Requirements for building a Coriolis starport

It’s just too repetitive so players are scrambling to find an out- such as: the basic station is up with fewer Less Truckery and subsequently additional commodities are brought to add feature/ functionality.
So? You essentially remove an activity and replace it with literally nothing in this way.

Here's a better idea. The colony ship functions a bit more like a standard station and offers missions to do things like secure deliveries through pirate massacres, assissinstions, or supply some nonstandard goods to make things more efficient, reducing goods needed by a small, comparable amount.

Like i said in another thread... switch one timesink with another.

Having FD introduce a new activity only to have an option to pay credits and make that problem instantly disappear is dumb.

Or heres an idea. Buyout the goods. But guess what? You're waiting the full 30 days, and can't stake another claim till then. Credits are a ridiculosly broken resource in the game, and paying credits would just become the defacto standard to circumventing real and interesting challenges around resource scarcity (noting anybody who thinks the solution is waiting in a station for the 10m resupply has no idea what they're talking about)
 
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i just hope that the maximum range of colonisation target systems gets increased.
My dream (and probably many other cmdrs too) was to establish a small collection of systems around 17,000ly away in the hawkins gap area similar (but smaller than colonia) maybe 2-4 systems that worked together to make trade routes ect, and that the more i built a system up the easier it would be to improve the rest of the micro bubble
i have realised it will be almost impossible as it would take around 1100 systems colonisations with an eye watering 56,666,666 comodities delivered. which if completed would result in a daisy chain of expensive time consuming and probably never again visited small stations.
wouldnt it be great if we could have these remote pockets of player made systems spread out all over the galaxy!
 
Fine, will start the grind as much as it annoys me. :mad:

What's the quickest way to do this? I suppose teleport my carrier about and fill it up? And then take the carrier to the new system and shuttle the materials between it and the colonization ship?
I left my carrier in a nice central locale (which happened to be in a refinery system).
It had plenty of the metals and 1 jump away several locations had the cmms.
The little stuff you can find almost anywhere and is inconsequential in the grand scheme.
 
And nothing benefits from just getting everything you want instantly. FD said this would be hard for individuals.

This just sounds like going to the doctor complaining "when i punch myself in the face, it hurts!".

I don't care about the size of the galaxy. Doubling the size of the populated galaxy before breakfast is ridiculous.
I agree. Really, play it smart. Take it slow, just make an outpost to get out of the 4 week timer.
 
I left my carrier in a nice central locale (which happened to be in a refinery system).
It had plenty of the metals and 1 jump away several locations had the cmms.
The little stuff you can find almost anywhere and is inconsequential in the grand scheme.
The funny part with this is that we're finally seeing the beginnings of a player- driven market... but what people don't realise is that a player driven market requires player driven demand... and player driven demand requires scarcity of goods for players.

Things like making those scarce goods infinitely more available, or magicking away problems by throwing the grossly inflated volumes of credits people have accrued through the game's ridiculous credit faucets just work against goals that FD are clearly designing for.
 
So? You essentially remove an activity and replace it with literally nothing in this way.

Here's a better idea. The colony ship functions a bit more like a standard station and offers missions to do things like secure deliveries through pirate massacres, assissinstions, or supply some nonstandard goods to make things more efficient, reducing goods needed by a small, comparable amount.

Like i said in another thread... switch one timesink with another.

Having FD introduce a new activity only to have an option to pay credits and make that problem instantly disappear is dumb.

Or heres an idea. Buyout the goods. But guess what? You're waiting the full 30 days, and can't stake another claim till then. Credits are a ridiculosly broken resource in the game, and paying credits would just become the defacto standard to circumventing real and interesting challenges around resource scarcity (noting anybody who thinks the solution is waiting in a station for the 10m resupply has no idea what they're talking about)
Don’t get the credits reference but that like many options to lower the amount of mindless Truckery- is fine. Particularly for Non Trading Rank focussed players with many hours in game who don’t really find that a plus- or who are already Elite in Trade and been there, done that.
Anyways, just cancelling my claim to return after the Beta- it’s just in Beta after all- still things always err on the side of repetition/ boredom. I mean 40-50 hours of deliveries; no, I don’t watch YouTube while playing. Will bite the bullet and go back to paying the monthly Fleet Carrier rental rate.
A land base would be nice but. . . That much repetition is just ridiculous.
 
