Elite Dangerous | System Colonisation Beta Details & Feedback

why? In RL the most Refineries are in Countries which don´t have a drop of oil either - why should it be different here?
Let's just say it's wrong and not done from a good life .... you probably wouldn't understand.

And I can hardly imagine piping oil to another planet, to another system.
 
So, when are we going to be able to go for a walk in that huge park inside an habitat ring (the one that looks like a mini-halo around an Orbis)? I mean, as architects, we should be able to do an inspection, check if everything is all right...
 
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And I can hardly imagine piping oil to another planet, to another system.
Since a "Refinery" in 3311 consumes many different imports, and none of these are fossil products; and it also produces many things which are not petrochemical products - in fact a lot of the output is metals - I am not sure what your complaint is here.

Even allowing for translators picking a slightly wrong word, the Galactic economy is explicitly hydrogen based and all of the assets are shown to have extensive solar energy items. I don't understand why you would be even slightly worried about outmoded technologies like Earth's long-gone petrochemical industry.

In scientific English, "Refining" is the process in metallurgy for producing usable metals.

And finally, moving oil from orbit to orbit is quite possibly easier than moving it from one side of a planet-spanning ocean to the other...
 
I don't think another large ship would save us from this situation. There will always be too little of something and there will always be calls for an even bigger ship. What we need is a method of delivering goods to the construction site, npc subcontractors, which are basically a process happening in the background with progress bars - for a fee of course. Something that would take the horse collar off the player to make mindless T9 trips back and forth.
Also why not revisit the scrapped idea of ships accompanying the fleet carrier, which were supposed to improve its functions, in this case the ability to build space stations and preferably outside the designated 15ly distance, thus getting rid of those daisy chains of useless outposts.
 
I don't think another large ship would save us from this situation. There will always be too little of something and there will always be calls for an even bigger ship. What we need is a method of delivering goods to the construction site, npc subcontractors, which are basically a process happening in the background with progress bars - for a fee of course. Something that would take the horse collar off the player to make mindless T9 trips back and forth.
Also why not revisit the scrapped idea of ships accompanying the fleet carrier, which were supposed to improve its functions, in this case the ability to build space stations and preferably outside the designated 15ly distance, thus getting rid of those daisy chains of useless outposts.
Yup, this is what ive been saying, we may hold the title of "architect" but it feels like a minimum wage soul draining corporate drone, and not in the fun, engaging way like hardspace shipbreaker, its more like in the "as soon as im done claiming this system, im checking out the infested boybands of warframe". Cashing in on awful game design by selling a bigger spaceship would put this game on predatory p2w mobile game tier, and deservedly get review bombed.

Really ought to make the "architect" title meaninful, in the sense that you are responsible for gathering help from factions, framed as "investments" and "support", getting them to send resources from their markets to your construction, so long as you help em with something or other. Really be able to do anything else than hauling anywhere where there is an economy already built.

This means that there is also a reward to building an economy somewhere, the promise of an eventual release from hauling, as a functioning economy can also now provide assistance to construction projects, so long as you can gather their support. Because right now, my "reward" for investing into a system is more hauling so that i can continue developing it.... I do wonder what the game design document for this update was... Because while being able to build into the BGS is super cool, the gameplay of it is worthless as it stands.
 
The current colonization mechanics punish the solo player and small player groups (casual).

I propose
Tier 3 projects should grow 3% per day 33 days to complete
Tier 2 projects should grow 5% per day 20 days to complete
Tier 1 projects should grow 10% per day 10 days to complete

Would this really be so bad? You do abit of hauling,then you do something else.

The excuse of "colonization has to be hard, it has to take time" is silly with big player groups building a station in minutes.
 
It's been 9 days since i started my Orbis and I'm about to finish it in the next few hours (not playing every day- family, etc). That's almost 3 weeks earlier than the deadline.
Yes, I'm building solo a large Tier 3 starport, and it's also a Primary Port, so the amount of hauling is even greater (~250.000 commodities).

The thing is, after you finish building one, you really, really don't want to build another one, at least in this lifetime. The FDev went really , really wrong with this, because instead of making the game more addictive, it's actually more annoying. This is how you lose players in the long-term.

My proposal: make it so at the beginning of every construction players will have to make a selection: solo or group building.
Keep the high amount of necessary commodities for players that are playing in a group.
For solo players don't allow anyone else to dock at the colonization ship/ construction site, but decrease a lot the required commodities.
 
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Trailblazer Song -Orgen system seems to be completely out of commodities, have reset filters, exited to main menu, changed to solo then restarted the game.
Is anyone else seeing this or just some new fresh hell for me personally?
 
I don't understand it. Why? It is cool that groups of players do the heavy lifting (pun intended) and we get a station. What's the point in doing it as a solo player when the station is accessible for the entire player base?
Groups can do things, and I get that. It's the absurdity of the scale.
 
My suggestions would be:
1) Let locations other than the main station sell more than 3 items at a time.
2) Expand the system's architect screen to not just show the progress of the 10 building goal, but also current Wealth, Standard of Living, Development, and Tech level.
3) Be more transparent about what each stat does.
4) Give more rewards or perks at higher stat levels or number of installations. Examples: Let us pick a particular commodity for a station to produce, a single free station renaming, system renaming.
5) Put some indicator next to the huge ports (like the blue circle group icon you use for group missions) to indicate they aren't intended for solo players. Maybe a warning as well that they are doing this the hard way. How many try those group missions alone and complain they're too hard?
6) As you establish commodity production in your system, those commodities you produce a lot of get auto delivered to in system projects and decrease the requirement amount for those goods.
 
That's correct.

So what you need to do in this situation is use the Hub's "economy influence" property which converts other major stations on or around the same body into refineries.
- build a Colony economy station (Commercial or Civilian outpost are cheapest, a Coriolis ... or Orbis/Ocellus ... is more expensive but gets you more output at the end)
- build a Refinery hub on the planet below (you'll probably need at least two of them, maybe three, to fully convert the station, so you'll want a decent-sized landable planet or a large moon for this)

(Probably don't build anything other than Refinery hubs and Colony-economy ports around this planet/moon or you'll dilute the resulting Refinery output)

Refineries - presumably because they're so useful for self-sufficiency - are by far the hardest thing for new colonies to build - but it can be done.
I'm hearing that outputs may be more if there's an extraction hub as well (wondering if that's because extractions can get the minerals to the refineries, which can contribute towards the starport).
 
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