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As long as markets are consuming each others' goods it would be really nice to have a way to tell stations not to adopt certain markets regardless of planet influence or facilities 100K ls away.
I don't think they consume. It's just logically, that a station cannot sell and buy the same commodity at the same time. So goods that should be selled by extraction do not appear on the market, if refinery buys them.
 
I don't think they consume.
There is actually some indicator that the demand numbers do have an effect on station goods availability - eg my mixed refinery/extraction/industrial coriolis (specialized in refinery) has a lot of demand for polymers, liquid oxygen, insulating membrane, copper and aluminium… all of which are not available at the market. However, titanium and steel (which are also consumed by the industrial side) are still available at the station, however not at the quantities expected compared to everything else. And the station does not have any demand for it.

If it were a straight and simple black and white as you suggest… I would not have much of a market at all because all the exports and imports worth caring about cancel out. Yet they don’t completely here.
 
There is actually some indicator that the demand numbers do have an effect on station goods availability - eg my mixed refinery/extraction/industrial coriolis (specialized in refinery) has a lot of demand for polymers, liquid oxygen, insulating membrane, copper and aluminium… all of which are not available at the market. However, titanium and steel (which are also consumed by the industrial side) are still available at the station, however not at the quantities expected compared to everything else. And the station does not have any demand for it.

If it were a straight and simple black and white as you suggest… I would not have much of a market at all because all the exports and imports worth caring about cancel out. Yet they don’t completely here.
But you just confirmed what I said. The goods produced by the economy are not eaten (so you have steel and titanium), they just do not appear in sell and buy lists at the same time. Otherwice one can park his ship at that station and buy/sell goods non-stop and have profit.
 
But you just confirmed what I said. The goods produced by the economy are not eaten (so you have steel and titanium), they just do not appear in sell and buy lists at the same time. Otherwice one can park his ship at that station and buy/sell goods non-stop and have profit.
It is a technicality. Previously when my station was a mixed refinery/industrial due to the accidental application of planetary influences there were just simply no refinery products at all. Now I have some, which suggests a relationship still exists between the supply and demand auto-consuming the respective commodities produced by a station.

Arguing about/discussing what happens behind the scenes just draws away from the - actually important - point that “Industrial from planets destroys refinery completely despite the hard work players put into setting up the refinery”. (As do military and high tech to some lesser extent)
 
As long as markets are consuming each others' goods it would be really nice to have a way to tell stations not to adopt certain markets regardless of planet influence or facilities 100K ls away.
They might as well just let us pick the exact commodities we want to have for sale. For the Sheldons out there: sarcasm.

Numbers need to tweaked, no player switches are needed.
 
I don't think they consume. It's just logically, that a station cannot sell and buy the same commodity at the same time. So goods that should be selled by extraction do not appear on the market, if refinery buys them.
It is only logical on the surface but there is no boost in production from satisfying the demand and the groupings are too broad. So what happens is you end up with useless markets unless you make single economy systems. There is no synergy to it. NPC markets just sell all the goods from all their markets. Player markets sell the tiny fraction of goods not needed by either of their markets.
 
Not quite true either, I’ve seen stations which claim to have a mixed industrial/refinery market but when you arrive there it’s nothing but pure industry. The issue remains with our systems anyway…
Are you 100% sure those are NPC markets. I've done the majority of my from station hauling from NPC mixed markets but from time to time they apply the same crippling logic from player colonies to NPC markets and they lose all their stuff but under normal conditions they sell everything from every market they have.
 
Are you 100% sure those are NPC markets. I've done the majority of my from station hauling from NPC mixed markets but from time to time they apply the same crippling logic from player colonies to NPC markets and they lose all their stuff but under normal conditions they sell everything from every market they have.
Yeah, it was an NPC market. The Coriolis port in the Puikis system (inara market link - "large industrial/refinery") shows Industrial and Refinery in the system map, but when I went there, it was just industrial goods available at the station. With a few exceptions like tritium (which is apparently produced in high enough volume to counter the industrial demand).
 
Forgive if this has been reported before but 2 of my 4 colonized systems have reverted to their day-1 Influence distribution of 60%, 30%, 13%, and 7%. It even added the fourth, Anarchy faction back that wasn't there anymore for nearly two months. My faction still controls the systems but it shows at 13% Influence. Anyone else?
 
I would assume since no mention was made of adjusting the divisor in the conversion of Merits-to-Control Score, that it still remains in effect; a divisor of 4 for most activities.

Prior to the update, earning 100,000 Merits performing some type of reinforcement activity would have netted +25,000 Control Score for those actions where the divisor of 4 holds sway.

Post update, performing the exact same reinforcement activity and in the same quantity, but suffering the new -35% penalty, now only earns 65,000 Merits. This converts into +16,250 Control Score.

Will have to test to confirm, though.
No Agrippa is right.

Let's say one reinforcement activity gave 1k merits and thus 250 CP.

Now: the same activity gives 650 merits but still gives 250 CP. So it doesn't affect players playing the strategy game but forces merit hunters to shift away from reinforcement loops.

The opposite is the case for undermining & acquisition. 1000 merits before -> 1050 merits now -> 250 CP before and after.

So the new divisors are 2.6 merits/CP in reinforcement and 4.2 merits/CP for undermining/acquisition
 
Hi All :)

Good to see that waiting weeks for stations to come online wasn’t solved. Finished my Coriolis last Friday. Weekly tick has not activated it so that’s fun.

Same here, but with loss of shipyard.
I've roughly the same situation with my shipyard here...🧐

My own Coriolis Station (The only station in that system) is still 'online' but after the recent updates the stations shipyard which was active before the update now isn't (greyed out) and my ships docked there have been moved by the update to an adjacent system (not claimed by me) with a station that has a shipyard. The positive (I think) side of this is the Coriolis was producing only hydrogen and biowaste (originally designated a Colony) now produces a decent amount of useful commodity's, Platinum, Gold etc. etc. it's orbiting a HMC world which also has some logic to it as regards the present commodity's (The station is now designated as Extraction).
I kinda get the logic with the shipyard problem, but obviously I've got to find out how to get it back now. I presume one of my next builds in that system might miraculously re-instate the shipyard, but at the moment I haven't a clue as to what type of structure needs to be built next to achieve this. 😣

Jack :)
 
I presume one of my next builds in that system might miraculously re-instate the shipyard, but at the moment I haven't a clue as to what type of structure needs to be built next to achieve this. 😣
I think that much of what we are doing here is still guesswork and likely to change, but a recent video from Mechan says that shipyards need a development level of 35+ before they are available........It seems the bug was that we were given the shipyards too early because we did not meet the requirements.
 
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