Elite Dangerous | Trailblazers Update 3 - Wednesday April 30

@Phil W, can you please ellaborate on economy override for Colony type constructions?

There are already lots of posts here with player concerns about it.

Will the Strong Links cancel the body type economy override, or will the economy override always kick in and we need to work hard to change this with both Strong and Weak Links?
 
First of all, lots of love to the devs for their hard work on this, particularly around the Easter holiday.

These changes seem well thought-out, as it logically simulates background trade and interactions between facilities within a system, as well as resolves issues with previously non-viable station locations - which is excellent. On the other hand, there are concerns that planet-type specific and system-wide "weak link" influences will muddle the intended economies of stations and remove desired commodities due to the parasitic way different economy types interact together. I think as long as the "strong link" influence is sufficiently powerful enough to override any unintended and competing planet-type or weak link influences, this system will work great. If the strong link influence isn't tuned high enough to out-compete undesirable outside influences, I think a lot of players are going to be unhappy that their stations are not producing the desired commodities.

Ultimately though, what I find most reassuring is that we finally have an official statement of intent by the devs, which is to "allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems." So, even if the balance isn't quite right out-of-the-gate, I feel more confident now knowing that the players and FDev want the same thing, and am hopeful they will continue to monitor feedback as players more-fully build out their systems.
 
Now I’m yet to read up on every comment in the thread, but some notes of my own to this -
In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
What will happen when you have both a T1 and T3 planetary port on the same body? Will the T1 just remain colony and/or inherit the body’s economy influence while ignoring what was built on it?
Weak links are created between ports and supporting facilities located on different bodies within the same system
Okay… but I didn’t ask for that security or relay station at the star or a non-landable with no other orbital slots to begin providing a military or high tech influence to my station which will have some of its (useful to colonization) exports eaten by the weak link…
Has geologicals
  • Extraction
  • Industrial
In other words, if this baseline influence cannot be overridden as was basically impossible during the original (and accidental) implementation, and is as strong as it was then, bye bye to anybody’s plan that built their refinery things on/around a high metal content world with volcanic activity. Why does it have to give industrial anyway? Not sure I’m following the logic of “volcanic activity = industrial economy”. [Industrial eats literally all of the refinery exports which are useful to colonization. So do military and high tech to a lesser degree, unless you specifically disabled this for new colonization builds.]
Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
See above for why this is a mixed bag. Same thing for the weak link economies - on paper this might seem like a good idea, but in practice this will just result in stations with 3/4+ economy types (likely two major and two minor) everywhere because currently people have to build installations with either high tech and/or miltary influence in order to raise the system’s security level/stat at a reasonable rate. (Building 20 different comms installations is not “reasonable” and the government installation with a lack of economy influence is a standard of living structure first, other stats secondary.)

I’m not sure if this will make builds more unique or just less unique because the way the system has been set up encourages building specific structures for specific purposes even if there was no intent to create an economy with them. Such as building space farms or agricultural settlements on a 2 slot moon to raise the standard of living (or at least keep it from being negative) while generally the system is primarily themed to extraction/refinery.

Pros - documentation. Because players did ask for it.

Should I be more excited? Maybe, since we are getting support updates, but I’m not exactly sold on what feels a little like whack-a-mole the problem to see how players respond to this new addition. This will create a giant mish-mash of economy types everywhere particularly due to the way increasing system security was implemented/heavily relies on military influence structures. And other build choices which may have been done by players without the intent of economic influence.

At the very least implement toggles for this to choose if we want to share economies system-wide or just locally with our builds. Planetary economies is 50/50, having the downsides to some economic types is fine but I am not convinced about them immediately applying to everything “colony” instead of responding by applying a favorable type/bonus if a chosen specialization matches with the planet. EG putting agriculture to a port orbiting a terraformable water world. I don’t want that to have tourism because A, not within build intentions and B, it will eat agricultural exports.

And any news on fixing structures not applying their economy influence properly? Unless I didn’t see it in the details.

On another note…
Orbis Stations
… could we perhaps get more baseline building options for the Orbis? There are a bunch of variations for it out there yet all we’ve got is the Apollo with the front orbital ring while its back section feels unused, and the Artemis looks like it is extra barebones (which I guess could work for a more industrial-type look but still).
 
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Now I’m yet to read up on every comment in the thread, but some notes of my own to this -

What will happen when you have both a T1 and T3 planetary port on the same body? Will the T1 just remain colony and/or inherit the body’s economy influence while ignoring what was built on it?
From what I've read, I believe the T3 planetary port will get the strong influence from the planet, and the T1 will get the weak influences from other facilities in the system, if any. According to the patch notes, only one surface port will get the strong economy influence from the planet it's on, and that is the biggest port, or the port first built if there's more than one port and they are of identical size.
 