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Don’t get the credits reference but that like many options to lower the amount of mindless Truckery- is fine. Particularly for Non Trading Rank focussed players with many hours in game who don’t really find that a plus.
Anyways, just cancelling my claim to return after the Beta- it’s just in Beta after all- still things always err on the side of repetition/ boredom. I mean 40-50 hours of deliveries; no, I don’t watch YouTube while playing. Will bite the bullet and go back to paying the monthly Fleet Carrier rental rate.
A land base would be nice but. . . That much repetition is just ridiculous.
I get it. Hauling isn't your thing. But it's some people's thing, and colonisation gives that purpose... but if you introduce an option to just "skip" that via credits, which are horrendously broken (earn rates of 250m/h for an individual, up to as billion/h for a wing effort)[1] guarantee that an option to "skip" the activity without waiting through the full 30 days as a penalty, would be the only option people would take.

I do agree that options would help, but not ones that skip over the effort involved. Missions and stuff to reduce work needed by a commensurate amount.

For context: the goods i took over two evenings of pretty casual play to build an outpost cost about 64m in total. I'll earn 200m in 30 minutes... so that's more like 2b in the time this took, which is what... 40 outposts?

[1] maybe you personally can't/ don't do this, doesn't mean it's not absolutely a thing in the game, and not using exploits or anything, and therefore must be a consideration.
 
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I get it. Hauling isn't your thing. But it's some people's thing, and colonisation gives that purpose... but if you introduce an option to just "skip" that via credits, which are horrendously broken (earn rates of 250m/h for an individual, up to as billion/h for a wing effort)[1] guarantee that an option to "skip" the activity without waiting through the full 30 days as a penalty, would be the only option people would take.

I do agree that options would help, but not ones that skip over the effort involved. Missions and stuff to reduce work needed by a commensurate amount.

For context: the goods i took over two evenings of pretty casual play to build an outpost cost about 64m in total. I'll earn 200m in 30 minutes... so that's more like 2b in the time this took, which is what... 40 outposts?

[1] maybe you personally can't/ don't do this, doesn't mean it's not absolutely a thing in the game, and not using exploits or anything, and therefore must be a consideration.

I don’t know what the credits reference is that’s not in my mind- ok, I’m tuning guitars while I write this but- I’m Elite in Trade and Exploration etc. and looking for something new- the base building process is that and could be tied to any ingame activity via existing mission system but haulage donations are an easy benchmark to monitor for the game engine.
10 - solid hours per outpost would be CraZy Plenty to begin given the many hundreds more hours if land based outposts and additional orbital stations are desired to complete a medium size system. Could I get through that? Nah So I won’t start until after beta.
Haulage to the same locations for the same contextual game story gets repetitive. It’s better when there’s a system state in the balance and even with a comic book face asking for help or better an animated contact in a station promenade. In the same way Robigo gets repetitive but moving from region to region with different backstories and destinations can be engaging. So, FDev has to do a bit better for some, me etc.

Hundreds of hours of haulage followed by hundreds more; even if the land bases and stations have great associated gameplay that grind wall is only surmountable, satisfying for a certain type of ‘gamer’ , so, that’s many here on the forum but many games find a way to a bigger audience by pleasing, er, satisfying different gamer archetypes.
I don’t mean casual versus hard core- DCS is difficulty driven hard core, Elite is reasonably complex but still difficulty causal relatively but the time sink levels are Hard Core Insane—-the experience of being in a future space flight and colonization VR galaxy is wonderful but the well known grind limits the player base. That’s the games’ future issue for Frontier to consider. Vanguard may make all this moot- it provides teamwork options to share game assets so maybe that’s a way for light weight, easily bored me.

