Yet still result in a broken system without a viable economy, so why would you want this?That's the point. Far off logistics would require a good amount of coordination and group work. So still very much possible.
Yet still result in a broken system without a viable economy, so why would you want this?That's the point. Far off logistics would require a good amount of coordination and group work. So still very much possible.
In fairness, i drive past 90% of servos, so that makes sense?Given the current jumprange of ships, the current 15ly range will create "highways" with stations rather too close together, most ships will be jumping past several of them with every jump. Like putting motorway service stations a few miles apart.
What do you mean by broken?Yet still result in a broken system without a viable economy, so why would you want this?
Fwiw, storage isn't really a problem, at least for ED as far as i can tell.Assets that will now take up space in servers to some degree.
ED will need a new galaxy soon
I better hurry and start a colony before all the systems get gobbled up then. I don't want to miss out.OMG Yes! At the current rate of expansion of 8,000 systems per week, we'll fill half the galaxy in (opens up calculator app): only 4,807 years!! Crisis!!!
Unless Frontier comes up with a solution for high volume fleet carrier jumps, your suggestion makes fleet carriers inoperable. This breaks a significant feature of the game. And I don't think most cmdrs are interested in vast numbers of cargo trips using an imperial cutter 500 Ly from bubble. Imagine expanding that to 5,000Ly. No thanks!What do you mean by broken?
Raxxla is the answer for everything in EDYou guys are missing the big picture. They always said Raxxla was in the game but no-one had found it. Raxxla has to be close to the bubble because there's no reason for the Dark Wheel to be out in the middle of nowhere. How else to force the playerbase to painstakingly examine every nearby system except to start "colonisation" that can't go further than one system at a time?
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There are many systems in the game outside BGS range from any other.The range of our ships is not the factor for the BGS. Correct me if I am wrong but the state of the system is dependent on the BGS and that has a max range of 20 ly IIRC. Therefore, a system outside of that range would zombify because it cannot thrive.
Sure, but those were deliberately placed by FDev and not coupled to the BGS. The rest is supposed to be dependent on BGS.There are many systems in the game outside BGS range from any other.
Many aspects of these also function abnormally. Within reason, but abnormally nonetheless.There are many systems in the game outside BGS range from any other.
Many aspects of these also function abnormally. Within reason, but abnormally nonetheless.
(FWIW, I don't consider a mission board that generates only one, maybe two different types of mission, 20+ times, to be functioning normally, as an example)
Its never long range stuff.Abnormally compared to regular systems, but they are static, they can't be built upon. And they have their markets, stuff can be bought, and missions, while limited, can generate - normally long range stuff of course.
Tbh... knowing the way faction spawns work wrt the third being your squadron faction/a random... i wouldn't be surprised still if FD's intent is to have these Trailblazer megaships jump to places of- note, in order to mete out how and where people can develop.... and so you can kick off settlements from them.Consider a player built system, with a range of settlements and stations. They could function well enough individually for the builders' needs. And then if a second system gets placed next to it, then those systems' missions will interact.
For example, I want to develop a system over 1000 LY from Sol. Do you think i care if the mission board isn't great or that the stuff being produced is limited? No, because that's not why i want to develop it.
That's not how Robigo works though... and the 15Ly range would also prevent that, unless people very carefully crafted the other systems, and also got lucky with random factions. There's no ability to control that.And that for me, is more worthwhile and valuable than a string of systems with nothing but outposts, which are connected to other systems via the BGS, but ultimately, pretty worthless as systems go. Although, having said that, what these strings of systems are making is a ton of little Robigo type situations, where all missions go to one or two places, which isn't great for the BGS either.
Its never long range stuff.
Tbh... knowing the way faction spawns work wrt the third being your squadron faction/a random... i wouldn't be surprised still if FD's intent is to have these Trailblazer megaships jump to places of- note, in order to mete out how and where people can develop.... and so you can kick off settlements from them.
Edit: it would also explain why the megaships are being delayed till presumably after the beta.
That's not how Robigo works though... and the 15Ly range would also prevent that, unless people very carefully crafted the other systems, and also got lucky with random factions. There's no ability to control that.
Incidentally... now I've seen colonisation working for a while now, I'm 100% convinced the range restriction is an optimisation piece, rather than design. But that's definitely pure speculation on my part from some anecdotal observations.
Edit 2: incidentally, using the Trailblazer megaships as a way to start colonisation of distant areas away from the bubble would also ease market pressures on certain goods.
If only we could all get what we want out of the game.Maybe it is, but i still want that restriction lifiting. Daisy chaining out will be very tiresome.
Current update made fleet carriers inoperable...Unless Frontier comes up with a solution for high volume fleet carrier jumps, your suggestion makes fleet carriers inoperable. This breaks a significant feature of the game. And I don't think most cmdrs are interested in vast numbers of cargo trips using an imperial cutter 500 Ly from bubble. Imagine expanding that to 5,000Ly. No thanks!
Maybe if either (a) Fleet carrier jump volume is fixed or (b) the colony building concept is completely reworked.
Yeah, but the intent would be to create pockets of colonized systems, and then the economy would in theory work as it would in the bubble. Like a if a players creates, a colony economy, then an extraction, then refinery, then an industrial, add in high tech... Etc... the. The missions boards should start working normally.Many aspects of these also function abnormally. Within reason, but abnormally nonetheless.
(FWIW, I don't consider a mission board that generates only one, maybe two different types of mission, 20+ times, to be functioning normally, as an example)
No, it didn't, well, not for me anyway. I've been able to move my FCs around when I needed to, sometimes a long wait, but that isn't unexpected, given how many folk are doing exactly the same.Current update made fleet carriers inoperable...
Colonia was populated with PMF (sadly) not factions from the bubble. (even sadder) But they did create new NPC factions unique to Colonia.Also, we did it for setting up Colonia.
So campaign for FD to do another Jaques stunt?Which brings up another problem. The current colonization mechanics conflicts with current lore on how we can colonize in far remote places.
The reason is BGS and PP restrictions, as we were told all that way in the past...We literally have a tether for no reason other than to restrict movement.
Remember that one time you suggested the 15ly hop process wouldn't affect the servers as it got clogged up with useless stations as players raced to get to where they really wanted to get?I like Frontier's design better than OP's idea, personally. But it's cute how he made a value proposition to them about saving server space.