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Good luck in a new System. There's plenty more out there to try again.
I can asure you, that there will be no 'New System'.
The effort vs. reward calculation is seriously out of whack and I do neither have the desire to go through the grind to get a fleet carrier, nor do I play frequently enough to be able to keep it long term.
And without one, I am mostly locked to very local supply of goods to build out an economy, which my current system had (as I can bring in all the high volume goods from 1 jump away with my Cutter without even a FSD booster).

And with my utter disapointment how this turned out, I am afraid I have better things to do than to get only more furstrated when I can see my work go to waste.
There is a reason why I usually stay clear of anything labeled 'Beta' or 'Early Access' and this only proves this.

So I wish everyone good luck, but I am certainly out of it.

Also, as a side note:
As far as I understand it, you can not choose what links to what. So you will inevitably screw your system, if you want to boost certain stats (like security or development level), as those facilites will also result in an economic influence that you might not have intended. So systems like mine with lots of stuff already present will be a total mess and virtually unfixable.
 
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RIP escape pods.
Yeah, I'm not sure I get this change...

I know merits for escape pods was on pause like rare goods, but it seems kinda weird to have merits for handing in wreckage components and also have a dedicated option to hand in escape pods to power contacts yet also have no merits involved. Is there some reason I'm not seeing why getting escape pods shouldnt get you merits?
 
Yeah, I'm not sure I get this change...

I know merits for escape pods was on pause like rare goods, but it seems kinda weird to have merits for handing in wreckage components and also have a dedicated option to hand in escape pods to power contacts yet also have no merits involved. Is there some reason I'm not seeing why getting escape pods shouldnt get you merits?
Probably due to that people could get large amounts of escape pods from friendly megaships and used that to rocket up through the powerplay ranks.
 
Great patch note ahead ! Although I have a question about system colonization : Will we ever be able to engage with planet terraforming ? Creating new eartlikes from eligible planets, in other words.
 
Powerplay is alive!

My biggest worry is buffing undermining when Odyssey data sniping is already so strong. We will now see more and more systems getting erased at the server tick with no apparent undermining progress that you could react to. After all you can just collect and collect data for however long it takes (even multiple weeks) and just hand in at the final hour - unlike PP1 there is no "local news" entry telling how many sniped merits there are.

Other than that:
  • No mention of 1-ton trading formula fix. But at least we can go back to rares.
  • Salvage powerplay wreckage sources currently have half of its contents as escape pods. Will these get changed into more wreckage components/black boxes?
 
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I can asure you, that there will be no 'New System'.
The effort vs. reward calculation is seriously out of whack and I do neither have the desire to go through the grind to get a fleet carrier, nor do I play frequently enough to be able to keep it long term.
And without one, I am mostly locked to very local supply of goods to build out an economy, which my current system had (as I can bring in all the high volume goods from 1 jump away with my Cutter without even a FSD booster).

And with my utter disapointment how this turned out, I am afraid I have better things to do than to get only more furstrated when I can see my work go to waste.
There is a reason why I usually stay clear of anything labeled 'Beta' or 'Early Access' and this only proves this.

So I wish everyone good luck, but I am certainly out of it.

Also, as a side note:
As far as I understand it, you can not choose what links to what. So you will inevitably screw your system, if you want to boost certain stats (like security or development level), as those facilites will also result in an economic influence that you might not have intended. So systems like mine with lots of stuff already present will be a total mess and virtually unfixable.
Not having a FC explains your Frustration, even more so if you started to build alone with no external Support. And yes, if you're not able or willing to put up with your "Work" going to Waste during the Test Phase of something, then you shouldn't have participated in the first place.
As a side note - with the help of others, a FC can be farmed within a weekend these days.
 
Multiple economy types can be present in a port. If additional economy types are present at a port via links, this will proportionally introduce trade of commodities represented by these additional economy types. (I've added this to the main body of text as well)
As other people probably have said, it needs to be made clear if this only counts for the supply side. Because if it is also on the demand side nobody will ever build refineries on a planet with volcanic activity (and a fair few of the larger ones or moons close to has giants/brown dwarfs do) as their exports will immediately be cannibalized by industrial and thus become useless to colonization. Or mostly useless.

Or as I said, tourism/agriculture of water worlds will have tourism eating agricultural exports (apparently all other economies do).

I guess it is time for more test systems anyway… instead of developing all the other systems that I claimed in the intention of actually doing so when I’m at the spot I want to be. But I guess, I will get to look at my chain links earlier than thought.
 
Yeah, I'm not sure I get this change...

I know merits for escape pods was on pause like rare goods, but it seems kinda weird to have merits for handing in wreckage components and also have a dedicated option to hand in escape pods to power contacts yet also have no merits involved. Is there some reason I'm not seeing why getting escape pods shouldnt get you merits?
I think (but am not sure) that they got disabled due to people harvesting large amount of pods from their own power's stronghold carriers. Apparently that proved too hard to fix some other way. Not it the patch notes, but I do hope that they've fixed the scanning the of same wake every 2 seconds "exploit"!
 
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