yeah if we see on the charts it should work once we do the steps but idk, im still haulling for my Ocellus atm, long way to go for me to experiment with stuffsIs that so? I can neither build a small tourist settlement.
thx for the help!

yeah if we see on the charts it should work once we do the steps but idk, im still haulling for my Ocellus atm, long way to go for me to experiment with stuffsIs that so? I can neither build a small tourist settlement.
thx for the help!
Found it. It workedIn options (i think) of main menu choose cmdr recovery option.
Flimley
You need to grind for hours to found the system. You expect from players first grind for ton of cash, and then grind countless hours for station? This isn't fun - this seems like masochizm. Not to mention that station naming is great cash - flow for the game.every beginner wants a fleet carrier too, and it's minimum 5B br
unbalanced
it's a question of coherence
This. Plus the comparison to Stratum scanning and even hauling for trade routes is a false equivalence.It's not about letting NPCs do everything, rather make it fun. The NPCs help the player build the colony which reduces the tedious activity. It makes credits useful, because there's a money and time sink. Players won't get bored out of their minds hauling. Otherwise people stop playing and rage quit.
There are many commodity types that are completely uninvolved in these constructions that would probably give that sort of engaging variation to the sourcing process the whole way through and justify reducing the overall material demand for a build without making it too easy to just smash out in a day or two.I would appreciate that additional types of commodities are required
A Month to build an Outpost is not a grind, then the timer stops and you have as long as you like to build the rest of the stations.You need to grind for hours to found the system. You expect from players first grind for ton of cash, and then grind countless hours for station? This isn't fun - this seems like masochizm. Not to mention that station naming is great cash - flow for the game.
I think there is one great alternative. If we would have two option - claim, claim and fund. First as is, second for let's say 1-5bln and your station would be slowly gain resources from "NPC's" working for you (depending on amount in 1-4 weeks). This way you can help experienced players to expand. Or let other players to focus on other activities to then fund it. Of course - this would be applicable only for new claim. You could still haul by yourself to speed up the process or focus on expanding current system by yourself. Best from both worlds and no bottleneck for new players
Of course it's a grind. This is the only timed feature which could erase all of your progress. People have lives, sht happens, people get sick, or work like crazy. You could progress slowly as "this is not a grind" and loose 8-80 hrs of progress (depending on construction) - just in the very end. I mean - I know the risk. Heck - I completed my first station this weekend (solo). Still - this is the grind - like many features of elite. Luckily - we can choose an outpost first. This is actually great solution even for casual players. Yet - I think it would be cool to have an additional option "claim and fund" for ton of creditsA Month to build an Outpost is not a grind, then the timer stops and you have as long as you like to build the rest of the stations.
Build a bit then when you have had enough of hauling go and do something else for a while, what's the rush, it's only a grind if you make it one.
Why do you assume that players will go just for one structure? I believe that this won't be an issue as many players want to have their own system or systems, fully developed. I think that daisy-chain systems you refer to are efforts of some organised players groups to reach deeper into galaxy. But majority of players will be focused on building systems and working on BGS and economy.there's going to be sooooo many systems with just one outpost in the game and they're going to all basically just be filling the bubble instead of expanding out into the galaxy.
is that what the game needs? a bunch of systems with an outpost created either as an attempt to participate or as a required stepping off point to get to a system they do want.
the distance needs to be increased by at least 10x current.
the means of acquiring resources needs to be expanded to other gameplay loops and i suggest leveraging dredgers to do so.
the systems should offer something unique that no normal bgs system offers in game. these things should be specific to the station type.
hmm composites.... this is really just bad. if fdev's goal is to make players visit multiple systems instead of getting everything from one in a repeat loop, then just make the requirements needed be many small amounts of multiple things. you get the same effect of needing to go multiple places with less chance of wasting players time visiting these stupid surface stations only to find them tapped out and having to either try again or twiddle your thumbs for 10 min for a tiny fraction of what's needed and repeating that loop.
I'd rather feel like I've progressed in this mission whenever I'm eating time going to a surface station because i know it'll have what I'm looking for before going there... and still have to visit a bunch than this mess caused by piling into one resource and all the trade tools being ineffective at allowing me to not waste time.
its happening atm lol, take a look of the route to the guardian site and Pleiades, im not sure if the instant colonisation is intendeded aswell cause things already looks like a slum, the longer the chain the thinner the supply line will be not to mention the wack carrier jump time, in fact these chains might aswell one of the cause of this issuethere's going to be sooooo many systems with just one outpost in the game and they're going to all basically just be filling the bubble instead of expanding out into the galaxy.
is that what the game needs? a bunch of systems with an outpost created either as an attempt to participate or as a required stepping off point to get to a system they do want.
the distance needs to be increased by at least 10x current.
the means of acquiring resources needs to be expanded to other gameplay loops and i suggest leveraging dredgers to do so.
the systems should offer something unique that no normal bgs system offers in game. these things should be specific to the station type.
hmm composites.... this is really just bad. if fdev's goal is to make players visit multiple systems instead of getting everything from one in a repeat loop, then just make the requirements needed be many small amounts of multiple things. you get the same effect of needing to go multiple places with less chance of wasting players time visiting these stupid surface stations only to find them tapped out and having to either try again or twiddle your thumbs for 10 min for a tiny fraction of what's needed and repeating that loop.
I'd rather feel like I've progressed in this mission whenever I'm eating time going to a surface station because i know it'll have what I'm looking for before going there... and still have to visit a bunch than this mess caused by piling into one resource and all the trade tools being ineffective at allowing me to not waste time.
I'm concentrating on one system, with good economic possibilities.Why do you assume that players will go just for one structure? I believe that this won't be an issue as many players want to have their own system or systems, fully developed. I think that daisy-chain systems you refer to are efforts of some organised players groups to reach deeper into galaxy. But majority of players will be focused on building systems and working on BGS and economy.
im sorry but no there isnt, so far it is predermined and marked with the flag symbol in system map, for now this is also a problem for some people including my system after knowing how economy influence gonna work, but i keep press on with mine anyway cause i wanted to do R&D my self.Is there a way to choose the location of the first station when you claim a new system? I've heard some people say there is, other people say it is not possible.
Why do you assume that players will go just for one structure? I believe that this won't be an issue as many players want to have their own system or systems, fully developed. I think that daisy-chain systems you refer to are efforts of some organised players groups to reach deeper into galaxy. But majority of players will be focused on building systems and working on BGS and economy.
wait till they give unlimited range, and contacts to produce the goods needed, but then you will need raw materials, and people will complain about mining sucks assthe majority of players don't care about the bgs or economy, they only want something they can call their own and have some agency over.
most players are going to quit after or if they finish their first outpost because they'll not find the prospect of repeating that fun or valuable.
and since fdev is limiting the range so much, most of these initial systems aren't systems anyone actually wants. they just have no other choice.