This behavior has a name here, but we don't call it. Kind of like Voldemort. Resistance is futile.But for some reason some people just love to suffer and think others should too.
This behavior has a name here, but we don't call it. Kind of like Voldemort. Resistance is futile.But for some reason some people just love to suffer and think others should too.
Let's be honest here you would really like a fully developed system but can't be bothered with building it yourself, that's the issue, it's a you problem.
This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX. He pays hired workers. Engineers, cleaners, welders, turners, etc. He manages the company and does not do all the work himself. And the current implementation of colonization offers the "system architect" to do the work of a delivery man, instead of actually managing the development project of the system.
The game seems to attract those people. I figure it's a combo of the grindy steep learning curve and dystopian outer space aesthetic. It's not a kids game! It's an adult game about how dangerous space is! Well the thing about grown adults is they usually don't have a lot of time to game. So while the game can be a sink or swim deep end appealing to the insufferable curmudgeonly adult in us all, we get to play in the deep end grind of real life already. A video game should first and foremost be as appealing and fun as possible, respect the player's time and even grind since not all grind has to be bad. It doesn't matter how brutally dystopian and dangerous a game presents itself, it's still a game. I hope the devs listen to people who want improvements to colonization, even to diversify the grind so its less monotonous. If they listen to the miserable curmudgeons who like to shut down conversation and even constructive criticism, then the game is gonna lose steam. So hopefully they're devs with passion who want to push things to be better and better. Those who also listen to the community because it is their golden goose. Everyone is getting a second chance. Fdev is getting a chance to save that golden goose and help themselves financially. The players are getting a game that's seen more updates than it has in years.This is ridiculous even for someone who has been in the game for 10 years and have literally everything you can achieve in the game. I've been here since Gamma and this is literally one of the worst implementations FD has ever made, I'd put it right up there with Gnosis situation. But for some reason some people just love to suffer and think others should too.
COLONIZATION imply management at the stage of common sense. I swear, if I had a dollar for every excuse for bad game design with the words "Elite is not this, elite is not this" or "This feature is not for you", I would have enough money to found a colony on Mars in reality.That sort of game is called a management sim.
Elite Dangerous is not a management sim.
And that is the problem either with colonisation or at least the name of the role as architect.This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX. He pays hired workers. Engineers, cleaners, welders, turners, etc. He manages the company and does not do all the work himself. And the current implementation of colonization offers the "system architect" to do the work of a delivery man, instead of actually managing the development project of the system.
So you would like ED's colonisation to become more of a management sim, AKA Sim city in space ?This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX. He pays hired workers. Engineers, cleaners, welders, turners, etc. He manages the company and does not do all the work himself. And the current implementation of colonization offers the "system architect" to do the work of a delivery man, instead of actually managing the development project of the system.
We are not Elon Musk in this game. This is not a player-as-hero game. We are not CEOs or Admirals we are plain old CMDRs, flying one ship at a time. Renting (not owning) a fleet carrier, colonising systems on contract from a faction. Factions are the owners, not us, we just get to decide what to put where in the system. We don't design the settlements, we use Brewer corp's designs. We likely don't even ship all the resources, just some subset as part of the contract while NPCs deliver all the rest.This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX.
Not Elite Dangerous, just the Colonization mechanics. Yes, that's right. That's SimCity in a simplified form. What do you think it is and what else is it for?So you would like ED's colonisation to become more of a management sim, AKA Sim city in space ?
A mechanic that in itself implies management (and even in such a weak implementation already has an element of tycoon) and someone actually asks this question. Okay, I've heard a lot, but I don't know how to even respond to this adequately within the rules....So you would like ED's colonisation to become more of a management sim, AKA Sim city in space ?
I think this would be a target rich environment for ARX purchases.I keep hoping that maybe one day there'll be some architect-unique buildings. Perhaps we'll be able to knock up our own engineers facility at some point, research some upgrades and sell them. Maybe make them cost a bunch of tier 3 (or even as-yet-unseen "tier 4") points. Would be nice to have somewhere to leave some supplies as some stepping stone towards getting a fleet carrier (i've not got there yet, but starting to wonder if I need one with jump ranges becoming easier to boost -- maybe I can travel 500 LY in a regular ship faster than waiting for a carrier jump, and I rarely need to bring other ships with me)
When i first heard about "elite base building" I thought i'd just be building one of those POI style camps with a few locked containers and be able to leave some supplies there and maybe aim at building my own landing pads one day.
Why do discussions about such features always turn into a black and white debate on here, with detractors often taking exaggerated straw man positions? There are nuances to be found in every game and this game is no exception. Whether devs have the time or desire to add more nuance is the question.So you would like ED's colonisation to become more of a management sim, AKA Sim city in space ?
at least on the Primary Ports I build until now - YESQUESTION: After creating the first station, does the mission board require weekly tick before providing missions?
Yes. And because of bug it's maybe even 2 or 3 ticks needed for that even after station is operational.QUESTION: After creating the first station, does the mission board require weekly tick before providing missions?
Because it's the harsh year 3311.So I suggested giving players the opportunity to convert income from the kind of activity they like into building colonies. That's how it works in the real world. You do what you like and get money for it. You buy what you need with that money. Why isn't it done that way in the game? Why should I do everything myself when I have a lot of money in my account?