Asteroid Base Construction Requirements

Either that or recognize that this is not meant to be a solo activity, and go do it with some friends. It seems to me it would be a whole lot more appealing that way.
Friends? Let me guess, they sell those at Hutton Orbital outfitting...
From Galnet News: New Era of System Colonisation Hailed a Success
  • 26,684 Claims have been made
  • 13,165 Systems have been colonised
Pretty much shows that around 1/2 of the players who have claimed a system found it too boring to haul that much stuff
  • 24,037 New starports and outposts have been built
  • 14,216 Surface installations have been established
And that the other 1/2 likes it so just enough to build 2 installations.

This to me indicates pretty clearly that material costs should go down and/or you should be able to use ingame credits to build stuff.
A 50% dropout rate is pretty huge, especially considering the length of these threads: people really really want to like this expansion.
I guess I'm unusual... I'm nearing 10 installations in, y colony. All solo.
 
I guess I'm unusual... I'm nearing 10 installations in, y colony. All solo.
I think you are unusual. I also completed 10 solo installations yesterday.

Yesterday I wanted to know how the surrounding systems have developed, and what seems to be successful. Using ingame filter maps and INARA to try to help find good colonized systems. After two hours and several dozen systems I gave up. I only found reserved systems, lots with minimal development, and a few with several faciities but nothing examine and get ideas on "what works good".
 
I think you are unusual. I also completed 10 solo installations yesterday.

Yesterday I wanted to know how the surrounding systems have developed, and what seems to be successful. Using ingame filter maps and INARA to try to help find good colonized systems. After two hours and several dozen systems I gave up. I only found reserved systems, lots with minimal development, and a few with several faciities but nothing examine and get ideas on "what works good".
While I don't think that the station material requirements are are terrible, I think a lot of people don't enjoy trucking...

But one thing that will absolutely kill the update is that you have no control over what a system produces and the level of production is very low.

Another thing is that there is nothing, beyond a few credits to give you any reason to build. 5here is no attachment to the system. You build it, make a weekly income and move on.

It costs too much to custom anything other than the main start port. Even if it didn't, naming something isn't much of a reason to continue building and colonization.

I think over all, the update is good, but there isn't any reason to do this repeatedly.

I for one would love a medium star port and planetary base that I Caan land and store multiple ships and modules. Asteroid bases should be about halfway between an outpost and a Coriolis.

The system that I build should be more than a play place for others.
 
But one thing that will absolutely kill the update is that you have no control over what a system produces and the level of production is very low.
In addition to your good points, I think there is also too much mystery mechanics wrapped around massive effort.

This is far too much effort for a regular gamer to try to figure out the mechanics to determine "what works good". By the time the player has finished a large portion of their system it is much too late to realize their choices were not good. Way too disappointing and frustrating. Is a normal player going to go to anther system and start from scratch all over again? Perhaps a few.
 
But one thing that will absolutely kill the update is that you have no control over what a system produces and the level of production is very low.

It's a complete failure. There is no reason whatsoever to become a delivery slave to make a settlement or station magically appear --- since you can't even build it --- which is then taken away from you by some obsolete, irrelevant faction which shouldn't exist in the first place. You get nothing for it (the few weekly credits you get don't matter). You can't run the settlement or do anything with it. The requirements are totally ridiculous and we don't have any ships that would come anywhere close to being up to the task.

I'd sure love to hollow out my own asteroid in some remote system to make it a base for automated mining and as a trading installation and maybe add some more asteroids over time to expand it, to add factories to produce resources for own usage and/or to sell, and to eventually become able to further develop the system over time ... A T9 loaded with a colonisation kit,equipped with special mining lasers and a tractor beam for asteroids would be enough for that; maybe another T9 with machinery to build mining drones in a second step once the asteroid is hollowed out, would be enough.

But no, they went with the worst attempt at an implementation that they could come up with. There is nothing in it and it's nothing but a total disappointment; it's a job for a computer, so better let the NPCs do all the work. It also means that we'll never be able to colonize. It's really sad.
 
In addition to your good points, I think there is also too much mystery mechanics wrapped around massive effort.

