Elite Dangerous | Trailblazers Update 3 - Wednesday April 30

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.
That interpretation doesn't match the graphic or the words they put into these notes. Not sure why they described it like this, but they did say specifically that ports will pass links between each other, so in your example the T-3 port will pass its strong links to the T-1 port. Look at the orange line depicting strong links going from one port to the other in the graphic.
 
A port with all economy types present would produce almost nothing, as all the products would be consumed by something else before players ever saw them.
It's slightly more complicated than that (not in a good way, necessarily) because commodities often aren't symmetric - i.e. a 0.5 strength consumer of a commodity won't demand exactly the same amount as a 0.5 strength producer of it would produce.

So you get various categories of commodity (noting that the precise modifiers are per-station and have a fair range on them, so there's some luck involved too):
- something like Progenitor Cells, the production modifier is huge compared with the consumption modifier, so a station which is even 10% HT still probably produces them
- something like Lithium or Tantalum the two are usually about equal, so if you can get above 50% Refinery you probably can get some output, and might not even need that much if the other 50% isn't all Ind/HT/Military.
- Beer, on the other hand, has a huge consumption modifier compared with the production modifier. A station which is 90% Agri might still not produce enough Beer to export it.

My biggest worry is buffing undermining when Odyssey data sniping is already so strong.
It's strong in theory, yes. But no-one is actually using that strength in practice to go on a rampage through their opponents' systems on a regular basis.

We're up almost 2000 total systems, 600 strongholds, and 1100 fortified systems since the start of PP2. The overall reinforcement:undermining ratio exceeds 10:1. Several powers have managed to cross-link their systems so that they no longer really have any "disconnected fortified" which would be a dangerous target for that sort of snipe unless multiple systems were all hit at once.

(Obviously a slight tweak to undermining/reinforcement rates isn't going to be enough to shift that on its own, and Frontier know that. But they can afford to adjust things gradually here.)
 
The other day I noticed on PS4 ARX store (when accessed from main menu) had "Station Customisation" and "System Progression" tabs added in past couple months. There was already "Pre-Built Ships" and I speculated with my old Legacy squad and my Live squads that this was leaked info for Live on upcoming features or features in game but removed just with leftover coding. Looks like we got our answer. Obviously I say this with the assumption that the ARX Store is cross server, meaning both Live and Legacy use the same ARX store but obviously with post-Ody content hidden, this means those tabs were not coded to be hidden on Legacy. Anyone on console, look for yourself. Might wanna look into that oversight, fdev.
 
  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
oh this'll be helpful. I used an anarchy faction to settle one of my systems and very occasionally a pirate would spawn in at the construction site and demand cargo, and since they share a faction the site would turn hostile when they did.
 
@Phil W
I don't know if it could be said a bit more clearly but when it is said that:

_links will be retrospectively created for all existing colonised systems during the patch downtime
and later down
_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

If on a current ice world or a rocky ice world, they are full of refinery hubs, will my orbis convert into IND/REF regardless?
Or is the IND kicking in only if I make an IND facility? In the case that a current orbis has a reshaped economy effectively removing the "override", does it also need to not have a secondary economy that would be colony, causing the condition to trigger?

Or, if the colony is already made, this is only applied from the construction menu (meaning only past the update)?

Effectively my 2nd system with an orbis is following a curse depending on possible reply :cry:
I am hopeful that as architect we could eventually decide on an on/off for the I/O system with the links to shape the system with a bit more control, or to specify a station focuses on remaining a mono-economy .ie: we'll make a station focused on IND not far from here but all ressources here will be for a REF.
 

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It's strong in theory, yes. But no-one is actually using that strength in practice to go on a rampage through their opponents' systems on a regular basis.

We're up almost 2000 total systems, 600 strongholds, and 1100 fortified systems since the start of PP2. The overall reinforcement:undermining ratio exceeds 10:1. Several powers have managed to cross-link their systems so that they no longer really have any "disconnected fortified" which would be a dangerous target for that sort of snipe unless multiple systems were all hit at once.

