Paul -- I'm not surprised if you can't or won't tell us when colonization will be turned back on. But could you let us know if there will be advanced warning before it it turned back on?
Here is the ( official ) evidence --> https://forums.frontier.co.uk/threa...etails-feedback.634055/page-170#post-10572014 ... yeah?We don't know about any continued increase, so that's your assumption with no evidence.
I didn't want both of them there the game refused the placement of the first one so I moved slightly and it then decided to place two of them even though it refused the first one.That's actually pretty cool CMDR , and i'm guessing you must've just gotten lucky with the terrain there?
Also: i still don't understand what's the purpose of placing those bases like that in such close proximity? ( other than just pure fun & RP'ing or whatever) --- Like, does it provide some special functionality or ease-of-use that we couldn't already get from any other randomly generated planet surface base(s) ?
Or is it just "bare bones" base-building simply meant to wet the pilot's palette for whatever this "new feature" coming in Wintertime might be?
Indeed --> https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10572014 ... However i'm still not exactly sure why such implementation was needed? To slow things down? To govern against exploiters? To prevent billionaires from becoming trillionaires? ( even though, so far, all reports seem to be that 'Architect life' is only gaining a few thousand credits per week displayed from ingame mails? )
Increasing. Not increased or increases. Meaning continually. That's one of them but there was a post or image somewhere here that stated increased costs as the system progresses. Lost it in the 50+ pages or where the other source is.Here is the ( official ) evidence --> https://forums.frontier.co.uk/threa...etails-feedback.634055/page-170#post-10572014 ... yeah?
I agree with the feedback from many commanders that colonizers should be rewarded differently; otherwise, there’s no sense of belonging to the system, and the mechanic will lose meaning for many. And mind you, I’m not talking about a huge economic reward—we all know there are many ways to earn credits much more easily. We aren’t looking for that (at least not in my case); we seek distinction, special treatment, control, and real benefits—things that, in general, all human beings desire much more after doing something that requires notable effort. Remember, we are not only the “architects” but also the investors, the transporters, the logisticians, and above all, those who spend their valuable hours on it. It’s not enough for just your name to be there along with an insurmountable economic reward.
Things I would like:
- Space in the stations to store your materials so you can continue your projects for further colonization's.
- A discount and/or some control over the materials produced by the facilities you built, with the condition that you can lose this benefit if you’re not attentive. How? If your faction (the one that colonized) loses control of the station, you lose that benefit, which would compel you to engage in some BGS to keep that station under control. (This creates game mechanics.)
- The more complete the systems you colonize, the further away you can colonize next time. That is, if you built 25 stations, perhaps you could have the right to expand from there—not to 15 ly, but to 30 ly—giving you the possibility of seeking systems with the conditions you want so that you won’t have to colonize 5 more just to reach the one you want.
- An encouraging message when you reach your stations (and your faction controls them) so you aren’t treated like just any other commoner. It’s very frustrating when the station you just built destroys you because you delayed your departure—what?
I hope fdev listens to us and that this mechanic does not become yet another disappointment.
This would not work well with settlement game play though. It'd be like throwing a exploration beacon in the middle of a CZ, only worse because it'd run like a pig. Funny. But not very sensible.
Strangely I'm relieved to hear that, one less thing to worry about. I'll go back to assuming it's always 200km unless anyone can prove different.They are both in a deep crater on HIP 6572 body 1, I didn't really want two there but the game refused my first placement so I moved a bit and placed where the game would accept and it then went and made two small extraction bases. probably another bug.
I'm talking about how the game works as well as how badly it'd run if you had two settlements with AI firing off (not to mention one might be a CZ, which runs even worse).Seconded. The Architect is treated like just an average joe.
I haven't seen performance tests of multiple facilities near each other. ED's graphics are below the current gen standards (polygon count, no global illumination, no nanite virtualized geometry etc). Odyssey runs fine afaik. Maybe set a limit to 4 facilities next to each other.
I'd be happy if in the settlements we can place, one of the private habs (seen in some settlement types) was reserved for the system architect. So you can go there, log out, and when you log in, you are in there.While the update has been great, i am a bit dissapointed that we can't build a small HUB for ourselves. All we can build are things that are gonna be used by other NPC's. I wish we could build a small home somewhere in our Systems.
By "help screen", do you mean the Pilot's Handbook in the Codex in the game?This is my bad, it should say "help screen" rather than tutorial to be clearer. I have now edited the post.
All that says is "This system (Costs increasing) is an intended process." and nothing more. It does not support your extrapolation of that to 2x, 4x, 8x, 16x. That's your assumption not a definite conclusion of what you are linking. Costs increasing after you've built 2 additional ports is another interpretation. Currently known to be correct for one increase, no one knows beyond that.Here is the ( official ) evidence --> https://forums.frontier.co.uk/threa...etails-feedback.634055/page-170#post-10572014 ... yeah?
It really will be very helpfull if there is created short locked thread explaining little more in detail how needed points increase should work.This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton help screen, however thanks to feedback we have been made aware that the screen highlighting this wasn't displaying as intended on the live version of the game. We are looking to get this resolved in a future update.
We're venturing into typical 'IPL' ( Internet Parsing LandAll that says is "This system (Costs increasing) is an intended process." and nothing more.
i have no assumptions , since i was merely replying to you after you replied to that other person--> https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10572242It does not support your extrapolation of that to 2x, 4x, 8x, 16x. That's your assumption not a definite conclusion of what you are linking.
Well yeah heck most of this entire thread is speculation. But of course that's what happens when devs/coders keep things vague & close-to-the-vest. ( re: open "beta" & all )Costs increasing after you've built 2 additional ports is another interpretation. Currently known to be correct for one increase, no one knows beyond that.
That would for sure be a good one to communicate prominently and upfront. It might be nice to have it included somewhere in the colonization GUI as a parenthetical or tooltip next to the existing cost in the default workflow. It's at least as significant as being able to see your ammo count onscreen when you're firing a weapon; not something you want to only find after drilling down and reading the fine print in the Pilot's Handbook.This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton help screen, however thanks to feedback we have been made aware that the screen highlighting this wasn't displaying as intended on the live version of the game. We are looking to get this resolved in a future update.
Based on current experience, No, Yes, No, No. Currently unknown if there are further increases and if so when that happens.Details like (based on info that second port construction initiates further constructions costs):
So far is here only big chaos, informations, half answers etc. are quickly lost in this huge thread, and I do not see any positivity to let players guessing when there is not "undo" button in the construction quee.
- Is counted first station as port?
- Is coriolis and/or asteroid base counted as port?
- Are outposts counted as port?
- Are ports meant only Tier3 constructions?
So it's building the wrong thing. That's usefulYeah tracking those...the problem wasn't knowing those connections though... rather, I'd build a Relay station, and it'd create a Comms Station which didn't count as the pre-req.
Now it seems it creates a relay station still labeled as a comms station, but is a relay station under the hood.
It is pretty obvious that groups of people can/should be able to power grab easier than an individual aloneSo only groups of players are allowed to power grab and players who don’t play in some form of group are effectively penalised.
It might be easy to implement but it would be difficult to justify.