This is far too much effort for a regular gamer to try to figure out the mechanics to determine "what works good". By the time the player has finished a large portion of their system it is much too late to realize their choices were not good. Way too disappointing and frustrating. Is a normal player going to go to anther system and start from scratch all over again? Perhaps a few.
What would you consider as 'works well'? It's not like you make any profit except a few credits you automatically get no matter what.

The normal player isn't even gona start in the first place. It's the most futile thing you could do in ED except perhaps crash your ship into a planet.
 
What would you consider as 'works well'? It's not like you make any profit except a few credits you automatically get no matter what.
Works Well = whatever the cmdr was trying to achieve with their system.

I expect most cmdrs that build +4 facilities in a system are trying to grow a productive and successful colony. Not simply playing dollhouse and placing cosmetic items.



Edit: Personally after huge hours of effort trying to develop a high tech and industrial system I would be mighty disappointed if my main facilities primarily produce biowaste and scrap.
 
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It's a complete failure. There is no reason whatsoever to become a delivery slave to make a settlement or station magically appear --- since you can't even build it --- which is then taken away from you by some obsolete, irrelevant faction which shouldn't exist in the first place. You get nothing for it (the few weekly credits you get don't matter). You can't run the settlement or do anything with it. The requirements are totally ridiculous and we don't have any ships that would come anywhere close to being up to the task.

I'd sure love to hollow out my own asteroid in some remote system to make it a base for automated mining and as a trading installation and maybe add some more asteroids over time to expand it, to add factories to produce resources for own usage and/or to sell, and to eventually become able to further develop the system over time ... A T9 loaded with a colonisation kit,equipped with special mining lasers and a tractor beam for asteroids would be enough for that; maybe another T9 with machinery to build mining drones in a second step once the asteroid is hollowed out, would be enough.

But no, they went with the worst attempt at an implementation that they could come up with. There is nothing in it and it's nothing but a total disappointment; it's a job for a computer, so better let the NPCs do all the work. It also means that we'll never be able to colonize. It's really sad.
It's a lot more nuanced than that and we don't know everything about it yet.
 
In addition to your good points, I think there is also too much mystery mechanics wrapped around massive effort.

This is far too much effort for a regular gamer to try to figure out the mechanics to determine "what works good". By the time the player has finished a large portion of their system it is much too late to realize their choices were not good. Way too disappointing and frustrating. Is a normal player going to go to anther system and start from scratch all over again? Perhaps a few.
Yes, you're an architect without any tools. Beyond basic polishing and bug killing, the update needs basic planning tools.
What would you consider as 'works well'? It's not like you make any profit except a few credits you automatically get no matter what.

The normal player isn't even gona start in the first place. It's the most futile thing you could do in ED except perhaps crash your ship into a planet.
It's works in the context game. It's not futile, there just isn't much reason for a player to spend all the time to build it beyond checking off another box.
 
Works Well = whatever the cmdr was trying to achieve with their system.

I expect most cmdrs that build +4 facilities in a system are trying to grow a productive and successful colony. Not simply playing dollhouse and placing cosmetic items.



Edit: Personally after huge hours of effort trying to develop a high tech and industrial system I would be mighty disappointed if my main facilities primarily produce biowaste and scrap.
Well, I know what I would like to achieve, and this extension doesn't have anything to do with it. It's basically the opposite of it.

If you're referring to the question what kind of facility to pick, we'd have to know exactly how economy stuff works to be able make such decisions. But if you start with that, you have to ask why there are only so few facilities per system. Space is vast and you could have many of all types, and it would be reasonable to keep them connected because transporting stuff with tiny ships is a major blocker and not very secure or reliable. How would it make any sense to produce scrap on a planetary outpost and then transporting it to a refinery somewhere else that melts it down into raw metals which then would be transported somewhere else again to produce consumer goods? You'd preferably do it all in one place.

How well do you think a system that doesn't have plenty of local resources would fare? Where are the considerations in regard to that in this extension?

