Ha. I'm just wondering if it's even a viable position."On fire? Oh, don't be such a baby! You'll be able to scoop fuel for the rest of eternity!"
Flimley
Ha. I'm just wondering if it's even a viable position."On fire? Oh, don't be such a baby! You'll be able to scoop fuel for the rest of eternity!"
Seems to be a bug that won't allow some CMDRs to build there. Even when selected. (wonder if that only happens when there is an asteroid field in slot 2)How close are starports to the local star when in the first position? Do we go on fire??
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Finding surface refineries is easy. Finding in-space refineries is even easier. I think you need to add "not using Inara" to your gameplay?At least add the megaships with CMM composites and insulating membrane for god sake.
The information is sparse , I completed many different installations , surface settlements, outposts and have no ship yard to store ships , this lack of information of how to obtain the facilities that are necessary for efficient gameplay is diabolical . and frustrating . I completed a large surface port that took many hours , no ship yard , no commodities even though planet has many refineries and industrial settlements with no missions . Waste of time and effort to pay to have a name on one facility with a system name that no one would visit .Greetings Commanders,
With the launch of our Trailblazers update we will be bringing System Colonisation to Elite Dangerous! The launch of System Colonisation will be as a live Beta for the feature, allowing us to review data and make adjustments over time. This is a significant update to Elite Dangerous and whilst we are very happy with the feature we do understand that some fine tuning may be required initially.
Though this is a Beta it will be on the live version of the game and any actions/progress made will NOT be wiped unless a significant issue is identified. Here is a brief explanation of how the Beta works:
What the System Colonisation Beta is
- Feature complete
- All actions/resource payments made are final and will not be refunded
- A period where we can monitor data and make balancing adjustments
What the System Colonisation Beta is not
- A work in progress
- There will be no progress wipes
- There will be no resource refunds
The aim of the Beta is to gather data and feedback specifically focused on resource balancing. We are happy with the System Colonisation feature itself and whilst we are always happy for you to share your feedback the aim of this Beta is aimed firmly at resource balancing and not changes to the feature itself.
To help us in our balancing we will be using this thread for you to share your feedback on the following areas:
As always you are welcome to share additional feedback on the forums or to raise an issues you encounter on our Issue Tracker.
- Amount of resources required
- Amount of time/distance taken to complete tasks
If you use the new Refinery contacts, you can mine your aluminium and whatnot just fine and when you drop it off at the construction, it doesn't care whether you bought aluminium or mined bauxite and refined it, so I'm unsure what you want to change here? If you want to mine metals for your Outpost, you can. It will take you a lot longer than buying it though, so you'll probably be wishing you were space-trucking after cracking your fifth space rock...For miners, why not missions to mine and deliver goods, possibly using the new refinery contacts, that are nearly as effective advancing the progress bar as hauling?
I got 3 spots there before the first planet, wich is at 39Ls. When I put down an Orbis in the 3rd slot it ended up being 2.19Ls from the starHow close are starports to the local star when in the first position? Do we go on fire??
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Works fine (for me), I got an ORbis in the 3rd of the 3 slots I got before the first planet (see above). I have no belt thoughSeems to be a bug that won't allow some CMDRs to build there. Even when selected. (wonder if that only happens when there is an asteroid field in slot 2)
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After clik on the system in claim contact I can't see any details here.... multiple stations/accounts, the same problem.
I've come to realise - after years of deliberately avoiding external tools to use trade - that there is an intended discovery path for trade. If you use the Commodities screen properly and you use all the depth that's there, you can discover a hell of a lot about surrounding systems and make intelligent decisions about trading.Reality is, while all the materials are available in spades (and CMMs/Insulating Membranes number in the hundreds of thousands across the bubble, and up to tens of thousands in a given station)... people have never had any game loops that need them to master how commodities work in the game, and so it's a problem space the community at large is totally unfamiliar and unprepared for.
Kinda is integrated though, for a change!There are people who do understand these things, and for them this is all very easily navigable... and so it really boils down to the integration of this feature with the rest of the gameplay and how it all fits together.
This is mostly fair but I'm not sure what needs improving in the market tools, except perhaps better ways to interrogate your own history. It is a bit stupid that there's no easy way to look up where you bought that coffee last time a mission popped up for it.As I've said a few posts back, I just hope FD take this as the impetus to A) Improve the market tooling, and B) Rebalance the economy...
Same, I really hope FDev don't cave in on that.and not C) Just spam more item spawns like they've already done with CMMs. It's a very surmountable problem that the game does nothing to prepare players for, and that is the core problem.
