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

  1. 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:
    1. Pledging to a different super-power (relocating to a nearby systems of the super-power of interest)
    2. 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:
    1. 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
Back
Top Bottom