Alright, after enough disorganized ranting, i feel like its time i began to properly organize my thoughts, rank issues on how bad they are, and offer up some fixes, from easy, to needing proper work:
Alright, i feel like its about time i updated my thoughts and feelings about colonisation a few months in...
Update 3:
Overall good improvement over the previous economy influence model.... It however has some flaws, bugs (like recently just built refhubs apparently turning an economy to 100% colony), however those seemingly are getting fixed...
The more lasting, and harder to fix issue from that update is the imbalance between supply and demand of commodities.
Supply vs Demand: Currently, a small stray weak link influence (5% eco influence) or two can easily strip supply of some commodities from other strong economies, ive got a 120% refinery with no insulated membrane supply due to pre-update scientific outpost to claim system and a medium industrial settlement to farm t2 points and juice system dev.
While for future developments i can plan to avoid stray weak links, it does add some rather restricting limitation in system planning, particularly opressive under the current lack of building variety. For example, even if in the previous system i built more refhubs to overpower the current demand, i would still be pretty low in supply, and locked out of building security installations to compensate the security malus from refhubs and to bring the system into highsec....
Current supply and demand was balanced for trade, but in colonies it really ought to make more sense, some stray constructions shouldn't nuke the supply of a dedicated refinery, so demands really ought to be toned down on economies....
I understand devs dont want to have "rainbow" systems, capable of holding a serviceable economy of each type capable of supplying everything in a single system (which IMHO, is not a problem due to the point scaling of t2/3s point cost, making more than 2 economies extremely hauling intensive, more than they already are).
So if they dont want to rebalance supply vs demand, another fix would be either an option to turn off weak links from some buildings meant to be point/stat fodder for the system, or to add more building variety, so that we can get stats/points without economy influences we may not want.
Innate planet influence, while still not making ELW the precious jewels of life in the galaxy they should be, atleast keep them from being poop factories, atleast an ok quick fix.
Building stats, while not quite a rich and useful architect UI, is a step in the right direction.
Those points aside, my previous feedback remain largely relevant: Colonisation feels sorta unrewarding, systems lack identity....
But more relevant than ever
ITS STILL ALL JUST HAULING.
And this increasingly vexes me, since they refuse to acknowledge it on devstreams, and instead celebrate the larger cargo hold theyre going sell (for $$$)....
This is extremely worrying to me.
Yes, i understand the devs have a right to monetize their game, im not going to bash station customization and paintjobs (even if warframe has taught me the customization system could be way better). I am glad the game is getting new ships/content... I have hooned in my cobra mk5, zipped around in a mandalay....
However, they made colonisation a feature that can only be engaged with by hauling, putting in hours of A->B->A hauling back and forth mind-numbingly, the only reprieve being a larger cargo hold and an FC to reduce the tedious hours of hauling for a construction. Rather than flesh it out, allow to contribute towards the construction with different activities, even if conditional on the environment (and they are capable, just look at PP2 or BGS), they would rather sell a bigger cargo hold.
This, is selling a bandaid to a problem they created.
Is this the direction the monetization and development of the game is going to continue? People are celebrating the panther clipper, and again, while more ships are good, are we certain this is the direction we want FDEV to take? For them to create awful grinds and sell bandaids? Did the mandalay's and cobra mk5s not sell well enough? Make no mistake, im not bashing the panther clipper, if it were releasing under different circumstances id be glad to have an SCO capable large ship, but we are getting into rather scummy dev practices....