There's also the question where all the people to live and to man a facility, or several, are supposed to come from. What's the population of a Coriolis station? Considering their size, there would be a couple million people in every one. Otherwise it would be deserted and, below a certain limit, out of order because there won't be enough people to run it. Where do they all come from? Either you somehow have enough people or there is no point in setting up facilities, so that would be one of your first considerations to make long before claming a system. Look around, people don't have children anymore for lots of reasons even now, and it would take a lot of time for them to grow up. What about child care and teachers?

So far, I've only seen large numbers for required materials. Where are the numbers for the required people? How do you make people come and stay in your system and how do you haul them there? With --- if the numbers they published are true, and I have my doubts that they are --- so much competition between all the new facilities that suddenly popped up, there has to be a big shortage of people.
 
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It's a lot more nuanced than that and we don't know everything about it yet.
Nuanced in which way? You waste your time and money to haul ridiculous amounts of resources in yet another horrible grind for nothing.

It's fair enough that we don't know everything, but the way this goes so far is the opposite of what it should be. They're probably not going to drop it and start over to do it right.
 
Well, I know what I would like to achieve, and this extension doesn't have anything to do with it. It's basically the opposite of it ....

I have no idea what you are trying to say.

Have you built a system with +4 facilities? If so, were you just playing dollhouse, placing cosmetic items in nice places around your system? Or were you trying to create a functional colony of some sort?
 
Nuanced in which way? You waste your time and money to haul ridiculous amounts of resources in yet another horrible grind for nothing.

It's fair enough that we don't know everything, but the way this goes so far is the opposite of what it should be. They're probably not going to drop it and start over to do it right.
Everything, in every game you've ever played is a waste of time and money... The update works because it does what it say it does, which allows a commander to build a system, just like every other system that's in game.

Beyond bug fixes and polishing, it's lacks a way to plan that includes what you need to add to achieve a specific goal.

But beyond that, complaining the it takes a lot of resources to build a station seems rediculous to me. Sure, you can complain about the amounts it takes, but complaining that you have to haul a lot of stuff, in a game that's about flying a space ship, is like doing exploration and complaining that you need to do a lot of jumps to get to Sag A.

I don't like exploration, I think it's tedious and boring, so I avoid exploring. Simple.

You do have a point about the reward for building a system, but what would be the proper reward? A million credits a a week? A billion? Credits are meaningless in the game.

I'd argue that it should tie deeper into the game, but what, I don't know. I will work to bring my power into the system, but even that won't add much to my gameplay
 
I have no idea what you are trying to say.

I'm suggesting that they should let us build our own stations and settlements at places of our own chosing. Start small by letting us find suitable asteroids we can hollow out with the right equipment and use as a base for automated mining. Let us expand that over time by bringing in more asteroids. Let us build stations we own and run ourselves, and let us actually build them the way we want them instead of just making prefabs magically appear which we don't own and with which we can't do anything with. Let us do that without insane grinds. It doesn't need to take more than 500-700t of cargo to make an hollowed-out asteroid habitable and maybe another 600t to bring in the equipment to start and automated mining facility.

It could be a lot of fun and it's even what people might actually do.

Have you built a system with +4 facilities? If so, were you just playing dollhouse, placing cosmetic items in nice places around your system? Or were you trying to create a functional colony of some sort?
No, why would I ever consider undertaking such a stupid, useless grind?
 
I'm suggesting that they should let us build our own stations and settlements at places of our own chosing. Start small by letting us find suitable asteroids we can hollow out....

No, why would I ever consider undertaking such a stupid, useless grind?
Okay, so this update does not add a feature to the game you are interested in. That's fine, that's okay. Remembering of course this is a free update. Not a paid-for expansion. Instead of hijacking this thread maybe you should start your own thread discussing your topic.
 
I'm suggesting that they should let us build our own stations and settlements at places of our own chosing. Start small by letting us find suitable asteroids we can hollow out with the right equipment and use as a base for automated mining. Let us expand that over time by bringing in more asteroids. Let us build stations we own and run ourselves, and let us actually build them the way we want them instead of just making prefabs magically appear which we don't own and with which we can't do anything with. Let us do that without insane grinds. It doesn't need to take more than 500-700t of cargo to make an hollowed-out asteroid habitable and maybe another 600t to bring in the equipment to start and automated mining facility.
Now you make sense in the fact that you can have a dialog about ideas, but just calling it stupid and horrible doesn't advance the conversation.
 
