Elite Dangerous | Colonisation Facilities & Markets

Unfortunately, I cannot influence my NPC pilot to haul a bit, or mine asteroids or something like this.
I can control my ship, my fleet carrier (even if it's supposed to be rented). Why can't a group of players to control its faction? Why can't a player or a group of players control their space station?
The 'philosophy' you've mentioned is not consistent. Player's squads are the same kind of things as minor factions. Player's fleet carriers are the same kind of things as a space station - it can trade, it has services same as placed on stations, etc. So, why we can't own space stations or govern player-created factions?
You're overlooking the roleplay. The major powers have navies, and you and your squadron do not.
 
I love that BGS and colonization are "pointless" because you can't prohibit other players' actions with them. For any complaint I have about other design philosophy by Frontier, this is something they got absolutely right - you can influence things, but you don't own them.
I'm glad there's people who enjoys it as it is. I'm guessing you also enjoy PP. But for many like me, there's no point in "influencing" stuff which have no real repercussions and give us no benefits or advantages. In colonization there are some benefits, but they are tiny and irrelevant and only apply to a single person, so there's no incentive for groups to do it IMO.

In the end they could still add player factions as I suggested and you could still continue role-playing all you want without owning or benefiting from it, so nothing would change in your perspective.
 
Give us things to build that will improve the game in other aspects, like an engineering workshop that gives the architect access to all their currently unlocked blueprints and experimentals in one place. There needs to be a reason to participate in the new game features other than "they're new".
You're builing a colony under contract to a faction. Why would they want you to build such a workshop? This feature is colonisation not player housing, however much people want it to be. What's the reason to participate in exploration or trade or bounty hunting or any other activity in this game?
I've enjoyed the process of colonising and building out a system without any end goal or player utility. Now getting my power to exploit my system just because...
 
You're builing a colony under contract to a faction. Why would they want you to build such a workshop? This feature is colonisation not player housing, however much people want it to be. What's the reason to participate in exploration or trade or bounty hunting or any other activity in this game?
I've enjoyed the process of colonising and building out a system without any end goal or player utility. Now getting my power to exploit my system just because...
I don't know what you mean about player housing? Did I mention something about player housing?
 
Two of my colonies have the primary starport (industrial outpost) orbiting a non-landable body with two orbital slots.
I am reluctant to place any more installations in the system until the rules are clarified.

However, I placed a relay station in the second slot, and the system economy has changed from industrial/colony to industrial/high tech.
Is this expected behaviour? I thought that the purpose of the relay station was to allow subsequent placing of security installations, not to influence system economy.

The industrial outpost has also started producing technology items, which were not available before.
As I can't add any more installations in that location, does this mean that this pair will continue to operate this 'body economy' even if I place other types of installations on, or around, other bodies in the system?

From a self sufficiency point of view this is good, as it increases the number of items I can source locally as I develop the system.
 
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Exactly.Same doubt I have. If this is the current effect, than what about planets that can´t be built anything upon it? Their orbital stations will never have their market up and running? Or should I consider building something not related to market, like a sattelite for exmaple, on these cases? Also, if this is the idea, what are the installations and statiosn taht can be consideredn dull (not market related)?

Also, it really doesnt make any sense all markets and stations not being related. They are on the same system, and even the System Map kind indicates that all bodies in the same line are "connected". It certanily gives his idea.
According to the very first post in thread:
The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.
The important words are "on or around the planetary body". This means that each body, whether gas giant, landable planet, moon, or sub-moon, has an individual economy. If a planet does not have any ground build slots, only the build slots in orbit around that body influence the economy of markets around that body.

This means bodies that have only one build slot must not be markets, or else they will only sell hydrogen fuel and biowaste. If a body has more than one orbital build slot, one of the slots could be a market and the other slot(s) could be space installations that influence that market, although there are fewer space installations that influence markets than there are ground stations.

The consequence of this is that, for colonization, most systems with earth-like worlds, water worlds, and even gas giants to some degree, are less valuable than systems with large rocky and icy bodies. The systems that we have been ignoring in exploration because that aren't even worth using the FSS are now the best choices for colonization.

Frontier may change how this works, and many people are hoping they do. The original point of this thread was to clarify that as it currently stands, economies and markets of build facilities are limited to the body in which they are built upon or built orbiting.
 
However, I placed a relay station in the second slot, and the system economy has changed from industrial/colony to industrial/high tech.
Is this expected behaviour? I thought that the purpose of the relay station was to allow subsequent placing of security installations, not to influence system economy.

Yes, this is expected behavior since the the relay station's economy is hightech and it has a system influence factor.

The industrial outpost has also started producing technology items, which were not available before.
As I can't add any more installations in that location, does this mean that this pair will continue to operate this 'body economy' even if I place other types of installations on, or around, other bodies in the system?