(Obviously a slight tweak to undermining/reinforcement rates isn't going to be enough to shift that on its own, and Frontier know that. But they can afford to adjust things gradually here.)
I think it was Tortuga spanking Patty for 16 systems has been one of the largest attacks so far.

I am a little concerned that this change to powerplay will tend to bias against smaller powers. Many of them have already been somewhat bullied, even with the current rules which are more advantageous towards reinforcement.

I think the issue really is more about making large powers more vulnerable- its a shame each system gained lowers a command and control bonus to the point where attacks are more deadly...but then missing too is the reason for getting big to begin with, and drive powers to be selfish.
 
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 agree. It's all the more dramatic for rescuers like Medicorp :(
 
Hopefully the production of multiple refineries on body and extra in system will overcome planet pressure of Icy body.
It all depends how consumption works I guess.
 
It's strong in theory, yes. But no-one is actually using that strength in practice to go on a rampage through their opponents' systems on a regular basis.

We're up almost 2000 total systems, 600 strongholds, and 1100 fortified systems since the start of PP2. The overall reinforcement:undermining ratio exceeds 10:1. Several powers have managed to cross-link their systems so that they no longer really have any "disconnected fortified" which would be a dangerous target for that sort of snipe unless multiple systems were all hit at once.

(Obviously a slight tweak to undermining/reinforcement rates isn't going to be enough to shift that on its own, and Frontier know that. But they can afford to adjust things gradually here.)
Its strength is definitely being used, yes. It's just not noticeable on a galaxy-wide scale because if it reached that point, the charts would be like the Thargoid War - how long until the feature ends (or some kind of extra protection kicks in). But like Rubbernuke pointed out, area strikes do happen and powerplay borders are already definitely shifting. The nature of snipes just happens to limit it to organized powerplay - completely hidden UI progress that just gets executed at the end of the cycle without any chance to react. With the 1000 data storage it doesn't take many to erase even a full progress bar.

The -35% reinforcing change is also going to be huge hit to galaxy-wide trends. The 10:1 figure assumes people will remain doing the activities in the same ratio as before.
 
Not sure if i understand it correctly but is the "body 2 " only the planet next to the "body 1",
soo does that mean stations build in the orbit of sun will not get the economic bonus
 
Not sure if i understand it correctly but is the "body 2 " only the planet next to the "body 1",
soo does that mean stations build in the orbit of sun will not get the economic bonus
I don't see anything that a star would boost other than tourism having nuetron star or black hole in the system. So I don't think you can get any 'boosts' from nearby bodys, only from the body you orbit and stars don't offer any boosts.
 
No mention of 1-ton trading formula fix.
Darn, yes indeed :( (And yet there was good reason to think that the change would have been trivial.)
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.
This is one of many posts highlighting a legitimate concern, but I am hoping it'll turn out OK, chiefly for one reason: FD must be acutely aware of the recent complaints around mixed economies wrecking commodity availability. This being the case, a newly-introduced change to the economy stuff for colonies surely can't possibly fall foul of the same thing...? :oops:
So you get various categories of commodity (noting that the precise modifiers are per-station and have a fair range on them, so there's some luck involved too):
  • something like Progenitor Cells, the production modifier is huge compared with the consumption modifier, so a station which is even 10% HT still probably produces them
  • something like Lithium or Tantalum the two are usually about equal, so if you can get above 50% Refinery you probably can get some output, and might not even need that much if the other 50% isn't all Ind/HT/Military.
  • Beer, on the other hand, has a huge consumption modifier compared with the production modifier. A station which is 90% Agri might still not produce enough Beer to export it.
Wow, now and then I'm amazed by how much I don't know about this stuff.
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
Yes, so I'm guessing that the dedicated option won't exist for much longer.
 
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