That is exactly my point, mining should be made to be a viable strategy for building a station, at least for all the raw and refined goods needed. Maybe not quite as a efficient as hauling, but much more efficient than it currently stands.If you use the new Refinery contacts, you can mine your aluminium and whatnot just fine and when you drop it off at the construction, it doesn't care whether you bought aluminium or mined bauxite and refined it, so I'm unsure what you want to change here? If you want to mine metals for your Outpost, you can. It will take you a lot longer than buying it though, so you'll probably be wishing you were space-trucking after cracking your fifth space rock...
I was talking about the very first slot closest to the sun.Works fine (for me), I got an ORbis in the 3rd of the 3 slots I got before the first planet (see above). I have no belt though
edit: I can only assume the asteroid belt isn't counted as a slot, so the asteroid belt would f.ex. be the 4th slot, if you got 3 slots plus the asteroid belt
The star fills the entire view from my Construction Ship (which is pointing right at it when you're on the landing pad!) And I'm in the fourth slot out.How close are starports to the local star when in the first position? Do we go on fire??
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When a Muon Imager came up as a build need for me I had never heard of it. Since it sounded like tech I when to a High-Tech system, landed somewhere, navigated to the item in the sell part of the market, then looked at the right side of where I could buy it (from the also produced by data). I was able to get some right away in about 15 minutes have no idea what they were or where they were. Maybe I was just lucky but I've used that for many things that seemed obscure and it's served me well so far.Some resources are really hard to find. There should at least be some in-game assistance, as having to rely on external databases like Inara just to locate essential commodities feels excessive.
Examples:
• Emergency Power Cells are produced by High-Tech and Refinery systems within 30 light-years of the Akhenaten system.
• The Muon Imager was also pretty epic to find.
This probably doesn't address your thoughts but I've been considering the visual NPCs ships doing exactly that but in a hidden way that doesn't affect my list. I realize you mean it should affect the list of material needs but I consider the list to build something small compared to role play real needs so I fill that discrepancy gap with the NPC deliveries I see. I grant that's just mental fun and not related to game play like you were mentioning though.Maybe the NPC ships landing at the construction site should be able to contribute in some way. A larger facility could be completed over time—even if it takes several months—without requiring the player to do all the hauling alone.
I built a relay station then a security station and the system went to high security.So I did a little math and there is a path to cheaper security, but not with any docking platforms. I'm not in agreement about our RL analogy. Rate of return on R&D is typically 5-25% per dollar invested.
Here is some math on the costs per pip.
T1
T1 Comms Installation (Pistis, Soter, Aletheia) Security +1 High Tech +3 Commodities Cost 6,721
That is a cost of 2,240 commodities per pip of High Tech and 6721 per pip of Security.
T1 Orbital Outpost Scientific (Prometheus) +3 High Tech Commodities Cost 18,988
That is a cost of 6,329 commodities per pip of High Tech
T1 Orbital Outpost Military (Nemesis) +2 Security Commodities Cost 18,988
That is a cost of 9,494 commodities per pip of Security
T2
T2 Orbital Installation Medical Station (Asclepius, Eupraxia) +3 High Tech +5 Standard of Living 10,081
That is a cost of 3,360 commodities per pip of High Tech and only 2,016 per pip of Standard of Living
T2 Orbital installation Security station (Dicaeosyne, Poena, Eunomia, Nomos) +8 Security (but requires a Relay Station + 1 Security 6,721 Commodities Cost) +3 Standard of Living, For a commodities cost of 10,082 (Total of 16,803).
That is a cost of 1867 per pip of Security. and 5,601 per pip of Standard of Living.
So to secure your system it looks like Relay station -> Security Station is the optimum path.
I've come to realise - after years of deliberately avoiding external tools to use trade - that there is an intended discovery path for trade. If you use the Commodities screen properly and you use all the depth that's there, you can discover a hell of a lot about surrounding systems and make intelligent decisions about trading.
Someone upthread (or maybe the other thread) did make the point that you can't look up anything on that screen unless there happens to be supply of it or demand for it, but you know what, that's fine, because the economy types versus import and export do make some kind of sense, so if you need to find Fruit and Veg, you're gonna need Agricultural systems. So find one using the galmap and then when you get there, you have the tools the first place you dock in-system to work out where everything is in the rest of the system.
This is the intended trading game. It's actually Inara that broke it, not FDev.