I’m still thankful that the servers are up and content is dropping, I’ve invested a lot of time and pc/ hardware/ Vr money but I’ll definitely wait until after this beta , can’t throw up 40-50 hours of repetition, it’s not work like combat, of exobiology ( the 3 samples might have been 15 samples in earlier Elite eras) or travelling the galaxy defending your Faction. Well it’s all fantasy , I just don’t like obvious repetition and am totally in the minority here but not in the “content is king” gaming industry as a whole.
So game growth and all that- haven’t started up Star Citizen since the new Elite content started releasing; wish Elite had their $700 million.
Star Light out:
 
I don’t know what the credits reference is that’s not in my mind- ok, I’m tuning guitars while I write this but- I’m Elite in Trade and Exploration etc. and looking for something new- the base building process is that and could be tied to any ingame activity via existing mission system but haulage donations are an easy benchmark to monitor for the game engine.
OK... so to be clear, this discussion between us started with this post.

I made that in response to someone essentially saying "Why can't we just pay credits to NPCs to do it for us?".

Credits are a very broken and unbalanced resource in the game, for a huge variety of reasons. Externally, each "trade" has it's big earner... internally they are totally unbalanced. Massacre Stacking, Gold Trading, LTD mining, they're all kinda equivalents in terms of earnings. But Pirate Activity sites vs Massacre Stacking... Fruit and Veg hauling vs Gold Hauling, Methane Clathrate mining vs LTD mining.... they're all no-brainers... they're simply not good activities to do for credits, or really any reason for that matter. So they just don't get done.
Haulage to the same locations for the same contextual game story gets repetitive. It’s better when there’s a system state in the balance and even with a comic book face asking for help or better an animated contact in a station promenade. In the same way Robigo gets repetitive but moving from region to region with different backstories and destinations can be engaging. So, FDev has to do a bit better for some, me etc.
I totally get what you're saying here, but the simple reality is that there's countless CGs with literal billions of tonnes of cargo delivered over the course of a week, all the same cargo, to the same location, that suggests there's sufficient players in FD's assessment to warrant "repeated hauling to the same location". Current colonisation mechanic is very similar to the pre-war repair of stations damaged by thargoids... they'd have a public shopping list and people would go fetch... plenty of people did that too.

So I still get it... hauling the same thing repeatedly to the same location is a bit naff.

I actually hate that too. What I like about Colonisation though is not the hauling aspect, it's the logistic challenge of sourcing disparate materials, some in bulk, some not, and some with a scarcity challenge, and it's not simply "for profit"... and that's an important part of this.

Going back to the credits thing.... hauling Steel or Titanium for profit isn't a great value proposition. Hauling Gold/Silver or whatever is a much better option for credits. So if credits are an option to "hire NPCs to haul", then Colonisation, which is literally a logistics game problem, suddenly becomes irrelevant, as people don't do that, and instead just do the flavour-of-the-month activity to earn boatloads of cash and, instead of work out that logistics puzzle.. throw credits at it.

Thus, my greivance with that as a concept.... why fight the Thargoid war, when you could just pay NPCs to do it. Why haul materials for colonisation when you can just hire NPCs to do it...... why play the game when you can just get NPCs to do it.

...

Hundreds of hours of haulage followed by hundreds more; even if the land bases and stations have great associated gameplay that grind wall is only surmountable, satisfying for a certain type of ‘gamer’ , so, that’s many here on the forum but many games find a way to a bigger audience by pleasing, er, satisfying different gamer archetypes.
I don’t mean casual versus hard core- DCS is difficulty driven hard core, Elite is reasonably complex but still difficulty causal relatively but the time sink levels are Hard Core Insane—-the experience of being in a future space flight and colonization VR galaxy is wonderful but the well known grind limits the player base. That’s the games’ future issue for Frontier to consider. Vanguard may make all this moot- it provides teamwork options to share game assets so maybe that’s a way for light weight, easily bored me.

