Asteroid base,outfitting empty after 2 weeks

So I built my base,it activated fully next week. With a tech level upgrade it got more ships for sale.
But outfitting is completley empty... Sure its an extraction economy,but ZERO modules ?
People say tech level affect availability of modules and ships,but outfitting is disabled?
 
You have to build up the rest of the system. The more you build, the busier the system becomes. It follows real world logic. Tiny town with a tiny population won't have the same goods available as a big city.
 
People say tech level affect availability of modules and ships,but outfitting is disabled?
That's a reasonable first guess based on what "tech level" did in the previous games in the Elite series, but it's not absolutely certain, ED outfitting stock is a lot more complex than in the previous games, and there's a lot more research to go yet.

There is evidence from other aspects of ED that Wealth might also be a relevant statistic (The Boom state increases Wealth temporarily, and also tends to improve outfitting stock a little at some NPC-built stations)

(And it's quite possible that the others matter as well - or maybe they don't...)
 
That's a reasonable first guess based on what "tech level" did in the previous games in the Elite series, but it's not absolutely certain, ED outfitting stock is a lot more complex than in the previous games, and there's a lot more research to go yet.

There is evidence from other aspects of ED that Wealth might also be a relevant statistic (The Boom state increases Wealth temporarily, and also tends to improve outfitting stock a little at some NPC-built stations)

(And it's quite possible that the others matter as well - or maybe they don't...)
Yeh, tech, wealth, and development levels might all play a part.

Only way to work this stuff out is to go ahead and upgrade those values.
 
That's a reasonable first guess based on what "tech level" did in the previous games in the Elite series, but it's not absolutely certain, ED outfitting stock is a lot more complex than in the previous games, and there's a lot more research to go yet.

There is evidence from other aspects of ED that Wealth might also be a relevant statistic (The Boom state increases Wealth temporarily, and also tends to improve outfitting stock a little at some NPC-built stations)

(And it's quite possible that the others matter as well - or maybe they don't...)
In particular... i wonder about the superpower influence on fittings and ships.
 
Remember when we used to complain the game was Broad but not deep.

Suddenly opening the can of worms on how the economy of the game actually works suddenly shines a spotlight on a whole bunch of details we had no idea about
Thing is, for a lot of the people who've "done the BGS thing" for a while now, these things have been known about, and known to be totally static and hidden away. Within that, there's been a lot of desire for these to be dynamic, and for game loops to influence things to create a more lively and dynamic universe that actually presents dynamic opportunities to be discovered, rather than the "Go to X in state Y for Z profit" setup we have now.

Unfortunately, the desire for this side of the game to be fleshed out more gets drowned out by the cries for things like Odyssey, FCs and, these days, ship interiors. In a world of finite resources, "why not both" simply doesn't work here... but I'd have gladly given up all those for these things to create a truly dynamic populated bubble, with opportunities to be discovered on the regular.

But that's also at the root of requests like "Make more CMMs/insulating membranes spawn!"... that's actually unnecessary... and it's just people realising there's more to the markets and mechanics than people first thought.
 
You have to build up the rest of the system. The more you build, the busier the system becomes. It follows real world logic. Tiny town with a tiny population won't have the same goods available as a big city.

That's one of the reasons I wonder, does having an ELW in a system give you a boost? I mean is it an automatic population builder, hence making the system busier without a lot of effort?
 
That's one of the reasons I wonder, does having an ELW in a system give you a boost? I mean is it an automatic population builder, hence making the system busier without a lot of effort?
We don't know yet, but it would be great if that was the case. I have a terraformable HMC in my system, saving a building slot on it for an eventual terraforming building later.
 
there is nothing in the outfitting,that doesnt make sense. Visit a small pre colonization system and you will have small cargo racks etc for sale.

My system score is 40 at last weekly reset.
 
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