Introduce: Inara + Market Connector and player advertising in discordsDoes not work because you can't see commodity prices in systems you haven't docked in.
Are you new?
This would be irrelevant anyway if we could create our own missions
Introduce: Inara + Market Connector and player advertising in discordsDoes not work because you can't see commodity prices in systems you haven't docked in.
"You need to be near a range of supply chains all of which have slightly different issues and you'll have to think about more than one thing at once and do a bit of data-driven looping" is entirely real. It also appears to be the piece of this that people realllllllly don't like.I am a realism nerd and I declare: there is not even an ounce of realism in the entire colonization mechanic
I never bothered with the 3rd party stuff, I know how to trade. GG.Introduce: Inara + Market Connector and player advertising in discords
Are you new?
This would be irrelevant anyway if we could create our own missions
You yourself pointed out earlier it's impossible to advertise these effectively.I dont understand how our suggestion is considered so alien when we already do exactly this with carrier buy orders. We convince people to do things we dont want to do by setting rewards such as cr. Im worried by how difficult this is to generally understand. Did we forget that this game has an economy?
I like INARA and EDMC them a great deal. Not to make credits, but to find commodities. And other info.Introduce: Inara + Market Connector and player advertising in discords
What game have you been playing??? What the heck do you think all those cargo racks that have been around since the start of the game are for? Could it be the MANUAL SCHLEPPING OF CRAP FROM ONE END OF THE UNIVERSE TO ANOTHER? Trading has always been a huge part of Elite. To get Elite trading status, you have to schlepp billions of credits worth of goods from one end of the universe to the other. Only difference is now, you not only get extra credits, you also add stations in your own budding system.The problem is the game mechanic does not fit the game. In a proper god game/command and control game you don't do stuff like this personally. You send and direct resources and minions around to do your bidding with a click of a mouse and the game you play is the strategic game. Supply, conflict, resource management because that's the fun stuff. The manual schlepping of crap from one end of the universe to another is not something anyone wants to do. But that's what happens when you keep shoehorning the wrong game mechanics into a game about manually flying a spaceship. The game was never designed to do this rubbish, that's why it's clunky as hell.
I don't know what game Frontier have made but it's not Elite.
You gotta admit the hauling for Colonisation is different than trade hauling previously in this game.What game have you been playing??? What the heck do you think all those cargo racks that have been around since the start of the game are for?
What social options exist to 'ask them nicely' in the game? If you haven't already friended them you can't ask them anything. Not all have large discord groups.Or just ask them nicely.
I do have a notebook for this. I have a list of goods common to each construction type and unique ones. Which nearby systems have the best supply of each. Distance from each other. Backups for steel and insulating membranes since they seem to run out and have supply issues. Best routes to maximize stock without leaving empty space and minimize jumps. Plus theres emergency power cells which are only sold 200+ light years away. It's only steel and aluminum that require no thought (minus needing 3 backups for steel) because they take several trips each. Tourist settlements are a fun alternative since their steel and aluminum requirements are loooow while having lots of food and booze requirements at weird amounts.You gotta admit the hauling for Colonisation is different than trade hauling previously in this game.
When I used to do lots of trade there was a fair amount of thought that went into it. Figuring out good trade routes, optimizing my load as I travel from one station to another, etc. I actually had spreadsheets and a notebook! Whereas hauling stuff for colonisation is pure 100% non-thinking grunt work. It is like doing Robigo runs, only x100.
Of course it works. Any Inara commander that docks at that market and feeds the data, the architect being one, that becomes a searchable place to sell your load of Insulating Membrane. I know it works because my carrier has been filled by players in systems nobody is in unless they are filling my carrier. Now in-game only, that's true. No way you would know it's there unless it showed up in a nearby "Also consumed by" list. Which it should.Does not work because you can't see commodity prices in systems you haven't docked in.