(There is a big fat hole in the in-game experience which is the whole Rare Goods thing which is totally undiscoverable without external tools. Putting it in PP 2.0 without fixing that gap and then breaking PP 2.0 anyway is pretty poor, BUT the point is Trailblazers does the opposite of that and doesn't step on the Rare Goods landmine either.)
Trailblazers introduces gameplay which forces you to build up your trading-fu, not use external tools. This is a feature. It's brilliant. And then they have also added the Refinery Contact, which fixes a gap in gameplay and roleplay - the credits don't have to make sense, it's not there to grind out cash, it's there to let you get aluminium when you can only find bauxite.
And this finally demonstrates the issue with "why can't I build a colony where I damn want" - well, the constraint is if you go too far from established infrastructure in the Bubble then guess what, it gets more difficult. This is also a good piece of roleplay.
Kinda is integrated though, for a change!
I get what you're saying, but I don't think there was any obligation on FDev to say "hey, you're gonna have to actually understand the trading gameplay to do trading." The Commodities screen is the one screen in the whole thing that makes sense as a UX nearly everywhere, there isn't a whole lot broken in the UI either, and it prompts you to go find things you would not find otherwise.
This is mostly fair but I'm not sure what needs improving in the market tools, except perhaps better ways to interrogate your own history. It is a bit stupid that there's no easy way to look up where you bought that coffee last time a mission popped up for it.
I don't think they should be adding "how to find stuff cold from 100ly away" because that's never been intended gameplay and it still isn't. I think the perceived desire for that is more another case of the core game being fairly well designed around 20ly ish and then the commodity range for a ship slowly inflating to 35ly and beyond...
No, CMM was a problem because there were dozens of people in the same areas doing exactly the same thing. This led to random reductions in amounts that can easily lead to not being able to get any in a given gaming session ....totally wasting the players time and ing them off because they had no way to avoid that. It was turning into a game of luck or just forcing them to go much further away for items in the hope some other areas wasn't being strip mined.With my first system, once I was in trucking mode, I just made sure to visit every system that was within one hop, just in case there was something I needed. And in most cases there was. I think a lot of the CMM Complainers have just failed to do that, even regardless of any more intelligent use of the Market.
I'm sure there are deserts here and there in the Bubble with no surface refineries but really not many of them, if you settle there, Cmdr, that's on you.
Same, I really hope FDev don't cave in on that.
Is there anything you like about Elite Dangerous? genuine question.to what end ? you can toil for hours "discovering" trading info around you as you try to be smart about where you're jumping to avoid just blindly wandering around and spend an entire game session getting nothing done but "research" ...or you can use an interface made by someone who cares about their user's time and just shows them where what they want is (but has to use a roundabout crowd sourced third party setup to do so).
it would be one thing if there was interesting and fun gameplay involved in this "research" phase. But it's not. it's just repetitive tedium. The deep screens in the galaxy map are not good interfaces.
I shouldn't have to navigate into the galaxy map to deal with trade. I should be able to, right from the commodity board, get a list of nearby sources (that i can actually land at in my current ship) and click on them from there to plot a course and be done. That would be a smart interface. People dont use the in-game "tools" because A. they didn't always exist and B. they aren't good. Better than nothing, sure, but people make better ones as a side project with little issue. Fdev should be able to do better.
And when they dont carry barely any stock and you've now wasted valuable time with nothing to show for it? Good game design would make everything you invest time to do have some benefit. If i need a particular item, the trade mechanic doesn't let me benefit in any way unless i am going to a place that has that particular item. I dont gain some needed resource while i "research" trade in places that end up not having it. The most elite does is send a pirate to semi-randomly interdict you if you have cargo ...but that's -ALWAYS- just a nuisance. Killing them or escaping them gives the player nothing of value to compensate them for the interruption and the interruption is all that much more annoying when the very act of traveling in the game is tiresomely repetitive and offers nothing of value to do.
there's a reason why people use third party sites to avoid this "in game discovery of trade". It's not good gameplay. it eats valuable time for nothing.
Fdev made it poorly and that drove people to create all of these external sites. The economy is fake, shallow and there's no real gameplay involved in trading. So these commodities become just things to acquire to get something you actually want instead of the transport of those things being the game.
That's not inara or the player's fault. That's fdev's. Players going to play the game. If there's a huge portion "doing it wrong" that's the game's fault.
rare goods, another example of timesink gameplay and zero imagination. It's rare cuz we only let players get like 4 units per 10 min or whatever. What else do they do? Oh...they're worth a little more the further you take them. So if i take them across the galaxy i'll be insanely rich? No, it's capped. But i'll still get rich? No, it's much easier to get rich mining platinum anywhere in the entire galaxy. So what's the purpose? exactly.
