Elite Dangerous | Trailblazers - New Stations Operational Delay

Step 1: Increase range for claims at least to 100ly - stepstone system claiming reduced while supporting reaching target systems in larger steps
Well if they tweak that so that the minimum range is say 50Ly from any existing inhabited or under construction system that would remove the need to link them in to the BGS or PP which might reduce the maintenance load.

Step2: next claim can only be established after the system has been fully built - reduced growth rate

How about that?

Most desired feature for me would be the ability to select any unclaimed system in the entire galaxy. Given how little has been explored yet, any Commander would find their dream system. Plus exploring gets more interesting when you unexpectedly run into a nicely built system out in the black. Means to only work materials that you can mine or collect of course.
To be honest if it is down to us just building too much too fast I don’t think this will help.
 
maybe not, but they should definitely still add some more cowbells.
We ALWAYS need more cowbells, especially near Cowini where United Imperial Dairies are trying to set up moore manufacturing to meet your beefy needs...

The question is, how do you tell if your station has been logged and is active? The UI is missing in vital details as always; I can see at least 6 of my 10 stations still listed under Points of Interest > System Colonization Efforts despite being cowmplete... including the original station. Are those not registered?
 
Step 1: Increase range for claims at least to 100ly - stepstone system claiming reduced while supporting reaching target systems in larger steps

Step2: next claim can only be established after the system has been fully built - reduced growth rate

I like Step 1 for a different reason: I can find a system that is isolated from the nearest inhabited one by more than 30 ly, permanently leaving Powerplay behind. The last thing I want is to have a larger Power come in and make me "hostile" in my own system.

Some form of Step 2 should definitely be a requirement. Right now, people are claiming systems with a single solitary star, and no planets, just so they can move up to the next - or playing out some sort of FOMO. A system should reach a certain level of economy 'score' and 'happiness' before we're allowed to colonize the next one.
 
Would this impact the creation of a station after completing the delivery of materials? Just completed mine (Asteroid base) and the Orbital Construction Site is still there (not dockable) and no sign of the station itself. This is not the first build in this system (Pegasi Sector TN-T B3-4)
 
Would this impact the creation of a station after completing the delivery of materials? Just completed mine (Asteroid base) and the Orbital Construction Site is still there (not dockable) and no sign of the station itself. This is not the first build in this system (Pegasi Sector TN-T B3-4)
Same here.
Previously they would appear straight away, but not be operational till a tick.
 
Would this impact the creation of a station after completing the delivery of materials? Just completed mine (Asteroid base) and the Orbital Construction Site is still there (not dockable) and no sign of the station itself. This is not the first build in this system (Pegasi Sector TN-T B3-4)
There's often a delay. My construction sites have hung around for 24 hours or more, just ignore them. The completed structure generally appears some minutes after I've pressed the button to confirm completion and flown away in Supercruise.
 
I like Step 1 for a different reason: I can find a system that is isolated from the nearest inhabited one by more than 30 ly, permanently leaving Powerplay behind. The last thing I want is to have a larger Power come in and make me "hostile" in my own system.

Some form of Step 2 should definitely be a requirement. Right now, people are claiming systems with a single solitary star, and no planets, just so they can move up to the next - or playing out some sort of FOMO. A system should reach a certain level of economy 'score' and 'happiness' before we're allowed to colonize the next one.
Nothing wrong with pushing colonies like this. Gas stations exist in the middle of nowhere with nothing else around and no other reason to exist except it happened to be a convenient place to stop in real life too.
 
We are investigating a solution so the extended downtime will not continue to be an issue
What you're gonna want to do, is right click, and then choose "select all," and then you can drag all the station files out of the "deployment" folder and into the "operational" folder all at once. That'll save a lot of time. Let me know if you need any other suggestions I'm pretty good with computers!
 
I definitely think that there should be a way to slow down colonization and incentivize building out existing colonies.
Perhaps a penalty to the cost of claiming new colonies based on how many empty or unfinished slots you have in your existing colonies?
 
I definitely think that there should be a way to slow down colonization and incentivize building out existing colonies.
Perhaps a penalty to the cost of claiming new colonies based on how many empty or unfinished slots you have in your existing colonies?
that would be unfair to other players which want start colonization from that system - assuming you want to penalize the Architect for not developing that system?

edit: and even if such would be implemented an easy workaround would be that two Cdr (or two Char of the same player) keep alternating whose claiming the next one......
 
There's often a delay. My construction sites have hung around for 24 hours or more, just ignore them. The completed structure generally appears some minutes after I've pressed the button to confirm completion and flown away in Supercruise.
Ah unfortunately it's still the case... no completed station, just a construction site that crashes with a Scarlet Krait error after trying to dock :(

I've logged the issue here for anyone else to contribute to if they have similar - https://issues.frontierstore.net/issue-detail/73758
 
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For your information and for everyone who knows what they are talking about: somewhere in the bowels of youtube there is (or at least was) a presentation by FDev at an AWS meeting where they presented how Elite Dangerous works.

Ooo wow. I'm gonna look for that later... Something to watch en route with muh 384 tons of titanium.
 
Ah unfortunately it's still the case... no completed station, just a construction site that crashes with a Scarlet Krait error after trying to dock :(

I've logged the issue here for anyone else to contribute to if they have similar - https://issues.frontierstore.net/issue-detail/73758
Mine randomly appeared when did the following...
  • from the System map
  • points of interest > click the crane ("construction"?)
  • pick one of the completed constructions still showing.
  • this selected it on the System map, albeit no icon there.
  • from one of the buttons in the right side i clicked Rename.
  • Rename dialog popped up - i just closed it, no rename required (I don't think it let me anyway)
  • after this i noticed the actual station was now shown on the system map now. Made it my nav target and flew there.

Hopefully those steps are right, and work for you.
 
A majority of the trash outposts and tier 3 biowaste factories wouldnt exist, if the colonisation range was tied to a system stat, like development or wealth. People would invest into less but better systems instead of building dasy chains. And there would be less stuff to implement. Poor decisions were made.
 
I wonder.. if this is why my Claimed System, where i builded ..
Outpost : 1
Installation : 2
Settlements : 3


.. is now showing up as "previously established system" and i have no longer the Architectview for the system ?
 
I wonder.. if this is why my Claimed System, where i builded ..
Outpost : 1
Installation : 2
Settlements : 3


.. is now showing up as "previously established system" and i have no longer the Architectview for the system ?

Which system is this?
 
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