Wow, to think I book marked 3 locations for 95% of the commodities I ever need. And I brainlessly fly back-and-forth. The other 5% I simply follow the nearby systems INARA tells me to fly to and that's pretty much it. For the smaller facilities I kept track of the commodities on paper, but the bigger ones don't matter, the quantities are just so big. I wouldn't call building a Coriolis or Orbis a "high level thinking activity". Edit: I suppose similar to some of the other ED activities.I do have a notebook for this. I have a list of goods common to each construction type and unique ones......
Yikes.I never bothered with the 3rd party stuff, I know how to trade. GG.
i've been in the <5billion (spare cash) for several years. This is the reality of the casual player, a community that seems to be ignored in this forum/threadI like INARA and EDMC them a great deal. Not to make credits, but to find commodities. And other info.
Players in the <5 Billion part of the spectrum don't remain there very long. A player motivated to do pretty much any activity in ED can become a credit mega billionaire doing whatever activities they enjoy.
Examples:
Exobiology Elite Rank = 8.4 Billion.
Exobiology Elite V Rank = 30.5 Billion
Community Goals: I paid for my fleet carrier with a single hauling CG.
Various Thargoid Events (during war) - anybody could rake in mega billions. Combat, passengers, hauling, etc.
Powerplay 2.0 - I didn't count, but I think I got maybe10-208 billion from ranking up.
We must be in different parts around the bubble. And who said anything about a Coriolis or orbis? Those are group efforts. I wouldn't really try to complete them on my own in any sort of serious fashion, I just use my orbis construction site for overflow.Wow, to think I book marked 3 locations for 95% of the commodities I ever need. And I brainlessly fly back-and-forth. The other 5% I simply follow the nearby systems INARA tells me to fly to and that's pretty much it. I wouldn't call building a Coriolis or Orbis a "thinking man's game".
a) Yes I have built a reasonable collection of facilities.You do know there are dozens of other things to build, yes? You can exceed the benefits of a Coriolis with a few cheaper settlements and a single colony planetary outpost.
IMO there are better improvements that could be made to colonization. This isn't a 'bad' idea, it just wouldn't be high on my list.1. This will waste dev time. They should spend time on other features. Bigger priorities." (reasonable nerds)
Not 'nobody'. But not a huge amount. Look at how awful the last CGs were. I did a couple loads for each and was in the top 50% in both. And those CGs had an actual benefit to human kind and the gaming world! Some cmdrs hauled a bunch because they thought it was important, but overall.... meh.2. "This feature wont work because credits are worthless. Nobody will haul for credits." (ignoring that carrier p2p carrier economy exists) (in denial ultra-rich speculation nerds)
I haven't read through the whole thread, but I am guessing this point is more directed at the idea of NPCs hauling on behalf of the cmdr. Possibly AFK or when logged off. I can see this not being popular.3. "Its lazy if you dont haul every ton yourself. You don't deserve colonisation if you dont haul everything" (angry hauling/realism nerds)
Ha ha!4. "This feature isn't needed because we have hopes and prayers that all of our hauling will be magically completed if we're all kind" (spiritual/religious nerds)
No need even for extra mats. Missions already have a value of rewards attached, for example basic credits. Colonisation ship / Construction buys commodities with fixed prices. Missions have a UI/Logic for selecting rewards. Combine all that - player fixes some problem for an NPC (completes a mission) -> NPC delivers specific commodity of the same value as credits reward for the mission to Colonisation Ship / Construction site.It would be neat to have mission rewards that were essentially shipping manifests of some bulk material. So, I assassinate someone for XYZ faction via a mission and one potential reward is that they give me a manifest data-item "mat" worth 5000 steel. I can go to any construction site and "spend" the mat to deliver 5000 steel. That would open up every type of gameplay, and cut down on the tediousness of menu, loading screen, menu. The manifest mats would take up no cargo space, so a player could gather the ones they need and drop them off all at once.
We should also be able to reliably hire NPCs to do bounty hunting and CZs for us. Some of us would like to accumulate bounty vouchers and win wars without having to engage in combat.The ability to reliably hire NPC's/Players to do hauling
We should also be able to reliably hire NPCs to do bounty hunting and CZs for us