Elite Dangerous | Trailblazers Update 3 | Now Live!

First of all, thank you for the update.

I still don't like the weak links.
I knew they were bad as soon as I started thinking about them.
They are about as bad as expected (0.05 each) and their purpose seems to be to accumulate into problems for large systems.
The more I build, the more I shoot myself in the foot.
I have already got 16 weak links everywhere and it would only get a lot worse from here.
Assuming I would build a total of 70 facilities, the "weak" influence would sum up to 3.5.
Suggestions (not all at the same time):
  • Remove weak links entirely (involves GUI change, probably not)
  • Remove weak link influence for all economy types if one economy is greater or equal 2.0
  • Only apply weak links for economy types that are present with > 1.0 (due to strong links or planet)
  • Remove inbound weak links for ports with native economy
  • Remove demand side of weak linked economy contamination
  • Scale effect of weak links down by factor of 5
  • Limit number of weak links to 3 of each economy type
  • Leave 10% of the consumed-to-zero supply at higher prices
  • Give each supply+demand due to weak links a 50% chance of not occuring, reroll when strong links change
  • Randomly select one economy type for which weak links are used, reroll when strong links change

Environmental influence is a mixed bag, gain a lot, loose a lot.
I'd vote for keeping it as it is now.

There are reports of
  • new builds kicking things back into Colony.
  • "local body" economy still not registering all participants (~old slot 0 issue).
  • stations still not having markets and not picking up influence.
  • Industrial outpost vulcan not sending weak links and I hope it stays that way.

Big planets like gas giants in system map have been significantly uglified?
Anybody see the same?
 
I've gotta be completely honest here the strong links work great but the weak links have to go. I had 3 separate planets I was working on planning out (Refinery, High Tech, and Agriculture) just to now find out that they will all consume each others resources due to the weak link influence exerted between them even though a weak link doesn't exert that much influence it seems it would still consume a decent amount of commodities.
I disagree. There are some "no planet" systems which are working as intended with the weak links.
 
Can confirm the new commerical outpost I built around a rocky planet had colony economy instead of refinery that it should get from rocky planet . Maybe it'll change with weekly tick , let's see.
 
All my existing constructions have had economy applied to them, will have to see what happens once I finish a new one though (I haven't yet been able). Is maintenance concluded already or still ongoing?
 
First of all, thank you for the update.

I still don't like the weak links.
I knew they were bad as soon as I started thinking about them.
They are about as bad as expected (0.05 each) and their purpose seems to be to accumulate into problems for large systems.
The more I build, the more I shoot myself in the foot.
I have already got 16 weak links everywhere and it would only get a lot worse from here.
Assuming I would build a total of 70 facilities, the "weak" influence would sum up to 3.5.
Suggestions (not all at the same time):
  • Remove weak links entirely (involves GUI change, probably not)
  • Remove weak link influence for all economy types if one economy is greater or equal 2.0
  • Only apply weak links for economy types that are present with > 1.0 (due to strong links or planet)
  • Remove inbound weak links for ports with native economy
  • Remove demand side of weak linked economy contamination
  • Scale effect of weak links down by factor of 5
  • Limit number of weak links to 3 of each economy type
  • Leave 10% of the consumed-to-zero supply at higher prices
  • Give each supply+demand due to weak links a 50% chance of not occuring, reroll when strong links change
  • Randomly select one economy type for which weak links are used, reroll when strong links change

Environmental influence is a mixed bag, gain a lot, loose a lot.
I'd vote for keeping it as it is now.

There are reports of
  • new builds kicking things back into Colony.
  • "local body" economy still not registering all participants (~old slot 0 issue).
  • stations still not having markets and not picking up influence.
  • Industrial outpost vulcan not sending weak links and I hope it stays that way.

