Elite Dangerous | Trailblazers Update 3 | Now Live!

Just finished a mining session & apart from one Yellow Adder in the first 15 mins I had no stuttering (that I noticed), the gamma page worked fine, the prospectors no longer seem to need the ship to be in motion & although I lost a lot of collector limpets that could just be within normal tolerance.

Well done Devs, seems like a solid update that fixed at least two very noticeable bugs I regularly faced.
 
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.
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").
 
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.
And 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?
 
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. (n) Much better ways to earn than that.

They need to massively increase the amount of merits awarded to be even remotely worth the trouble.
 
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. (n) 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.
If, on the other hand, you use a big hauler (Cutter, 'conda, Corvette...) you can visit more than one rares producer per round and bring in a full load.
 
After the Update Download, which was quite brief, I visited my constructions in Hyades Sector JR-W C1-8 to check the markets.

The description of the schema for strong/week connections between facilities, bodies and markets makes understanding a lot clearer. Along with influences of body type and other system attributes on the economies.

I designed the system to be primarily a refinery/extraction economy with agricultural and high tech outposts to support colonization of the local area. Some Agricultural facilities were added around body 1 for food security.

These markets changed dramatically. System Population went from 53,400 to 20.4 million. Last architect payment was 500,000 CR. My primary planetary outpost on body 4 remained a refinery (though on a high metal content world) with an expansion of minerals added (strong), plus some high tech and agricultural goods (weak). Same for the planetary outpost on body 4a which was a high tech facility with an orbiting medical facility, the high tech goods went down and refined goods, minerals, agricultural products increased in that market. Significantly increased inventories. I have over a 150,000 units of steel. My agricultural outpost around bodies 1, 2 and 3 now sells Tritium which is unexpected.

I really like the info-graphic detailing the strong and weak influences for a outpost or port. Makes things a lot clearer to understand what is going on. I dislike the paint jobs which seems like tacky overkill.

I greatly appreciate Brewer stepping up security around the orbital construction ports. Makes visiting them a lot safer.

Update is quite satisfactory.

If anyone is around Hyades Sector JR-W C1-8, I got plenty of metals for sale at Glazkov Landing. Got Steel, CMM, Titanium, Aluminum, LOX in the 100,000's. About 55 LY away from NGOBE. Feel free to visit.
 
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My primary port is still in slot 0.5 when it should be in 0……not visited it yet, maybe the new rules will override this……don’t know if I should use slot 0 if this is the case.

By the way what do I do with the three storage units filled with building schematics?
 
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").
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.
 
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.
Shineeee!

shineh.jpg
 
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'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.
 
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).
What is currently required to activate the shipyard?
 
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