From Galnet News: New Era of System Colonisation Hailed a Success
  • 26,684 Claims have been made
  • 13,165 Systems have been colonised
Pretty much shows that around 1/2 of the players who have claimed a system found it too boring to haul that much stuff

Or, some part of that 1/2 are taking their whole 4 weeks to finish and not hauling until their joysticks go limp.

This is far too much effort for a regular gamer to try to figure out the mechanics to determine "what works good". By the time the player has finished a large portion of their system it is much too late to realize their choices were not good. Way too disappointing and frustrating. Is a normal player going to go to anther system and start from scratch all over again? Perhaps a few.

That's the main reason I haven't jumped in right away. I'll wait for other people to make all the mistakes, and maybe FDev to fix some of the glaring issues.
Also, the system I really want is ~500 ly from the closest inhabited system and there's no way I'm building at least 36 other stations to get that far.
 
Everything, in every game you've ever played is a waste of time and money...

That's not true.

The update works because it does what it say it does, which allows a commander to build a system, just like every other system that's in game.

It says "System Colonisation puts you at the helm of universal expansion for the very first time". No, it puts us at the helm of our T9 and forces us to source and haul large amounts of cargo in ships that are in no way up to the task. And that is all it does, it makes us delivery slaves and we get nothing for it.

Beyond bug fixes and polishing, it's lacks a way to plan that includes what you need to add to achieve a specific goal.

It lacks fun gameplay. We already know how to haul cargo. Where are the interesting quests, for example?

But beyond that, complaining the it takes a lot of resources to build a station seems rediculous to me. Sure, you can complain about the amounts it takes, but complaining that you have to haul a lot of stuff, in a game that's about flying a space ship, is like doing exploration and complaining that you need to do a lot of jumps to get to Sag A.

You've missed the fact that we're not building anything. We merely grinding to haul lots of resources to a construction site where eventually yet another prefab like every other will magically disappear. We don't even own it and we can't do anything with it. So what's the point?

If you like space trucking so much then how about this: If it becomes possible to claim systems again, I make a claim and you do all the hauling it takes. How much fun is that?

Why can't we just hollow out a nice asteroid for ourselves, build it up as we like, and maybe expand from there?

I don't like exploration, I think it's tedious and boring, so I avoid exploring. Simple.
That train of thought just leads to avoiding all games altogether.
You do have a point about the reward for building a system, but what would be the proper reward? A million credits a a week? A billion? Credits are meaningless in the game.
The reward is fun and interesting gameplay. Being forced into being a delivery slave is not fun. I don't need to build a system. It may go that way over time when more possibilities are implemented. It can start small, would be much easier for the developers to do and way more fun.

I'd argue that it should tie deeper into the game, but what, I don't know. I will work to bring my power into the system, but even that won't add much to my gameplay
Exactly, it doesn't make for good gameplay at all. With this extension, a player doesn't need to do anything beyond making a claim, pick what should be placed and then the NPCs and drones can do all the work just fine. Omit the silly grind. If you want to haul cargo, you can do that all day long if you like without this extension.

After all we are supposed to be the architects at the helm of colonozition who can ignore that there are not enough people around to colonize the systems. We certainly can't be bothered to do any of the work ourselves, which is limited to hauling cargo.

How many architects have you seen who drive the dump trucks between the sand pit and the construction site themselves, for day after day?
 
Okay, so this update does not add a feature to the game you are interested in. That's fine, that's okay. Remembering of course this is a free update. Not a paid-for expansion. Instead of hijacking this thread maybe you should start your own thread discussing your topic.
It's not only that, it means that we'll never be able to build our own stations. They'll just say that you could already do that. It's not fine at all.

It doesn't matter if the extension is something to pay for or not. This thread is about asteroid base construction. Why would I make another one about the same topic?
 
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