Big planets like gas giants in system map have been significantly uglified?
Anybody see the same?
Trumps hit Fdev
 
I apologise if it sounds as if I'm having a go at you, I'm not :D I'm just trying to argue the point because (as you can see) find it exasperating considering what PP2 during the deep dives was far more vicious.
I think we all basically agree: it’s not just an issue with PP either: the general tendency is to gradually make things ‘easier’ via new and better ships, easier mats collection, SCO etc, but there is no effort to balance this with a more varied and dinamic gameplay. At least somewhere in the game we need combat scenarios that are ‘impossible’ if the variables coincide to make it so, and PP strongholds should be a great candidate for that.
 
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Except bug mentioned above .. planet's type have quite big impact to economy (could be OK, it was little-bit surprising to me). Population jump up was huge (T3 city was build this week) 12k->52M :cool:, market is now full of goods (had 2 with minimal stock before update) and on demand side it is now also much better. Looks so far really good, like it!

Aguilar Complex:
Allegiance: Unknown, Economy: Industrial, Government: Dictatorship
Station services: Dock, Autodock, Market, Contacts, Universal Cartographics, Missions, Outfitting, Crew Lounge, Restock, Refuel
Repair, Shipyard, Workshop, Missions Generated, Flight Controller, Station Operations, Powerplay, Search And Rescue, Station Menu, Shop
Livery, Social Space, Vista Genomics, System Colonisation
Economies: Industrial 140%, High Tech 125%, Agri 110%, Terraforming 100%, Military 85%, Extraction 10%, Tourism 5%

Ica_planet_city_1.jpg
Ica_planet_city_2.jpg

Planet_4B.jpg
 
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After the latest patch, most of my stations have 6-7 economies. This was expected, I was aware that it would only fully satisfy those who had already placed large stations in places with no chance of correcting the economy.

However, the lack of any influence on Weak Links and Strong Links seems to contradict the "significantly more flexibility" thing.

As predicted by other players, Security Station and other installations built exclusively for High Security are sowing their economy throughout systems and taking up market space for commodities from much needed economies. This is very debatable.

The economy resulting from the planet type wins with everything anyway, we get the same HUGE percentage shares we knew from the recent quiet "change" - i.e. 100%-125% as the base (vs 5% from Weak Links and 20% from Strong Links - these are just estimates). This planet override is NOT shown in the new economical interface (very nicely done btw), so only docking to station will tell you what the prevailing economy is. My pre-patch High-Tech Coriolis turned into Extraction Coriolis, two T2 Research orbitals were not enough to overcome planet economy override.

However... I placed a planetary outpost and Refinery hub pre-patch on an Ice Body, to test the new system asap.

Right after the patch, the planetary outpost economy went to hell, too many links - the system already has 39 stations of all kinds.

I just finished another Refinery hub there ... All the Weak Links are gone now, the planet economy override is gone too. There is only one Strong Link for the new refinery. The Strong Link from the old refinery... relocated to Orbis which is in orbit of the Ice Body. Also, the planetary outpost passed "Agriculture" as Strong Link to the Orbis, not Refinery. Not something I expected. Today's weekly tick changed nothing.

It suits me very well, I now have CMM Composites on surface, and Tritium in orbit, with huge stocks thanks to population boost.

I'm just not sure it is all in line with the recent Update Notes though... Looks like a shard of issues already reported by players.
Screenshot_0241.jpg
 
After restarting the server, I no longer see weak connections, only strong ones remain. Weak connections have been cancelled?
I see all the links,but I have not built anything since patch.
Have you built something after update 3 yesterday?
Is it bugged or are people just transfering influence between several ports and dont get it?
If you have multiple PORTS on same body/orbit wacky things happen
 
I see all the links,but I have not built anything since patch.
Have you built something after update 3 yesterday?
Is it bugged or are people just transfering influence between several ports and dont get it?
If you have multiple PORTS on same body/orbit wacky things happen
I built a medium mining settlement (ground) MANTUS on one planet with Coriolis in orbit and a large industrial settlement Gaea on another planet, also with Coriolis in orbit. After that the system returned to the status of "colony, mining". This is another step back. It's a shame.
 
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