I’m still thankful that the servers are up and content is dropping, I’ve invested a lot of time and pc/ hardware/ Vr money but I’ll definitely wait until after this beta , can’t throw up 40-50 hours of repetition, it’s not work like combat, of exobiology ( the 3 samples might have been 15 samples in earlier Elite eras) or travelling the galaxy defending your Faction. Well it’s all fantasy , I just don’t like obvious repetition and am totally in the minority here but not in the “content is king” gaming industry as a whole.
So game growth and all that- haven’t started up Star Citizen since the new Elite content started releasing; wish Elite had their $700 million.
Star Light out:
... So as you probably saw in the other thread, I have no problems with "options" here. I'd love to see:
  • Cashing in rep with an on-foot contact to obtain scarce materials, or do a one-off NPC shipment of 50t of goods with a one-day cooldown on that service, per NPC
  • Cashing in rep for the location of a pirate cache with a bunch of the materials
  • Support activities that reduce the required amounts by a small amount

But my point is; if Colonisation and buildout of a whole system is currently 200 hours of effort... then it should be 200 hours of diverse activity options including hauling as one option... not just 2 hours of massacre stacking and then going "Right, NPCs go to it because I know the credit loopholes".

I personally do see options here already though. Working with others directly... savvy FC buy orders... sheer marketing of your colony for others to help passively... but they're all intangible in the game to a degree... some more tangible options would be useful.

So tl;dr I do agree doing the one thing an infinite amount of times is a problem... but the solution simply isn't "make it go away with credits" imo.
 
In what universe does it make sense that the colonisation of the galaxy is limited to the whims of a few billionaires?

Ask Elon!

Ok so engaging was probably the wrong word. After some 30 hauling trips I've had some time to think about this.

We are basically contractors that pay 25mil to a local faction to buy the exclusive rights to the contract for the trucking of all the materials needed for the faction to build it's own station. When we're finished the station belongs to them, and we've made a tidy profit from all the trade it took to truck all those materials.

This concept could have been soooo much more.
 
I know this is supposed to be difficult but as with many things in this game the mechanics just don't make sense.

Why in the galaxy would a huge colonization ship only receive goods from a select few visitors? There are ships coming and going from the colonization ship yet none of them are delivering the materials the construction effort needs?

This would have been much more engaging if the commander could set a price for the materials and have the BGS NPC system bring them to the system. Sure you'd have to set a price that attracted ships to your station but I feel that would be a much more realistic scenario than having ships come and go but contribute nothing to the economy.
Given the actual size of stations, I think we have to assume that the majority of goods are actually being delivered by NPCs. Either that, or being produced locally. There's no way a coriolis can be constructed with just a few hundred thousand tons.

In practice, you actually can set up buy orders though. Just park your Fleet carrier nearby with really good prices!
 
Ask Elon!

Ok so engaging was probably the wrong word. After some 30 hauling trips I've had some time to think about this.

We are basically contractors that pay 25mil to a local faction to buy the exclusive rights to the contract for the trucking of all the materials needed for the faction to build it's own station. When we're finished the station belongs to them, and we've made a tidy profit from all the trade it took to truck all those materials.

This concept could have been soooo much more.
I do agree generally.

But there's a distinction between the hauling and the logistics imo.

There's clearly bulk items, boutique low-volume items and CMMs which bridge those two somewhat. Particularly when colonies start to get away from other inhabited space, some of these start to become more distinct problems. You might need 25-50t each of various, disparate things, and 300t of superconductors. Do you:
  • Jump the T9 30 jumps to run around all these different systems and pick them all up and doing the trip back
  • Jump a long-range T7 or similar to do the similar in 10 jumps, but probably can't do the superconductors
  • Just pony up a bunch of tritium and load up the FC, doubling the amount of "runs" because you load/unload at each end, but cut out the jumps in between

All these have different considerations... and then there's things like CMMs, which are best resolved by managing how you collect stuff.... since just trying to satisfy your CMM needs the same as you'd satisfy your, say, Steel needs, will simply not work.

But optional activities to minimize but not eliminate the amount of hauling, by substituting one activity (hauling) for another (other options) would be a good addition.
 
I do agree generally.

But there's a distinction between the hauling and the logistics imo.

