It's a population of tribbles/trumbles.I can’t even imagine the logistics for migrating over half a billion people in a timeframe of whenever that system was colonized (last few weeks?) to today.
It's a population of tribbles/trumbles.I can’t even imagine the logistics for migrating over half a billion people in a timeframe of whenever that system was colonized (last few weeks?) to today.
It's my understanding with this update, that needs to be your primary. It looks like the way the strong vs weak connections work, your oldest, highest tiered station takes precedence. So, if your first large station is around an ELW, you should be able to establish the economy as tourism. But there are still nuances I don't think they fully fleshed out (either be design, or to leave it to us to "discover").Ok so my first question is, Does the station interior get effected by the economy for player built stations, as it does for NPC built stations? Cuz I think I have a tourism planet in my system I could potentially use. However, I don't want to go that route if there are plans to sell station interiors anyway. I'd rather build it around the "pretty" planet in my system and override the interior with an arx purchase later.
And why Ocellus in the cosmetic store has ring and in the colonisation graphics has no rings?We don't have any plans at the moment to allow you to buy and change station interiors, however I have fed back that players would like to have them.
Pretty much makes rares for merits pointless though. Max merit return I have seen is 28 merits per ton at 200ly distance and max profit. Only spawns 40 to 60 tonnes at a time. Can't stock on the carrier anymore so that's a whopping 1680 merits a run.Much better ways to earn than that.
If you're only hauling 60 tonnes, you can do it in a small fast ship, so that's 5 jumps each way - say 12 minutes turnaround per round.Pretty much makes rares for merits pointless though. Max merit return I have seen is 28 merits per ton at 200ly distance and max profit. Only spawns 40 to 60 tonnes at a time. Can't stock on the carrier anymore so that's a whopping 1680 merits a run.Much better ways to earn than that.
like big mac in the ads & the real big mac you get at the storeAnd why Ocellus in the cosmetic store has ring and in the colonisation graphics has no rings?
It is some kind of system growth and rings are part of visualisation of how big the system is? Or system development or smth like that?
Ship wreckage etc.What does that mean? I don't understand. Escape pods no longer viable and replaced with other activities? What's salvage?
yeah that's what I was worried about. I have a tourism planet but there would be almost nothing else to "mod" its economy with, only 1 space slot. However, there is a rocky body with 3 space slots, 2 ground slots, that make it perfect for "modding" the economy, however, then you run into the thought "Do I mod this for usefulness or the interior that I want." Which again, I'd like to be able to mod it for usefulness and override the interior later with an arx purchase.It's my understanding with this update, that needs to be your primary. It looks like the way the strong vs weak connections work, your oldest, highest tiered station takes precedence. So, if your first large station is around an ELW, you should be able to establish the economy as tourism. But there are still nuances I don't think they fully fleshed out (either be design, or to leave it to us to "discover").
Shineeee!Good news: I bought the copper grey paint job for one type of outpost, and it is available for all my orbital outposts of different types, no further purchase required.
I'd like to provide feedback concerning power conflict zones STILL being broken. The pew-pew crowd represents a not insignificant percentage of the player base. Being (mostly) unable to engage in team combat in conflict zones kills much enthusiasm for engaging in PP2.0. Please consider prioritizing a fix for PCZs.We don't have any plans at the moment to allow you to buy and change station interiors, however I have fed back that players would like to have them.
I have a suspicion FD doesn't want mindless merit farming either.
What is currently required to activate the shipyard?Updated 3 Feedback: If you haul nearly 70,000T to create a Coriolis station, you should get an active shipyard as a standard feature.
My opinion is just an opinion, but I'm not a fan of this change at all (my apologies for spamming this topic, but this does greatly impact my near and long term plans).
TL 35, and large pads.What is currently required to activate the shipyard?
TL 35, and large pads.