Elite Dangerous | Trailblazers Update 3 | Now Live!

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.
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Asteroid belt stars get extraction bonus
 
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).
You'd get fairly quick extra protection from Beyond Frontline Penalty once the actual frontlines started to split apart from each other. 35% penalty sounds big, but it's only about the same as you'd get from trying to undermine against Moderate BFP or High SSP. And a lot of the Fortified/Stronghold systems, especially those inherited from PP1, have High SSP or stronger, so in that respect it's just levelling things off.

There's certainly a big question about how to maintain a situation where Powers are incentivised to (successfully!) attack each other while keeping overall numbers of systems stable that this particular change (explicitly) doesn't address - and also how to handle the potential for a Power to be almost wiped out in a way that doesn't just lead to the "shell depth" stalemates of the Thargoid War. But the first step is to get the sides to attack each other at all a bit more.

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.
Delaine's strike on Patreus was effective locally, certainly, congratulations to them for that - but many powers don't even have that sort of vulnerability any more (you couldn't attack LYR like that without a lot more effort), and it's only the 3rd or 4th time in half a year of Powerplay that collapsing a fortified bubble has happened at all despite its high on-paper effectiveness for undermining and the long-standing availability of this tactic.

Part of the problem of course:
- you don't actually gain anything from another Power being smaller (it's not as if there's a shortage of space to expand to)
- you still have to go through the effort of acquiring and reinforcing all those systems for yourself if you want them for yourself for some reason

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.
The 'naive' figure would be about 7-10:1 if it doesn't change any behaviour, down from 10-15:1 now. So it'll definitely be interesting to see how much further down (if any) it shifts the ratio. There are still a lot of incentives to reinforce rather than undermine even with this cutback.

And more interesting to see what Frontier have coming up next, too...
Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
...might actually be the most significant change here!
 
Wow, now and then I'm amazed by how much I don't know about this stuff.
It's one of those things where Elite Dangerous has immense depth, all of which is (was?) carefully partitioned off from mechanical impact so that players never need to worry about it.

The question "how much Clothing will station A produce?" is not at all a straightforward one to answer - even the data I've been able to collect so far is the result of the effects on hidden data by a bunch of hidden variables, so a completely blank slate prediction is impossible. (Though with certain bits of info about station A I can give a reasonable estimate)

The question "how much Clothing is currently in stock at station A?" is easy to answer, and with crowdsourced tools that answer can be rapidly shared. This is also the question which has more than once-a-decade in-game application.

You don't need to know that the range of Clothing production caps per economic unit varies between at least 1.23t and 15.72t. You don't need to know what an economic unit is, either [1]. And even with Trailblazers there's not much you can actually do with that information beyond noting that a 50% Industrial should produce Clothing, unless you get unlucky. And maybe that's not "unlucky", it's "the balance of your various humours system variables is off" but figuring that out would require hundreds of systems of carefully controlled colony construction, and even I'm not that interested in the answer.


[1] They probably don't exist as such, but it's a useful modelling tool.

I'm not sure I even understand what they mean by that one?
I think it implies that previously "Kaine has a reinforcement ethos for scanning ships" (so gives a +50% merit bonus) was a client-side definition, so required a patch to change, so they didn't. Now it's a server-side definition, so next week Kaine gets a reinforcement ethos bonus for bounty hunting and Mahon gets the scan one, if Frontier feel like it.
 
It'll be interesting to see what actual change scrapping escape pods for generic "salvage" will mean in the UI - will it mean that there is just a single "hand in salvage", which will include everything scooped up from wreckage POI (including any escape pods) or that there will be more of the wreckage parts and less escape pods - etc. Or that escape pods are simply ignored (as currently) and no longer listed in the UI (the worst outcome IMO - I enjoy the wreckage salvage sites as quick activities)

Without more details I think I'd have preferred it if only the Power Wreckage POI escape pods were still relevant (i.e. just not just farming them elsewhere nefariously as an exploit - which I think was the original reason for halting handing them in), but maybe this change will work, need to see it in action.

Very excited for the stutter fix. Will be watching that like a hawk to confirm.

Next another general QOL and longstanding bug fixes patch too please... <cough cough>shadow flicker, FC QOL, etc.</cough cough>
 
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I would love the choice, as the system architect to be able to disable planetary influence if I don't want it. The current changes are likely to ruin my current refinery coriolis as it is orbiting an icy body that has two slots that contains two refinery hubs. These were built and completed before the initial planet based economy change hit. We're still not sure exactly what the weak links will do but I have a feeling that the strong links will have a direct effect on the market proportions while the weak links may just be boosts to available stocks in the stations. I had been seeing and recording these effects before the planet influence thing got switched on a while back. When the planet thing got switched on I stopped seeing any boosts from building other buildings in my system so this feature may have been turned off at that time. I was really confused for a bit when I stopped seeing boosts to my markets when building more stuff but this makes more sense now. At first I chalked it up to my system being in Boom because I stopped seeing the boosts when it went back to a none state but this also coincided with the planet influence change.

