It's in the game though. Accompanying every item description is information about where its in supply and demand. If not there then there's also the galaxy trade filters and other options.Which just backs my point that there needs to be information in game pointing you to this as currently unless you are in a station that either consumes or produces said product there is zero information available.
no its ours, our names on it, only we get the benefits of a discount, only we may rename them, only we may put things to be built and we even get paid for it, nobody else does and we even BRING OUR SQUADRONS MINOR FACTION WITH US.
it is our system and even the wording fdev has used says as much, you need to get the "you own nothing" thought out of your head because its not true no matter how much you want it to be.
Full stop, any system you colonize is yours, the owner just doesn't get off scott free for being a public nuisance.
Edit: i forgot, we even pay credits to claim rights to a system further insinuating it is ours, the more you know.
it isn'tno its ours,
as the architect, not the owner.our names on it
i can get discounts from a business too. Doesn't mean i own the business.only we get the benefits of a discount,
Sounds like a standard contract to construct to me. Are you familiar with those? (That's a genuine question; if you aren't explains why you might not understand this)only we may rename them, only we may put things to be built and we even get paid for it
The faction ddoesn't belong to your squadron. Your squadron just supports them., nobody else does and we even BRING OUR SQUADRONS MINOR FACTION WITH US.
which wording?it is our system and even the wording fdev has used says as much,
except it is true, no matter how much you want it to not beyou need to get the "you own nothing" thought out of your head because its not true no matter how much you want it to be.
Not true. If builders build a house for me, they don't own it after. Unless of course, i fail to pay for goods and services.... noting we get paid to deliver the goods.Full stop, any system you colonize is yours, the owner just doesn't get off scott free for being a public nuisance.
Yes... that's a pretty standard contract arrangement.Edit: i forgot, we even pay credits to claim rights to a system further insinuating it is ours, the more you know.
Even worse when you think you have built one thing but it turns out to be something else, I now have two comms installations where one of the should have been a relay installation and a scientific installation that should have been a satellite installation.Another little quality of life suggestion is:
Could the default station names reflect what the station type is rather than a random name. Its getting a little difficult to remember what I have built and where. I don't think this will cause anyone any issues because I see the option to generate a random names is present for each station as a freebee, which means anyone that does not like it can change them using that (or pay to make their own name of course).
I'm building the initial outpost for the claim system like I basically explained.What are you building? An Outpost can easily be done casually, solo in 7 days without a carrier, if your only looking at a couple of jumps i would argue its quicker without one.
O7
That should not happen. That whole idea of "incentivize other players by giving them a cut" can and will be abused. Where do you know that an architect is guaranteed a certain amount like its a fixed number and not in integer based on functions and arrays?I think commanders who contribute to the construction of a system should get a cut of the profit as well. System architect is guaranteed 10% (20%? 30%?) but any commander who contributes at least X level of materials also gets a cut. They contribute 10% of the total mats in a system then they get 10% of the credits - If new things get built and they fall below 10% of total mats contributed their cut goes down or if it goes below the minimum threshold they stop getting a cut. If they contribute 20% they get 20%. Maybe cap it at a non-system architect can only get 50-80% of the system revenue?
This also incentivizes the system architect to do something more than just claim a system - they also have to contribute to get the benefit.
If FDev wants this to be a community game I think this would be a great way to incentivize players to contribute to systems they are not the architect in.
Also a way for commanders to "leave a note" in an architect system like "build out X in this system to generate Y missions or trade routes etc. Some sort of poll/comment for the architect? This may help give direction for architect systems rather than mis-mash systems with no clear direction.
ThanksNo. Despite what it says when you build them, Installations and Surface Hubs do not have landing pads.
So the annoying thing about the "inhabited" filter fire colonization is that bundles standard (non- built) systems, colonisation with no construction, and colonization with construction, all under the one filter.It could be nice having a new category in the colonisation filter of the galaxy map which would show all colonised systems, regardless from which player is the architect. It could have 2 benefits :
1) We could see the player-made expansion of the Bubble. This would renforce the feeling of being part of something greater/a community/the galaxy/etc/.
2) Benevolent players could seek sites under construction in those system if they want to help the local architect build their stations (they will still need to go there to see if there is any construction site, but at least it would speed up the process to find colony under some progress).
That is a display bug, although a very confusing one. What you built under the game hood is still what you built and accurate as far as requirements and affects go. I have a similar situation where I build a relay installation and it showed up as a comms installation when I view it in the game. Then when I went to build a security installation, which needs a relay, it allowed the construction even though visually it didn't look like I had a relay in the system.Even worse when you think you have built one thing but it turns out to be something else, I now have two comms installations where one of the should have been a relay installation and a scientific installation that should have been a satellite installation.
I will finish my Coriolis then stop till the bugs are worked out.
It's in the game when you can find a station that buys or sells it, the construction facility gives no such information, thus a crapshoot to try and find that information.It's in the game though. Accompanying every item description is information about where its in supply and demand. If not there then there's also the galaxy trade filters and other options.
I hope they can reduce it. My most recent settlement had a neat little crater 100+ meters away from it that got flattened too.I've noticed that ground settlements result in flattening a large amount of nearby terrain, which can be a pain if you're trying to put a settlement in a location with a nice view of mountains or what have you.
Any chance that the area affected can be reduced or is it already at the minimum?