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Frontier Forums
Dear FDev,
I would love to submit a feature request (sorry if it was mentioned in other threads):
Feature #1 - Ability to deconstruct a station/starport/ground settlement
Use Cases
Being able to change the economy of a system to adapt it to changing realities of what neibours are doing.
Example: all of the neibour economies are "Extraction" and cmdr wants to change the economy of their system to something else
Added Value
Allows more living and breathing overall economy of the bubble
Creates more opportunities to re-engage in the "construction" game loop for commanders that want to min/max their system economies
Feature #2 - Ability to Abandon Colonized System
Use Cases
Relocation (e.g. pledging to a different super-power and relocating to other place in the bubble).
Example/s:
Pledging to a different super-power (relocating to a nearby systems of the super-power of interest)
Joining a squadron that plays in some specific area
Abandoning System if CMDR doesn't like the end choice.
Example: I noticed too late half of my planets are too far away from the red dwarf to get ANY starlight at all, leaving them in complete darkness. Wouldn't colonize the system in the first place (if I only knew), but it's too late
Abandoning "ghost" systems
Examples:
Abandoning "bridge" systems that were colonized only to "reach" that 15ly distance of the actual target system, while the "bridge" system recieves zero development after and stays forever empty/underdeveloped/unplayed
Added Value
Allows more living and breathing bubble
Allows commanders abandoning their colonized systems in favor of colonizing something new elsewhere
Allows other commanders to claim abandonded systems, which could have stayed "ghosted" because other commander doesn't want to continue with that system anymore.
Creates more opportunities to re-engage in the "construction" game loop for commanders that want to min/max their system economies
Feature #3 - BGS "Deconolization"
Trigger decolonization event if the system didn't recieve X/Y/Z facilities from system architect after some number of weeks
Use Cases
Dealing with empty ghost "bridge systems" that only have single tier one facility and zero further development
Added Value
Allowing other players to colonize desired systems, which would have been claimed by someone else only for the purpose to be "bridge" to some other system, while recieving zero further development
Creates more opportunities to re-engage in the "construction" game loop for commanders that want to min/max their system economies