Elite Dangerous | System Colonisation Beta Details & Feedback

Has anyone used the spreadsheet by Dav on a pre-existing system, rebuild it in the sheet to deconstruct the system and it's facilities. Maybe to determine how they are influenced by each other
 
@Jmanis I see what you are saying about using in game tools to find insulating membrane.

I do think you are glossing over the change in market pressures created by colonization and FC commodity hoarding. A commander that has an FC, and has plans to build multiple structures in a system is not just going to take what they need for the current project, they are going to exhaust all of the high-demand resources within the shell of the bubble closest to expansion.

If there were true market forces at work, prices in that shell would skyrocket - they have not. This is a game, and to keep things balanced for all players, it may be appropriate to cap per player the number of resources purchasable at a site for a given resource over a given time period IF FDEV wants everyone to access the mechanic. Stores in RL definitely have caps on purchased quantities of high demand items to prevent hoarding. The alternative is to increase production, which is a natural market response to increased demand.

I was able to find the insulating membrane doing a rank order search by quantity, and with the pre-engineered SCO and FSD booster the 200+ ly trip to pick them up in my Cutter wasn't too bad. If I hadn't used inara though, doing a price evaluation search with in game tools at those ranges would have been unpleasant.
 
My asteroid station after Thursday tick is missing the Shipyard and Universal Cartographics - is this normal? There is a shipyard place in the concourse.
Does anyone else have this? I think this is a bug
 
My asteroid station after Thursday tick is missing the Shipyard and Universal Cartographics - is this normal? There is a shipyard place in the concourse.
Does anyone else have this? I think this is a bug
Mine has the Shipyard but no UniCart. Check your concourse if all the shops are open (Frontline, Apex, Pioneer, VistaG, Bartender, NPCs). Mine are all OK.
 
One shows one "crate", the other shows three "crates"... so maybe tier 1 and tier 3?
One shows two the other 3. It's the different colours that made me think it's two separate game "currencies"... Only when I checked a forum post summarising requirements (not from Frontier but a player) it dawned on me what those were for.
 
One shows two the other 3. It's the different colours that made me think it's two separate game "currencies"... Only when I checked a forum post summarising requirements (not from Frontier but a player) it dawned on me what those were for.
Oh yes, you're right. My eyesight must be going :D

I wonder how to earn a "3".

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We are starting to lose pilots due to burnout from all the hauling.

I'm not sure what the solution is, some sort of credits for commodities deal where you can trade upfront? I don't know, but the physical act of hauling is causing a negative impact on at least our player group. Either way pilots burning out and walking away from the game I don't think that is in Fdev's interests.
 
It's Tier 2 and Tier 3 construction points. It takes 6 T3 to build the big stations/ports.

Build T1 to get a T2 point. T2 coats one point and gives 1-2 T3 points.

So a T3 structure will cost 6-12 other structures depending on what you want to build.
Well, in my first system, I built a ground base with a landing pad (presumably T1?) and an outpost (T1?) and now have two T1 points. How do I get a T2 point?
 
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