I suppose FDev shoulda thought ahead before costing small settlements only 2,800 commodities. That's not the player problem. So if station removal is allowed then a Tier 2 station effectively costs a clever cmdr an additional 2,800 commodities. Oh well.if FDev would go that path then there is no reason for the Tier System at all, neither for increasing points after two T2/T3 ports.
And for the costs - well the small settlements require around 2850 tons - 4 runs with a T9.....
I agree but I also think they need to broaden the gameplay loop. Allow other activates to contribute towards your facilities. Its getting really monotonous hauling crap from station to carrier and then carrier to facility. It doesn't help that the only 2 ships that are in any way efficient are the least fun to fly in the whole game. Even with something up on YT to watch during the hauling its deeply un-fun. Taken to just using the auto-dock and zoning out whilst it lands itself, although I have noticed that the AD really struggles with large landing pads at the settlement construction sites (flying the mind numbingly boring cutter).I was extremely relieved to learn about the rollback of forced planetary economy - somewhat disheartened to learn that due to the rollback, currently no economy is working, but I'm sure that will be addressed as soon as they can.
I'm sure I'm not alone in this opinion, but as we work through the beta period and FDev continue to make changes to the mechanics of colonization, the feature that will be most necessary to the success of the program will be the ability to decommision and remove installations. I'm happy to accept the time cost of hauling and construction to test Trailblazers, but as changes are made to economic mechanics in response to player feedback, if players are unable to remove facilities in the future to respond to these changes, the bubble-envelope will be riddled with useless, abandoned systems from the days of testing (and, I imagine, disgruntled commanders...).
If I had to guess it may be because they're buildings that are pulling influence from the buildings on the planets they're orbiting. My guess is that maybe surface buildings do this by default and they used this to make the orbitals able to inherit economy from surface buildings. Just a theory though.I noticed 2 things (in the jorunal) about the new orbital outposts that I build:
Why "SurfaceStation" since they are orbitals?
The ones on the ground are:
Older orbitals have:
Likely not intended. The devs recently made some kind of mistake on the server side (relating to colonization economy) that they had to undo, and it's taking its sweet time to be undone. It's likely that the current messed-up state of colonized systems economy is a result of this, and it's not intended to be the final behavior.Orbital station economy stuck on Colony despite multiple Large Mining Settlements — is this a bug or intended?
Can we buy bug fixes with ARX now?ARX can solve any problem.![]()
You should have been able to buy stations with the desired economies, using ARX. Fleet carriers would sell very well for ARX. Money means coders to do things. Maybe.Can we buy bug fixes with ARX now?
Pay To Win.You should have been able to buy stations with the desired economies, using ARX. Fleet carriers would sell very well for ARX. Money means coders to do things. Maybe.![]()
Yes. Embrace The Dark Side.Pay To Win.
I just completed (in Traveller terms) a J1-J2 main of six systems. I'm boxed in- 360 orbital. Zhodani and Aslan and KKree and Hivers on all sides. Even the little Droyne guys.Pay To Win.
+1 for that. I keep a supply of 300-400 emergency power cells in my fleet carrier's hold to save me some travel time for restocking.Really starting to feel that emergency power cells really need to be available at systems we make. There are so few places to get them, and I cannot for the life of me think of why that might be.
Production is geo fenced. They're only produced within a certain distance of a certain system for reasons unknown.There are so few places to get them, and I cannot for the life of me think of why that might be.
Yes I have that problem. A coriolis around a non landable planet, that's effectively dead . No commodities, outfitting, shipyard. It's ridiculous. They should have the basic features and commodities active, even if their supplies are limited .
UC will be switched on once you develope your system to a higher tec level....Cartographics is not enabled and greyed out which I find puzzling?...