There's clearly bulk items, boutique low-volume items and CMMs which bridge those two somewhat. Particularly when colonies start to get away from other inhabited space, some of these start to become more distinct problems. You might need 25-50t each of various, disparate things, and 300t of superconductors. Do you:
  • Jump the T9 30 jumps to run around all these different systems and pick them all up and doing the trip back
  • Jump a long-range T7 or similar to do the similar in 10 jumps, but probably can't do the superconductors
  • Just pony up a bunch of tritium and load up the FC, doubling the amount of "runs" because you load/unload at each end, but cut out the jumps in between

All these have different considerations... and then there's things like CMMs, which are best resolved by managing how you collect stuff.... since just trying to satisfy your CMM needs the same as you'd satisfy your, say, Steel needs, will simply not work.

But optional activities to minimize but not eliminate the amount of hauling, by substituting one activity (hauling) for another (other options) would be a good addition.
I really like that you have to shop around for different goods, that's fun and you visit different places. It's the repetition of the large items (liquid oxygen, cmm composite, sluminium, steel, titanium) that gets boring. It shouldn't take ~40 hours of hauling to build a base. There are billions of star systems, let's build and expand like crazy!
 
I really like that you have to shop around for different goods, that's fun and you visit different places. It's the repetition of the large items (liquid oxygen, cmm composite, sluminium, steel, titanium) that gets boring. It shouldn't take ~40 hours of hauling to build a base. There are billions of star systems, let's build and expand like crazy!
I agree it shouldn't take only 40 hrs to build a huge base that really doesn't show any sort of commitment but why the rush to do it multiple times then ? Make 400 hrs and only 1 system make this a long term investment make this game great again ...
 
I'm confused...

Building a colony system is an exercise in hauling, with the amount varying according to the size of the first station, straightforward enough.

Yet, here are folk complaining that a hauling project requires that they haul the stuff themselves (or, shock horror, have some friends join in the fun), wanting instead to hire NPC hauliers, or reduce the amount so thay can build their system in a couple of hours play...

Why bother?

It is a bit like wanting to visit Sag A* and searching around for a FC tourism service to take them there, because flying there is too demanding on their time, doing repetitive tasks for hours...
 
I'm confused...

Building a colony system is an exercise in hauling, with the amount varying according to the size of the first station, straightforward enough.

Yet, here are folk complaining that a hauling project requires that they haul the stuff themselves (or, shock horror, have some friends join in the fun), wanting instead to hire NPC hauliers, or reduce the amount so thay can build their system in a couple of hours play...

Why bother?

It is a bit like wanting to visit Sag A* and searching around for a FC tourism service to take them there, because flying there is too demanding on their time, doing repetitive tasks for hours...
The answer is I want haz nao.
 
I'm confused...

Building a colony system is an exercise in hauling, with the amount varying according to the size of the first station, straightforward enough.

Yet, here are folk complaining that a hauling project requires that they haul the stuff themselves (or, shock horror, have some friends join in the fun), wanting instead to hire NPC hauliers, or reduce the amount so thay can build their system in a couple of hours play...

Why bother?

It is a bit like wanting to visit Sag A* and searching around for a FC tourism service to take them there, because flying there is too demanding on their time, doing repetitive tasks for hours...

Apart from maybe the issue of finding those CMM thingies (which I have yet to experience myself to judge if this real or not) I am thinking the classic trucker type players must be having a field day with Trailblazers. And rightly so; I can't think of any update over the last years that was specifically aimed at trading and hauling. And I think that's a good thing that they are getting some attention. And then there's those who expect to be able to complete a Coriolis in 5 minutes. You can't help those.

The answer is I want haz nao.
I think it is time. Here you go.
 
Apart from maybe the issue of finding those CMM thingies (which I have yet to experience myself to judge if this real or not)
They need a bit of finding in quantity, for sure, but this is highly likely to be addressed by the Colonisation Megaships created by the current CG.

CMM Comp will take the longest for me to find to finish my build, but, as it is over 60% complete after a couple of days, I'm pretty certain I can find enough, even with how elusive they currently are, in the remaining 25 days, to complete the project, then start over for the next.

I'm not, by habit, a Space Trucker (unless it involves large quantities of expensive commodities being acquired for the cost of the fuel only), but have been having fun finding my sources and shifting stuff around to expand my chosen faction into a new system, so what if it takes a few weeks to finish, at least it will be something permanent in the game that players are responsible for.
 
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