There seems to be a synergy between facilities in orbit with each other and with facilities on the ground of the same planet they're orbiting. In your case, it's high tech items in your industrial outpost. In my case the new industrial outpost has food cartridges and onionhead gamma strain from the get go, most probably because of the medium agri settlement on the moon below. And the synergy appears to be two way, the agri settlement switched from food cartridges & fruits and vegetables to coffee & tea (highly likely in high demand in the outpost above).
 
Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
I'd like to recommend simply giving the players the ability to simply hook up production facilities to markets, via an interface in the architect view. You could allow production facilities to connect to a Hub or Hubs (this giving them a function as their namesake suggests, a Hub) and from there output to outposts, Planetary ports and starports.

Even if it takes a daily or Thursday tick to take effect, it would allow the player to set up how the system's markets work, and have it set and just wait for the tick.

It would also be great if a Cmdr for is the architect of multiple systems that are geographically located to each other, OR is wanting to trade with their neighbors (Friends, fellow cmdrs nearby) allow setting the systems import requests and exports to those systems in question.
 
I just tried it for the first time, selected a system shown as valid target, went to a contact within range, everything checked out seemingly, but upon pressing "confirm claim" all I got was "claim unsuccessful" and the button is now greyed out. No idea what the reason was. It would be great to have some form of information whether there was anything missing or a technical glitch or whatever the cause.
 
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This is only occasionally accurate.

Example 1: Still Landing in Arietis Sector ER-V b2-5, is an Orbis orbiting the main star -- not a body. The only other player-built instance in the system is an installation of unknown type occupying the same orbit, and yet this station is producing gobs of commodities.

Still Landing: https://inara.cz/elite/station-market/721758/

Example 2: My starter Coriolis, Gossamer Landing, was completed on day 5 after the feature launch, and is orbiting a moon around a gas giant in HIP 5710. My first settlement was on the moon below the station, a mining settlement (Seidel Drilling Enterprise), in the only slot available (mind you, the placement of the Coriolis was decided for me). This was completed before the weekly tick that first week. The station still only exports biowaste and hydrogen fuel. The settlement at least seems to be making something useful, microbial furnaces.

Gossamer Landing: https://inara.cz/elite/station-market/686127/
Seidel: https://inara.cz/elite/station-market/695078/

So I do not believe that your statement is accurate in practice. Can we acknowledge that there are bugs that need to be addressed here? Either that, or explain how these two cases can exist in the same universe under the rule you stated in the OP.

As a third example, in the "pre-existing" galaxy, Snyder Enterprise is orbiting a gas giant in TZ Arietis. There are no other orbital facilities around that giant, and Snyder is not orbiting a moon or other body. And yet it has a vibrant, booming supply of commodities in its market.

Snyder Enterprise: https://inara.cz/elite/station/1308/

Are the rules different for pre-existing systems/economies/facilities than they are for player-developed ones? And if so, why? And also if so, what are those rules? Can we finally get a list somewhere that describes how a system economy works together, how (if at all) these various metrics such as security, wealth, development, tech level, etc., play into it?

Because flailing around trying to figure it out for ourselves simply isn't working.
THIS POST IS SPOT ON. Having no clues is very frustrating and I have decided not to progress anything else until I know more (in HIP 114402).
 
I love that BGS and colonization are "pointless" because you can't prohibit other players' actions with them. For any complaint I have about other design philosophy by Frontier, this is something they got absolutely right - you can influence things, but you don't own them.
On that note, I just love how bringing the Trailblazer systems into lockdown had no effect on the megaships. Maybe only after the tick?
 
On that note, I just love how bringing the Trailblazer systems into lockdown had no effect on the megaships. Maybe only after the tick?

I checked HIP 90578 and it's ruled by Brewer Logistics but the Trailblazer Dream stationed there is owned by Brewer Corporation (a different faction). I don't think the Thursday tick is going to change things.

1000002651.jpg


source: https://inara.cz/elite/starsystem/?search=HIP+90578
 
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Wasn't it the same situation with Trailblazer Echo when the CG was basically stopped because of a lockdown?

Ah no, the Brewer faction who owned the CG megaship was also the #1 faction in the system it was parked in. So driving that faction into lockdown took down both the system and the megaship.
 
Ah no, the Brewer faction who owned the CG megaship was also the #1 faction in the system it was parked in. So driving that faction into lockdown took down both the system and the megaship.
I see. According to this:
it was also Brewer Logistics going into lockdown back then, but apparently the Echo was owned by them as well when that happened. Good idea to make the other megaships owned by "Corporation" instead of "Logistics".
 
it was also Brewer Logistics going into lockdown back then, but apparently the Echo was owned by them as well when that happened. Good idea to make the other megaships owned by "Corporation" instead of "Logistics".

Yah, FD got really burned by that incident since they're supposed to know how the BGS works 🤷‍♂️ Guess they were much more careful this time 😁
 
Its a shame that the space bar and refinery show that they have landing pads in the UI however once built you cannot land. So another bar where we cannot get a drink.
 
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