^^ THIS - though doing the math about Time requirements, FC gets really helpful only if the delivery distance is more than 3/5 Jumps (empty/full)I own a fleet carrier [FC] I also own a Type-8 [T8] and Type-9 Heavy [T9].
I have colonized two systems and I’m closing in on completing my third.
Some of this has been trial and error, and I imagine I’m not executing with 100% efficiency, but here are my takeaways:
#1- Don’t bit off more than you can chew. Start with a modest station and get yourself off the countdown clock.
#2- Source materials as close to your job site as possible. I have seen FCs hovering over CMM hotbeds and I’ve done that as well, but a T9 with a single jump from supplier to colonization ship [CS] can do the job. I use the T8 for medium pad locations and to break up the boredom of driving the T9. The difference in flight quality is amazing.
#3- Spreadsheets are helpful. I use one to track when I hit a surplus in my FC versus CS deliveries.
#4- Fleet carriers help. You can park them near a supply source, or as a midway station between source and the CS. Personally I am parking mine in the same system as the CS so I can just do runs inside the same system. I have been stocking surplus supplies in my FC to use in the future.
I think #2 is the most important. If your source is within 30 to 40 LY of the CS then there’s a good chance you can deliver in a single jump.
That’s my $0.02.
I think its no mistake but bad semantics - the landing pad info refers to the construction-site/construction ship, not to the finished Build. A pit I fell into as wellThat's a mistake/bug. All installations like that are not dockable, but display landing pads in the construction menu.
That's very unfortunate.So commanders need to get more comfortable with not owning the system.![]()
That can't be true. I've built 5 settlements, all saying "medium" pad, yet all the construction sites have had large pads.I think its no mistake but bad semantics - the landing pad info refers to the construction-site/construction ship, not to the finished Build. A pit I fell into as well![]()
I think you are right.I suspect but have absolutely no way to confirm... that it's somehow tied inextricably to the definition of the "primary station" that determines ownership, which has come about as a general rule for all systems regardless of their inhabited status.
This is also consistent with what I have discovered.I think you are right.
Although not very obvious to the player, the first facility created doesn't "count" as a station at all.
In my system I have completed 3 facilities. My first facility is in orbit. The other 2 are surface facilities.
View attachment 419348
Yeah, it's like how could they extend the range while keeping it balanced? A lot of people have commented on the range.Huh... I do kinda like that... double the range, double both the credit cost and the materials required, maybe out to some reasonable max of a couple hundred LY? Or something to that effect?
The T8 is indeed wonderful. But, it carries less than half of what my T9 does. There are irreducible time costs in travel.Really, really grateful for my T-8 as construction resources become scarce and stations (no large pads) thousands of LS from the system sun or out in the planetary boondocks become the best sources.
My T8 in-game:
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My T8 in my mind:
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We don't care. This is a thread about FEEDBACK. Not for your shameless promotion.14 constructed in our name. 245 systems.
Sumo wrestling a T9 down to a planetary port makes me want to play American Truck Simulator instead...This is also consistent with what I have discovered.
Those of us who have made it further down the colonization pyramid / chain need to start collating all the information we have had to intuit to progress on our own. I have a feeling there are a lot of solo players that have even more solid info on the rules and regulations of this new system here, and I hope they decide to post too.
For example, I have a potential 11 orbital / 22 planetary system and my biggest issue is making sure I cover all the prerequisites for installations and resources, while also having higher security. In order to build a security installation, you need your have an orbital relay first. If you want a tourism station, you need a tourism planetary facility. All systems are also going to likely want a satellite installation, and some farms to increase quality of life.
That said, I hope you have a lot of time and patience to grow your little zen garden. 2-3 months and I should have alrai sector mx-t b3-5 filled out on my own, and then do it all over again somewhere new.
This is dream gameplay for trading and Trucking Simulator fans such as myself, and as such I also understand why some people will be repelled by it.
Yeah, the way my trade Cutter and my T9 are outfitted, my cutter hauls about 10% less, but I'm flying it anyway because it's so much more pleasant to fly (and the time I save breaking mass lock and closing to docking distance each trip makes up some of the difference). But of course, a fully outfitted cutter is a billion credits and is locked behind a rep grind, so it isn't an option for everybody.Sumo wrestling a T9 down to a planetary port makes me want to play American Truck Simulator instead...
My guess is that making players go this gameplay loop is for getting people to learn how to land at planetary ports. Like, most of us did that years ago, guys.
FDev are historically very poor at explaining the rules of their own game, forcing players to work them out via trial and error.Of course, traditional BGS actions would have you experiment to work that out, but the investment needed in colonisation means that experimentation is very hard.
It's not really a good design in that regard.
Dude. You need to tone down the rage and get off the forums. Reading through 20+ pages and you have contributed NOTHING other than arguing and telling people the way the play is dumb to you.it's not skill to trade with surface stations.
it's just extra time and tedium. that's like saying there is skill in pointing to the escape vector target.
there's no skill in space trucking. it's docking at a station, clicking some ui buttons on a spreadsheet interface, then undocking and repeating effectively the same thing at another station. the only thing that's sets people apart is how much they can stand to focus on it after the nth cycle vs the TV shows they're watching.
is there skill in exploring too? no.
can someone do it with less wasted time than a brand new player? sure. but that's not a difference in skill. if you have two runners and one is a little faster, you don't say it's skill that makes them faster. with trading, there's no special technique to master... it's literally what newbies learn how to do when they first play and that's it. the only thing that changes as you play is the scale at which you space truck in a given cycle.
it has nothing to do with what i enjoy. it's just how the game loop works.
edit: maybe running in general isn't a good analogy, since there is skill differences between pro's and regular people. let's assume we're talking about people who know how to do the activity properly.
Does anybody know if a cmdr gets to specify location if their very first system facility is on a plant surface?
you will be able to select your primary starport, they will all be space ports of some type for the primary one and the location will already be predetermined on the target system
I say ignore him. Like I told the guy earlier, it is not that serious. Its a shame he wants to turn a forum about feedback into a contest about who's playstyle in a video game is better. We are all here trying to enjoy the game and give our feedback and we dont need childish arguments. At this point just ignore him and if there is a block feature for the forum or something just do that.Dude. You need to tone down the rage and get off the forums. Reading through 20+ pages and you have contributed NOTHING other than arguing and telling people the way the play is dumb to you.
You say Space trucking is dull and numb. It is to YOU. Others plan routes, scout optimal locations, optimize the ship for cargo hauling, and evade interdictions with a ship that's worse than a brick with wings.
Then there is the face that there's no skill in exploring? Before the recent QOL updates. I was using a habitable zone calculator that used the distance a planet was from the sun vs its heat, size, class, and radius. Now I want you to see how well you can spot Grey/White Bacterium on an Ice planet and tell me there is no skill.
You ain't no pro in anything with how much you are mouthing off. The louder you are the more you are "LOOK HOW GOOD I AM AND YOUR NOT".
You have done nothing but be aggressive to the other forum members constantly for 2 days on a feature thats 4, let me repeat that, 4 DAYS OLD. Chill out on on your fellow CMDRs or several of us will either block or ask that you be moderated. If you dont like whats being done or the way the game is. You dont have to be here. You constantly complaining, along with everyone else, is not conductive to what the devs are asking for in this 95+ page cluster of a thread.
At this point no useful information is going to be handed to the devs with useless chatter like the above quoted. Can we please get back on track. Ohh and his rebuttal in 3... 2... 1...
In brighter news, CMM composite supplies were quietly buffed several times over??? Or did player activity just spontaneously drop through the floor...