If you want an economy, the industrial or science outposts at least give you something of a market. Also, they give tech level boosts.
If you want an economy, the industrial or science outposts at least give you something of a market. Also, they give tech level boosts.
My uninformed and wildly speculative opinion is that Frontier want to keep details of Vanguards, etc, secret until the big reveal.OOh I was expecting those, for sure (did coding long enough myself), but I also expected a at least minimum of communication from FDev as they called it a Beta and asked for feedback. But thats a two way road and until now I don´t see ANY oncoming traffic.
The oyster-principle is fine and OK if you would unveil any fun-stuff, gimmiks, easter-eggs etc., but here we are talking about a complete lack of feedback from the ones which were asking for the same.
edit: don´t get me wrong - I do not expect an essay about what and how they want it to work and how they intend to fix it. But at least an acknowledgement " eehrm - yep - noticed, thats a bug/not intended - working on it, can take xxx days"...
Yes.If you want an economy, the industrial or science outposts at least give you something of a market. Also, they give tech level boosts.
No. Domino's has to keep customers.they act sometimes like them, but FDev isn´t Dominos
As far as my own colonies are concerned, I'll maybe claim the odd new system and prepare but not finish (leaving 1 ton remaining to be delivered) economic buildings/orbitals, until we're getting signs that things have been fixed to a satisfactory degree.
It might be worth logging a ticket for that, they seem to have changed how stations come online.Its been 3 whole weeks already, that's why I'm asking, thought it would've been done by now
Conversely, I assume a non-persistent NPC in an instance-based game split across three distinct modes, and where those NPCs only exist in the vicinity of you, the player, are nothing but window dressing.Well yes, you assume those NPC ships that jump in, supercruise through the system and dock at your stations are bringing in raw materials.
Yes, there are many things that work.On the bright side, there are quite a lot of things that generally DID work:
Yes.
Nevertheless, as long as everything is 95% refinery commodities in colonization, nothing but Refinery economy matters.
For starter those outpost have measly output , no where near enough commodities for next build anyway(something like adv catalyst, robotics , computer components , generators etc etc when you need 98 but the outpost only has 24). Theoretically ideally I rather raise security to high to lower the annoying pest looking at my tasty cargo to minimum; from 1 every 3 run at low to 1 every 10-15 run at high.If you want an economy, the industrial or science outposts at least give you something of a market. Also, they give tech level boosts.
After several weeks, and some improvements, those outposts are able to cover the non-refinery construction needs of building.For starter those outpost have measly output , no where near enough commodities for next build anyway(something like adv catalyst, robotics , computer components , generators etc etc when you need 98 but the outpost only has 24). Theoretically ideally I rather raise security to high to lower the annoying pest looking at my tasty cargo to minimum; from 1 every 3 run at low to 1 every 10-15 run at high.
And unless Fdev fix this issue , primary port would just be placed in further inconvenience spot anyway. So better just slap a military outpost there and forget about it.
Huh, really? How so? I know drought would cause issues for Tritium... and perhaps it would neuter refinery/industrial supplies that would counter a drought... but interested to understand what other issues it might cause? I thought Agri economies would be hurt most of all..Until the BGS state of drought hits, which seems to be the Achilles heel of refinery & industrial economies.
Yes, there are many things that work.
You can daisy chain. Build up system stats.
Key Issue: Everthing relies on Refinery Hub + Economy Influence + Colony Stations to produce 95% of commodities.
No Refinery, no building. It all becomes a supply chain problem, and the only way to fix your supply chain is a Fleet carrier. You cannot reliably produce Aluminium, Steel, CMM Composites, Titanium. We sit in the sandbox, and we have an excavator, but no shovel and no rake.
Quick (?) Fix:
1. Rebalance Numbers away from 95% refinery.
2. Create construcions:
95% Refinery? Ok. Why not. Realism probably. But then we need a few more shovels than just a Fleet Carrier.
- Refinery Outpost
- Extraction Outpost
- Refinery Orbital Economy Influence
- Industrial Orbital Economy Influence (because Refinery Contact)
- Refinery Settlement
3. Bugs fix priority
We needs some of our tools to really work reliably.
1. Economy influence needs to work again. Local body is fine.
2. Planetary ports. Building a Zeus with 3 economies is a no go. You can't make the supposedly best construction that takes around 70 person hours to build be almost completely useless. Same goes for the 30k tier1 starports. We want to produce metals at place with a L large landing pad
3. BGS fixes. Colonization ties nice into the BGS. But don't break one thing because of the other, pls.
second thatThat's it. These are the 2 most urgent issues for me.
I already have a (still) working large pad refinery and CMM one jump away.
I could build anything I want.
But without knowing what the economy system will be and whether it's worth to build markets on ground ports, I also need these 2 issues fixed.