Do we have any indication at this stage that Colonisation will be re-enabled after the server refresh today?
No such luck, that's on a separate timeline.
Do we have any indication at this stage that Colonisation will be re-enabled after the server refresh today?
Arcologies returned to the wild...8000 systems...
Soon the "bubble" will be the nature reserve that's kept away FROM being colonized.![]()
If we go by the track record of PP2 "temporary disabling", the feature might look very different afterwards.Do we have any indication at this stage that Colonisation will be re-enabled after the server refresh today?
Yes, its very HAL 9000 like.If we go by the track record of PP2 "temporary disabling", the feature might look very different afterwards.
That's not how it works. It's all down to the shared server timing, when it's full it's full, everywhere, for everyone, no getting around it.Many folks have reported having difficulties moving round their carriers. People wanting to move their carrier that aren't in the bubble and aren't doing any colonization right now, they are stuck. I keep seeing No free time slots and can't squeeze in a repositioning of my carrier. One could ask, as this is a space sim, why while I'm out in the black I'm bound to time slots anyway.
I hope some improvements can be made to allow more slots and/or allow carriers (far) further away from the bubble to be less impacted if at all by all those busy colonists![]()
And then, where people see a problem, I see another opportunity for game options: 10 free time slots for just under 100k ARX.That's not how it works. It's all down to the shared server timing, when it's full it's full, everywhere, for everyone, no getting around it.
There's a knack to getting a slot...
EA would be proud, no doubt.And then, where people see a problem, I see another opportunity for game options: 10 free time slots for just under 100k ARX.
One could ask, as this is a space sim, why while I'm out in the black I'm bound to time slots anyway.
Pizza.There's a knack to getting a slot...
1,000,000 ARX to claim, 10,000,000 ARX to pre-build.EA would be proud, no doubt.
That's a bit much for a claim, but would fit a fleet carrier. Together with zero-upkeep, of course.1,000,000 ARX to claim, 10,000,000 ARX to pre-build.
NO, the last thing that we want is people with too much money physically buying and abandoning permanent assets in space, try x2 or x3 Cr maintenance costsThat's a bit much for a claim, but would fit a fleet carrier. Together with zero-upkeep, of course.
Perhaps an option to buy-in to a removal request can help here. Like 30k ARX, maybe? With this minor fee, you would be able to nominate one of the permanent assets as abandoned, and get FDEV personnel to investigate, eventually seeing a legit abandoned asset being removed. The same could possibly be done for other assets as well, like system colonizations, PMFs, squadrons, or whatever comes next.NO, the last thing that we want is people with too much money physically buying and abandoning permanent assets in space, try x2 or x3 Cr maintenance costs![]()
This is really off topic for this thread but.Perhaps an option to buy-in to a removal request can help here. Like 30k ARX, maybe? With this minor fee, you would be able to nominate one of the permanent assets as abandoned, and get FDEV personnel to investigate, eventually seeing a legit abandoned asset being removed. The same could possibly be done for other assets as well, like system colonizations, PMFs, squadrons, or whatever comes next.
How should that exception system work? If it is a manual procedure, it will produce maintenance work for FDEV. Anything not attached to ARX is basically work they have to do for free. I'm not sure if this is in their strategy at the moment. How could it be done automatically? Distance to bubble?A further incentive to carrier usage could be a requirement for a minimum number of jumps over a 6 or 12 month period which could help with some systems becoming full, or a relocation into an "empty" system after a max stay period, with exceptions given for out of the bubble carriers.
Well, npcs and system signals obviously spawn in inhabited systems. But the salient point is, as I've said, I don't think that's true for planetary signals, as when I tested you could find them as far as 2500 ly out, even from Colonia, it's just been a while since I actually tested that, and it is entirely possible they changed things when they fixed the Odyssey bug. I have to assume colonized systems are counting as inhabited, though, since they're definitely spawning npcs and system signals and such, even before delivery is completed on the initial station. If somebody from Fdev could clarify how human spawns are dictated, that would certainly be appreciated.We talked about this on the IEA Discord, but you might have missed it then: it doesn't look like inhabited systems, original or colonized, cause signals to start spawning around them. Rather, it's zones centered on fixed systems - I'm pretty sure it's Sol, and Colonia, although since the signals seem to drop out around 510 ly from Sol, it might be something else or just coordinates instead. (Also, farthest planetary signals I could find were a pair of Surface excavations on the same body, 540 ly away - thirty other systems, not a single spawn on any bodies I mapped. I doubt that 2,500 ly is still correct.) Maybe Frontier will change things so that player-settled systems will all have their own zones around them, but I don't expect they will.
So, as things are now, you won't encounter anything more in uninhabited systems than what's already here.