I'm going to assume my current refinery will become useless when this patch hits though so maybe I'll do my best to stock up my carrier before then.
 
Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back
Please be aware these are estimated times and are subject to change.

Features of Note:

Colonisation

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
  • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
    • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
    • Supporting Facilities includes Settlements, Installations and Hubs
  • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
    • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
      • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
      • 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
    • Weak links are created between ports and supporting facilities located on different bodies within the same system
    • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
    • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • 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.
    • The below infographic details these links in action:View attachment 427470
    • Body 1 has a facility on the ground and in orbit, with a tier 1 and tier 2 port also in orbit
      • Strong links are created to the tier 2 port, as this is the highest tier port around this body
      • Weak links are created to the port on Body 2
    • Body 2 has a ground port and a facility in orbit
      • The ground port receives weak links from the body 1 facilities and lower tier port
      • A weak link is created supplying the tier 2 port at body 1
  • These links will be retrospectively created for all existing colonised systems during the patch downtime
  • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
  • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:
    • Agriculture economy:
      • Boosted by:
        • Orbiting an Earth like world
        • On or orbiting a terraformable body
        • On or orbiting a body with organics
      • Decreased by:
        • On or orbiting an icy body
        • On or orbiting a planet that is tidally locked to its star
        • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
    • Extraction Economy:
      • Boosted by:
        • In a system with major or pristine resources
        • On or orbiting a body with volcanism
      • Decreased by:
        • In a system with low or depleted resources
    • High Tech Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
      • Decreased by:
        • Nil
    • Industrial and Refinery Economies:
      • Boosted by:
        • In a system with major or pristine resources
      • Decreased by:
        • In a system with low or depleted resources
    • Tourism Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • In a system with a black hole
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
        • Orbiting a water world
        • In a system with a white dwarf
        • In a system with a neutron star
      • Decreased by:
        • Nil
    • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
  • 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.
    • These overrides are as follows:
      • Black holes, Neutron Stars, White Dwarves
        • HighTech
        • Tourism
      • Brown Dwarves and all other star types
        • Military
      • Earth like worlds
        • Agriculture
        • Hightech
        • Military
        • Tourism
      • Water world
        • Agriculture
        • Tourism
      • Ammonia world
        • HighTech
        • Tourism
      • Gas giant
        • HighTech
        • Industrial
      • High metal content and metal rich world
        • Extraction
      • Rocky ice
        • Industrial
        • Refinery
      • Rocky​
        • Refinery
      • Icy
        • Industrial
      • Has rings (includes stars with asteroid belts)
        • Extraction
      • Has organics
        • Agriculture
        • Terraforming
      • Has geologicals
        • Extraction
        • Industrial
    • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes

  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.
Port Customisation

  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts
Powerplay

  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
    • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
    • Defensive actions (Reinforcing) will result in -35% merits gained.
      • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
      • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
    • Arissa Lavigny-Duval
      • Acquisition: Collect Escape Pods → Sell commodities for large profit
    • Aisling Duval:
      • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
      • Reinforcement: Collect Escape Pods → Reboot mission completion
      • Undermining: Collect Escape Pods → Hand in salvage
    • Edmund Mahon
      • Undermining: Collect Escape Pods → Hand in salvage
    • Felicia Winters
      • Acquisition: Collect Escape Pods → Sell mined resources
      • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
    • Yuri Grom
      • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
    • Nakato Kaine
      • Reinforcement: Collect Escape Pods → Hand in salvage
      • Undermining: Collect Escape Pods → Hand in salvage
    • Pranav Antal
      • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
    • Both have received an increase to merit reward rate
  • Added Undermining/Reinforcement multipliers to Merit notifications
  • Added reference to Undermining/Reinforcement multipliers in help screens
  • Improvements to PowerPlay 2 galaxy data transfer between servers and client
  • Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
Issue Tracker Fixes:

  • Fixed instances of stutter during general gameplay
  • Fixed instances of disconnects when jumping to supercruise or hyperspace
    • We will continue to monitor data and reports following these fixes to ensure both issues are now fully resolved. Please continue to report any further instances where this occurs.
  • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
  • Fixed Crash to Desktop when plotting route near permit locked systems
  • Fixed issue where the concord cannon could not be reloaded
  • Fixed the Gamma settings window getting stuck on screen
  • Adjusted the Corsair heat dissipation
Bug Fixes:

  • Fixed the hitcheck on the Corsair's side engines
  • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
  • Fixed Corsair engine sounds being too loud when rolling at maximum speed
  • Fixed instances of colonisation contact missing from list of contacts
  • Fixed instances of missing construction points
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
  • Fixed Planet ports not selling more than 3 commodity types
  • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
  • Fixed instances where constructions could not be renamed
  • Fixed incorrect images being shown in facility construction selector
  • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
  • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
    • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
  • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
  • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.
TLDR

Good to see :)
 
Oh my word. Now THAT'S how you do release notes!

