Insulting Membranes?After 10 minutes of buying "1" Insulating Membrane. The market is refreshed with ONE MORE. This is just now insulting with how broken the BGS supply chain is for these.
Insulting Membranes?After 10 minutes of buying "1" Insulating Membrane. The market is refreshed with ONE MORE. This is just now insulting with how broken the BGS supply chain is for these.
No. Loitering is a crime punishable by death!Is it just me or are the System Colonisation Ships very twitchy about landing pad violations - moreso than elsewhere. E.g. toward the back/sides of the ship, not particularly close to any pads I get the warning message and fines very quickly. And once when I got snagged on something there and panic mashed controller trying to free myself I got blown up
IMO the violations for landing pad loitering needs to be changed for these ships in particular (which seem to be overly twitchy in some areas) but in general what I'd also like to see is...
- Only receive fines (but repeatedly increasing in amount) if the pad you are loitering/stuck on has no other ships attempting to land there, i.e. has no hologram landing lights
- This escalates to bounty/being fired on if you are blocking it a ship has been designated to land on it, where you get a few more seconds to vacate the area then ka-blammo!
Not just you, I find the colony ships to be a lot more sensitive about loitering than anywhere else.Is it just me or are the System Colonisation Ships very twitchy about landing pad violations - moreso than elsewhere. E.g. toward the back/sides of the ship, not particularly close to any pads I get the warning message and fines very quickly. And once when I got snagged on something there and panic mashed controller trying to free myself I got blown up
IMO the violations for landing pad loitering needs to be changed for these ships in particular (which seem to be overly twitchy in some areas) but in general what I'd also like to see is...
- Only receive fines (but repeatedly increasing in amount) if the pad you are loitering/stuck on has no other ships attempting to land there, i.e. has no hologram landing lights
- This escalates to bounty/being fired on if you are blocking it a ship has been designated to land on it, where you get a few more seconds to vacate the area then ka-blammo!
That's if you are assuming I'm building a T1. No, my primary is a T3 so it requires 1,400 to 2,100 tons. I also checked all the stations that are the correct types in a 100ly radius and they were all the same.I'm sorry but there are several stations with thousands in supply, while constructions generally don't ask for more insulating membranes than one fourth of what your cutter can haul in total. It's a literal 1 trip to a station that's a bit more far away than 1 or 2 jumps away.
You sir. If I could give you a Conda for that dad joke I would.Insulting Membranes?
The problem is people don't want to develop those systems. They are forced to colonise them by the 15ly rule to get to the system they do want to develop. What about systems with only stars? Or no landable planets? Can they then not be used to reach other systems?
What about systems with only stars? Or no landable planets? Can they then not be used to reach other systems?
The problem is people don't want to develop those systems. They are forced to colonise them by the 15ly rule to get to the system they do want to develop. What about systems with only stars? Or no landable planets? Can they then not be used to reach other systems?
Don't lose your cool, Joe!GONE!
It's all just gone!![]()
Please don't, I can't stand the thing. One of those new fangled Mandalay thingies, though...You sir. If I could give you a Conda for that dad joke I would.
It's a weird setup, the ARX ships cost you real cash so you don't use in game cash to rebuy them if they get destroyed, but in game cash is usually the least of any player's worries after a while.Matter of fact I would accept ship transfers, over system transfers, if they had an internal flag that prevented them from being resold. Like if they did the ship, and modules, resale value would be 0. It's already like that with the ARX ships.
Yes.Are Terrain Enrichment Systems the same thing as Land Enrichment Systems? There is no commodity called Terrain Enrichment Systems.
Is it 16LY or 15LY?Agreed. I think this 8000+ colonization boom is in great part due to the 16LY limit. Players who are attempting to expand out of the bubble need to zig zag to find available systems.
The 16LY limit results in maybe 1-5 systems being available, and those systems are available because they are undesirable.
If/when the distance is expanded beyond 16LY I expect the colonization rate to subside.
As players move farther away, supply chains will thin and the rate of expansion will in turn slow.
Of course that's happening... that's a tiny colony. You need to be hitting up systems with a bigger population (at least a few million) as that controls the size of the market/refresh amounts.After 10 minutes of buying "1" Insulating Membrane. The market is refreshed with ONE MORE. This is just now insulting with how broken the BGS supply chain is for these.
The internals are based on the type of system economy and I would assume be based which economy type has the most build points allocated on your bases.My feedback for FDev is regarding the station types and how to get them.
I would like to choose the 'internals' when I choose to build the station. For example, my favorite station types are the tourist ones with the trees. I want to build either an Orbis or Ocellus with that tourist internal layout. Later on, I might want another station in the same system with the manufacturing, agricultural or high tech internals. At the moment the system doesn't give enough info on how to build, in order to achieve the station type you want. Is it influenced by the types of non landable installations? If so, which ones and how many? Do they have to be within a certain distance of the Orbis to make it a Tourist layout for example? In one of my systems I've got 40 slots where I can put stuff either in space or planet side but I'm hesitant to start because the 'tech tree' hasn't been clarified.
It shouldn't be a puzzle for us to experiment and have to guess, the time and effort investment is too much to risk getting a refinery station when you wanted a tourist or agricultural. Just tell us whats required to build what station economy from the get go.