Elite Dangerous | Trailblazers Update 3 - Wednesday April 30

Went through the Listing in regards to what inherent Colony Economy Stations would get changed to, and it seems to be missing a Type. Or at the very least I can't spot the line where a Water Giant is mentioned. Anyone else got a better pair of eyes? Mine are pretty old and fuzzy.
 
Remember that undermining faces the System Strength Penalty and Beyond Frontline Penalty for a system, which can be up to a 60% combined penalty (and very easily 35% or more) - so this only makes undermining easier than reinforcement, all else equal, for a Standard:Standard system.

On top of that, there's still "not all else is equal".

1) As you note

... it's still going to be the case that reinforcement activities are generally intrinsically easier, safer, more suited to applying your Power's rank bonuses to, and generally more possible to do "while existing" in your own Power's space, rather than undermining that will take a specific effort and plan. Giving a slight relative boost to the baseline score for undermining probably won't go anywhere near far enough to compensate for that, but it's a step in the right direction.

So far the ratio of reinforcement to undermining, galaxy-wide, has been between 10:1 and 15:1. This is not going to change that to anywhere near even.

2) There's still no strategic incentive to Undermine.
- you don't directly benefit in any way from another Power being smaller
- you only very lightly benefit from your own Power being bigger (unless you support Delaine, or your Power is below 100 systems for a trade-focused power or down to its HQ only for a combat-focused one)
- there are thousands of Acquisition targets available to each Power to gain territory without contest (whereas gaining territory via Undermining involves first Undermining the target, then Acquiring the system yourself, all against likely opposition from the other side)

3) There's still the player tendency to focus on defence first rather than offence and be very risk-averse and loss-averse. So there's a strong chance that many player groups will respond to this by saying "we have to do even more reinforcement in case we get attacked" and therefore spending about a third less time undermining - which the 5% boost won't compensate for at all.
(See also: there are various worries about undermining now becoming overpowered; reinforcement has been obviously and clearly overpowered for months without any complaints at all. The "undermining data snipe" gets a lot more worry than the outright exploits possible for reinforcing systems)

Ultimately, though...

Powerplay is supposed to be the game's Competitive Feature™. It's not supposed to be about 12 Powers peacefully expanding their own influence on a first-come first-served basis, it's supposed to be about the 12 most ambitious and powerful politicians in the galaxy struggling for supremacy.

So for that to work it needs to encourage players to attack the positions of other Powers. That shouldn't be seen as a negative thing - people can still approach that competition sportingly and with good humour - but it's a feature about competition rather than cooperation. (Colonisation seems to be providing plenty of scope for cooperation, peaceful building up, etc. though the "first come first served" aspect is of course causing some contention)

It's going to take a lot more changes than this to make Powerplay into an actual competition and 12-way brawl, which Frontier know. And there's certainly as you say more balancing and debugging work to be done to get features more even in terms of merit generation per time. But having sold Powerplay as the competitive feature they need to try to get that competition moving on a big picture level.


This change alone is far too small to do that. The smallest Power still has 127 million control points worth of strength (87 million of which are in Fortified or Stronghold systems)
Total weekly undermining across all 12 powers is just 3-4 million CP a week - and that couldn't all be piled onto the weakest power without getting heavy Beyond Frontline Penalties - so even if this change were to encourage all undermining-active players for all 11 other Powers to strike down Torval (unlikely!), it'd take them over half a year to do it even with the new 5% bonus.

It's something which Frontier will need to consider as they introduce more incentives to attack, certainly.
Hopefully, we should have a framework where the frontlines will change shape more frequently with systems falling and contested wars on the follow.
 
Went through the Listing in regards to what inherent Colony Economy Stations would get changed to, and it seems to be missing a Type. Or at the very least I can't spot the line where a Water Giant is mentioned. Anyone else got a better pair of eyes? Mine are pretty old and fuzzy.
Water giants are not mentioned specifically, so unless otherwise noted I would think they count as gas giants.
 
  • Re-enabled rare good merit rewards
  • Fixed instances of stutter during general gameplay
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs

These three fixes in particular are a great relief for me: I can finally unload my carrier without loosing a lot of work and one of my systems is still waiting for a military hub. Not to mention the stuttering bug.
Very much appreciated, thanks a lot!
 
I do hope there is an upgrade installation option at some point. Start with outpost and upgrade to coriolis station
Don't think that would work as they are completely different style systems. I could see an upgrade option to go from small Coriolis to larger ones with farm rings and such. Or go from small pirate outpost to larger science outposts. But structurally speaking they are very different and would need a complete rebuild to change.
 
For those complaining about systems that they're architects of becoming "bricked", this should be considered a feature. Expansion of a frontier is never perfect and often faces dead ends and unforeseen problems. These systems will give the expanding bubble idiosyncrasies that will make it feel more organic and less designed.

Nobody should want cookie cutter systems in every direction, variety is interesting.
 
Now that it's no longer a question of youth research and my seven-year-old grandson is explaining to his father about settling, it won't be long before it's possible in the Colonia bubble.
One system colonisation contact would be enough for me. An outpost needs about 19,000 tonnes of material. Some of it is already up here. I'll get the rest from the bubble.
The Carrier almost 25,000 tonnes. Enough space for tritium to get there and almost back. If I fly into the bubble empty, I can load enough tritium for the return flight.
So what's the problem? Except that it turns into work.
 
Good day,


I’m excited to hear about the upcoming changes to colonization and I appreciate all the hard work that has gone into improving the experience. However, I do have a concern that I’m hoping someone can help me with.