I can't remember the last time FDev publicly wrote out the mechanics of a feature in such details. It's always been just obscure hints dropped over a brief moment of a live stream. And with examples??? Wow. This is really, really great work. Thank you!

On the Powerplay part:

I'm concerned about the negativity aspect being given to PowerPlay. I'm a law-abiding CMDR and most undermining activities available to me (read: fun) are illegal and incur fines and bounties. The few tools we have to raise system scores have been chopped off by 35%. This is on top of the 4:1+ ratio of system score we get from the merits we see in game.

If I'm reading it correctly, for example, scanning a wake gives me 20 merit points. That is divided by 4 which yields 5 system score gained. After this change that will be further reduced by 35% = 3.25 score points. Transporting 100 Power commodities to reinforce / 4 - 35% = 16.25 system score points (and these are reduced so it's not 100 to start with).

I know you guys want us to fight but this is getting crazy. This will make it dead easy for the larger Powers to obliterate smaller ones. Also, it doesn't seem you fixed the completely unbalanced mined minerals merits/system score we currently have. Yes, it's dropped by 35% but so does every other positive action (ie: trading rares) which would keep things unbalanced.

Alright, ready to be corrected if I messed something up above. Go! :)
 
Am I am screwed again >_<
Started construction of an Apollo Orbis around a Icy Moon that I want to turn into an Agri Station.
With this new system, this again will not work properly, as Icy Moon means I get a Malus applied to it.

Stop forcing any economy on my stations and LET ME CHOOSE what my stations do.

Also, did I miss it or is there still no 'undo' button planned?
Or at least the ability to move stations to different slots inside a system because of the various bugs and issues?

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.
I guess, too bad?

You said it yourself. You don't play a lot, and you don't want to work toward a carrier. That means you don't get to have the advantages that come with those things.

It's a beta, they've said that hundreds of times.
 
These colonization fixes, Corsair and stutter/crashes fixes are very welcomed but what about BGS ticks? It's been broken ever since colonization has been released. :(
 
I guess, too bad?

You said it yourself. You don't play a lot, and you don't want to work toward a carrier. That means you don't get to have the advantages that come with those things.

It's a beta, they've said that hundreds of times.
Yep we knew what we were getting into when Trailblazer's launched in beta, there was going to be changes, review, and more changes, and no refundsies (and we also all know the FDev pace of things). This is precisely why I did not OVER invest, I have only one system with half a dozen constructions. Will wait for the update and add a few more, re-assess, and then wait to see how the dust settles again.

People rushing to daisy chain or build massive systems were a bit bonkers and have no-one to blame but themselves for unintended outcomes. Even if Fdev explicitly said at launch "do not over invest during beta" people would have done it anyway, and if they had put a cap on individuals colonies there'd have been uproar too.
 
Almost getting the vibe that these Links can be adjusted by the Architect.

Such a verbose explanation of strong and weak links as well as ports and supporting facilities, combined with sentences like "Both types of link can be present" really only would make sense if you provide additional Architectural gameplay.
Especially if you preface that with "changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems".

If that's going to be a thing, then you can concentrate the flow of goods within a system into a single port? -To a certain degree...
Will have to see, but this next patch'll be interesting, that's for sure.
 
Yep we knew what we were getting into when Trailblazer's launched in beta, there was going to be changes, review, and more changes, and no refundsies (and we also all know the FDev pace of things). This is precisely why I did not OVER invest, I have only one system with half a dozen constructions. Will wait for the update and add a few more, re-assess, and then wait to see how the dust settles again.

People rushing to daisy chain or build massive systems were a bit bonkers and have no-one to blame but themselves for unintended outcomes.
Yeah, my squadron and I ran ourselves about 500LY away to a nice like private Bubble and basically just grabbed systems and put down a single outpost in the vast majority to wait out the first couple rounds of changes. I JUST started building a few installations and surface sites in one of them. If FDev comes in later and takes a wrecking ball to it, I'll be annoyed and frustrated to be sure, but then I take a breath and move on.
 
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