Adjusted the Corsair heat dissipation
Bug Fixes:

  • Fixed the hitcheck on the Corsair's side engines
  • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
  • Fixed Corsair engine sounds being too loud when rolling at maximum speed
  • Fixed instances of colonisation contact missing from list of contacts
  • Fixed instances of missing construction points
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
  • Fixed Planet ports not selling more than 3 commodity types
  • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
  • Fixed instances where constructions could not be renamed
  • Fixed incorrect images being shown in facility construction selector
  • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
  • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
    • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
  • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
  • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.
These "if this body is this its gonna make this colony port have this economy" type of overrides and all the other effects should be visible in game. When you are trying to build a port or whatever it should there say "if you build this type of port/settlement/instalment on this planet/star etc its gonna inherit these and these economies at 0.25 rate or whatever (yea we need to see numbers too)" Instead of having to make more and more spreadsheets

Please implement ingame indicators and also implement the numbers so we dont have to go to player journal and try to reverse engineer how the mechanics works please
 
Hi All :)

  • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
    • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body

I'm still not clear with what happens, or what you should do if your initial port placement (The one that is given to you by default when you first claim a system) is placed around a single unlandable planet with no other local moons or planets associated with it.
For example, a Coriolis Station I built (Pepys Relay In the system Hip 90024) is orbiting around a high metal content world (non landable) with an atmosphere, but with no other planets associated with it directly, is designated at the moment to be a Colony producing Hydrogen and Bio waste.. There are other planets in the system though, with one terrestrial water world, a terrestrial ammonia world and various other planets, some landable ones, some with and some without atmospheres.
In this case there are no 'local' planets associated with this default planet, so how do you ascertain what to build next (and where) in that system to create a strong link to that Coriolis station?
Any clarification would be most welcome.

Jack :)
 
Hi All :)




For example, a Coriolis Station I built (Pepys Relay In the system Hip 90024) is orbiting around a high metal content world (non landable) with an atmosphere, but with no other planets associated with it directly, is designated at the moment to be a Colony producing Hydrogen and Bio waste..

The HMC planet should override your Coriolis's Colony typing and introduce an Extraction economy after next Wednesday's patch. Whether it will be fully extraction or extraction/colony is something we'll have to see next week.
 
Hi,

with this "fix" for Powerplay you break it. Since you reward even more the undermining 1 hour before the tick with settlement data. PLEASE limit the amount of settlement data to 20 for each commander, because right now one CMDR has about 300000 Merits he can drop 1 hour before the tick with a 5% increase you make it even worse and than a 35 % decrease for defense the reinforcement system system which takes month to get it to fortified and you can loose it in 1 hour before the tick. WHY investing all this time to build it up. You block storing powerplay goods on Fleet Carrier which can only be used for specific systems. BUT you do not block settlement data which can be stored by 1000 and worth more per data as powerplay goods and can be dropped at many different systems. Do you want to force everyone to do settlements, I avoid all settlement play since it is NOT in VR. Having this EXTREME in balance of settlement data and all the activities in space is just not fair. Limit the settlement data which can be stored per CMDR than at least it can be seen before the tick that defensive action is required to prevent the system from taken away. DP lost the last couple weeks several system with this kind of Control Points bombing in the last hour 150000 Control Points in 1 hour. HOW should anyone defend this? Please lower the possibility to store so many data for each CMDR. Undermining should be a process a fight going back and forth and not a snipershot before the tick. With all the other activities, bounty hunt, donate, trade, power goods, holo hacking wreckage and scanning. I just manage around 10000 control points a day when I grind really hard, so how shall anyone count 150000 control points within one hour? And each of these activities are shown 1 hour later in the system. Settlement data/goods not since you can store 1000 of them so it is not balanced at all.
You need 333000 Control points to get a system to fortified, and now you want to decrease the amount of points you get by 35%, HOW many month should players invest into one system to get it to fortified, just that it drops to unoccupied within 1 hour before the tick.
I have more to complain about space combat for undermining...

- NPC spawns (dropping in SC, at the nav beacon or in the POIs) is just too random and totally unpredictable. More over, NPCs behave like lobotomized lemmings and, with the exception of some POIs like the Powerplay Convoys etc where wings of Anacondas can appear, the rest is not challenging and not funny.

- Ground undermining activities have to be replaced by Powerplay Settlements where it is possible to collect data but also to accomplich other specific types of missions / activities (even combat related). As of now, given the borked C&P, anarchy settlements are the main source of ground undermining merits... as these represent the real weak link in the current framework.

- C&P is borked for undermining (and not only)... ALL POWERPLAY GROUPS have complained about how it has been implemented as it generates frustrating situations, where players can't dock at their starports and so on (see also above the linkage to ground settlements). That also has bad effect on reinforcements... so another reason why we do need powerplay specific settlements/ground POIs.

- Powerplay Conflict Zones... these suffer of issues of instancing (NA players have to use VPNs), appearing and disappearing using different game modes -> FIX THESE FOR CONTESTED ACQUISITIONS.

I have many other points to discuss, but these are the most relevant ones given the incoming changes.
 
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