Please treat me like the kid sitting in the back of the classroom asking the obvious questions.


I currently manage two systems. The first I started at the beginning of the colonization phase but ultimately abandoned due to persistent market issues. A month later, I started a second system, with much greater success. It’s this second system that I’d like to discuss:


System: Col 285 Sector XA-D c13-20
(I’ve attached screenshots to assist.)


The system is composed mostly of High Metal Content worlds. My goal has been to create a self-sustaining market with the required metals to support ongoing colonization efforts without needing to frequently leave the system. Here’s the current setup:


  • Planet A-2
    • Extraction settlement
    • Refinery Hub
    • Uncompleted Industrial settlement
    • Orbital Government Installation
    • Coriolis Starport (produces metals; Extraction/Refinery economy)
  • Planet A-3
    • Extraction Hub
    • Refinery Hub
  • Planet A-4
    • Industrial Planetary Outpost (produces mostly machinery and industrial goods)
    • Refinery Hub
    • Orbital Mining Outpost Installation
  • Planet A-5
    • Extraction settlement
    • Refinery Hub
    • Mining Outpost Installation
    • Coriolis Starport (produces metals; Extraction/Refinery economy)
  • Planet A-7
    • Extraction settlement
    • Two Refinery Hubs
    • Commercial Outpost (produces metals; Colony/Refinery economy)

This system has been part of an ongoing experiment to figure out how to kickstart a Refinery economy across multiple Starports and settlements. Over the past month, the system’s economic state has shifted several times—from Extraction/Refinery, to High Tech/Refinery, and now to Industrial/Refinery.


My concerns with the upcoming changes are:


  • Will all of my Refinery Hubs now become useless ("dead in the water") because they are built on High Metal Content worlds instead of Icy worlds?
  • Will the Starport markets I worked to build up still produce metals, or will they be wiped out/reset by the changes?

I appreciate any clarification you can provide. Thank you again for your time and for continuing to improve the colonization experience!


o7
 

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Interesting (colonisation) update, but maybe a bit complicated.
  • I think it's a bit strange that extraction isnt boosted by a HMC or MRW planet though.
  • Will reserves/resources that are pristine always stay pristine or will they change/decrease over time? What will then happen to the economies/facilities that are boosted by that?
  • Why do volcanism boost extraction?
  • Do organics force a terraforming economy even if the planet isn't labelled as terraformable?
  • Would also be interesting to see numbers on how much different conditions boost certain economies/facilities (10%, 20% and so on).
I also agree with people that it should be possible to change and upgrade facilities and ports (maybe even downgrade). Should maybe not be possible to delete them when they are built and finished though (but probably before), as I imagine that could cause some issues in the game.
 
Remember that undermining ...

Much appreciate everyone's comment, yours in particular, Ian.

I have thousands of hours taking positive actions in BGS and I really like that. My "undermining" consists of working harder towards the faction I want to help. Even in Powerplay, I've managed to not do much of illegal activities but instead work on positive actions to improve my Power's standing. With all of that the same, my efforts to reinforce systems will be cut by 35%. I would be much better off going to my neighbor's system and setting it on fire. That'll get me merits, and also fines, bounties, dropping my reputation with the BGS faction, and possibly affecting their system influence. I'm not doing that.

This all helps, thank you. I'll wait for FDev to one day fix the Power reward packages so I can take my money and mats out and make it easier to quit Powerplay altogether.
 
Interesting (colonisation) update, but maybe a bit complicated.
  • Will reserves/resources that are pristine always stay pristine or will they change/decrease over time? What will then happen to the economies/facilities that are boosted by that?
  • Why do volcanism boost extraction?
IIRC I've never seen solar system reserves level diminish over the years, so until we see indications of this, which would require an absolutely massive effort of extraction on planetary scales, reserves are assumed to be permanent.

Volcanism brings up magma from below the surface, and that magma can contain metals and minerals that are difficult to get at otherwise. When the magma cools down it can be handled more safely for extraction of said metals and minerals.
 
IIRC I've never seen solar system reserves level diminish over the years, so until we see indications of this, which would require an absolutely massive effort of extraction on planetary scales, reserves are assumed to be permanent.
Then again, we will get fluctuating Population Levels from the next Update onward, and even though they didn't say it, depending on the System State they probably could also stagnate. Could also apply to the Resources, though maybe on a much slower scale. After all, Humanity is a bottomless Pit when it comes to wanting more and more.
 

rootsrat

Volunteer Moderator
Having a proper read - I must say this shapes to be a great patch!

Massive props to FDEV for listening to player feedback and changing how the system development works, despite earlier stating that Colonisation is feature complete and the beta is only for balancing purposes. One more thing I would personally LOVE to see is an ability to block the incoming link(s) in Ports to give us more granular control over that aspect of the game.

Question - does the fact that you are unlocking the economies and population growth mean that Trailblazers is now out of Beta and considered as released?

The change to Powerplay merits is really welcomed, I'm not super involved in it, but it does seem a bit... static at times. Thanks for turning on rare commodities trading too - I was waiting for that! Removal of escape pods is curious, but good to see varied gameplay introduced in its place. I was holding off with engaging with PP2 due to lots of stuff being switched off, but now I will be finally able to get into it properly!

The last year was impressive, but this year really shows FDEV coming back on track with the development of Elite. This makes me super happy and quite confident in the game's future. Let's go 3311 and beyond!
 
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