No it literally doesn't force you to not use external tools. it just ensures players experience an even worse experience as they visit systems that are randomly depleted that isn't something they can tell before wasting their time going there. Lets get this real clear, players (the normal players). are going to use the tools that make the best use of their time in the game to avoid all of the boring parts as much as possible and are the easiest to use. That is not the in-game galaxy map trade buttons and such. It's not a matter of being a master at trade or not that changes that. Fdev would need to redesign how trade works so that players do not have to waste time with uneventful time-sinky travel to systems to just find out it doesn't have what they need.
No it isn't. Dude. . role play ? You're in a universe where your ship can jump 50 ly in a single bound (and not empty while doing it) or 500 ly or whatever in a fully loaded carrier. It makes no sense at all in "roleplay" for colonies to be limited to 16ly. None. Zero. And from a non-roleplay gameplay perspective, you're just forcing players to participate in creating colonies they dont want. Why would any of that make sense? There's a practically unlimited number of stars in the galaxy, there's no reason to limit players. The game is like 10 years old. There's no grand plans that players are going to conflict with out in deep space. Drop the sector permits, drop the limitation for colonization and let players do what they want and have fun in this game while it's still relevant to play.
i'm not sure what game you're playing that this intended gameplay of "finding things out thru traveling to places yourself and using their "put information 6 menus deep everywhere" ui is good. It's not. It would make sense if travelling in the game was good gameplay, but it's not. It's loading screens and uneventful time sinks waiting to get to another station and pointless interruptions by interdictions randomly interspersed. none of which add any value to the player or enrich the game experience. They just serve to add more time sink to the desired activity.
So no, your take on what fdev's intended thing for players to do is correct. But fdev's game mechanics very often do not value player time or reward it in any meaningful way and players do and should circumvent that poor design whenever and however they can.
No, CMM was a problem because there were dozens of people in the same areas doing exactly the same thing. This led to random reductions in amounts that can easily lead to not being able to get any in a given gaming session ....totally wasting the players time and ing them off because they had no way to avoid that. It was turning into a game of luck or just forcing them to go much further away for items in the hope some other areas wasn't being strip mined.
The amount of player blaming for a game's bad design is really funny here. "obviously there was no problem because i was doing stuff in some other random area on the surface of a multi-thousand ly sphere in the game and didn't have a problem sourcing items in my particular gaming schedule (potentially while other players are asleep, etc)...so they're probably all just not doing it right".
That and CMM's were surface only items and that goes back to travelling being only a time sink and not functional gameplay to be enjoyed. It's a couple more steps to get to do the exact same thing done in orbital stations but taking longer. Not appreciated.
I'm sure fdev wont fix things so you dont have to worry there. But where we differ is that i dont think it's a matter of some ideological vision on the game's mechanics and more that they just dont have the resources to refactor all of the likely hardcoded and interwoven parts of the game that would need to be adjusted to do so at this time. And i dont think they've ever had it since leaving kickstarter. much of these game mechanics are the placeholder mechanics that existed then and have just been left mostly as-is with some expansions built on them. The only hope on really fixing things in-game is to open up the game to third party servers and modding.
but i think if you believe that the way colonization succeeds is by players "getting gud" at playing elite the "fdev way" then there will be very few players that see the mechanic as successful. Sort of the same way PP was for half a decade (if not still is). Sure there will be a minority of people who enjoy it, but it will have not delivered anything close to its potential and most players will end up not really participating unless it becomes aggressively easier to circumvent the time sinks or space trucker repetitive activity. we'll see this initial activity spike that will never happen again and some initial bridges to some nearby nebulas and maybe colonia and then once those are done, it'll drop off a cliff. The 16ly limit is pointlessly kneecapping the mechanic, the space trucker mechanic is boring and unnecessarily repetitive. The surface station items are acutely annoying for the previous reason. The UI is unintuitive and looks like the design was chosen out of what was convenient for them rather than what would work best for players . The rewards for participating are entirely meta and imaginary. The amount of personalization is lacking to bolster those meta reasons to participate. And the effort has little to no effect on how the existing game plays because you're just adding copies of types of systems to a game in an area of the galaxy that already has thousands of such systems all within the volume of a few jumps of most of the game's ships.
Is there anything you like about Elite Dangerous? genuine question.