Some Suggestions That have come up on Streams

Problem #1: You only have 1 big hauler (T9) in game, I'm not counting the Cutter because of the ranking system. You need Duke rank to get it. So transporting goods with a T9 is terrible to say the least, even if you engineer it, it's not maneuverable, the jump range is terrible and it only holds 784t.
Solution: Quickly, launch another Large ship with more tonnage to be able to transport the materials to and fro our settlements that we are building. But since I don't see that happening in the foreseeable future leads me to recommend the following two suggestions that have been presented in chat. Engineered Cargo racks that can hold slightly more tonnage increasing the cargo by up to 50%.I know what you're thinking 'The Mass" well that can be solved through engineering. Alternatively, launch a T9 mk2 with the extra cargo space. You don't have to change how it looks I don't think anyone will buy it for the sake of looks. Launch it for ARX, and quickly. This should've been launched with the BETA, FRONTIER could've made a killing.

Problem #2: The price of beacons is too low. It makes it available to even someone just starting. Not that this is a bad thing but there has to be a work up. I can make 25 million in less than 5 mins scanning xenobiology. I was expecting a price of 100 to 500 million, others have suggested 1 billion. People now just build a small outpost and move on to another system. I've seen systems with up to 46 planets with just a small outpost and nothing else is being built in it, no construction etc. The architect has moved on. I know what you're saying maybe they'll come back later. But I say what if they don't.
Solution: increase the price to give it more meaning. Limit the amount of beacons you can purchase in a week, and the amount of systems you can colonize. Colonization is not a race to Colonia, it's developing colonies for settlers to come and prosper in. What kind of an Architect am I if I just drop down an outpost and move on.

Problem #3: Architects abandoning systems, construction or downright leaving the game, leaving a perfectly good systems undeveloped?
Solution: If an architect does abandon a system, there has to be a way we could buy it back, lets say. Maybe then you could charge a billion credits to buy it. And how would we know if the Architect did abandon it? If the system population never grows, the economy never develops, etc etc. (Leaving room to expand the content and have abandoned stations etc.= new gameplay) Literally we walk in and turn the lights on after we've paid the levy or tax on the system and the Judge signed over the rights to us.

Problem #4: Colonization is fantastic. I don't mind hauling and building the settlements, even with the FC jump time and the lack of cargo space that my Cutter has. I cannot quickly find out what I need to purchase from a station unless I have made some kind of Excel Spreadsheet or have written the requirements down on paper. I have to go through countless screens to see what I still need.
Solution: Include the required amount needed for completion of the construction in the transactions tab, but also allow it to be shared with friends or squadron so that everyone who you are playing with know what you need. If Atlas needs 5000 CMMs then I could pick them up and deliver them to his construction site. Right now you have Missions/Passengers/Powerplay Assignments/Community Goals/Claims/Fines and Bounties in the Transaction tab. Add Colonization and add the ability to share it. Also, you can highlight the cargo we need once we open the commodities market. Maybe even have the amount needed in a tab there.

These are not all my ideas. They have surfaced in stream and I thought I would share it with the ED Community.
If you have other ideas or solutions to some of the problems that could make gameplay better please add it to the post.

o7
 
It feels like its doable solo while youre building your first outpost. And a few "cheaper" buildings.
Then you start a coriolis/asteroid base and die inside... The game loop is super boring (hauling). There has to be more,like I cant believe im saying this but hauling missions are more dynamic then this.
 
It is great that newcomers can jump straight in and enjoy hauling thousands of tons of commodities for a faction of their choice, of course, there will always be some players who want to gate the content off from whoever, it is the way.

Streamers... So frequently, it seems, once someone has a few regular viewers watching their efforts, they consider themselves important and think they can dictate the game for others, again, it is the way.

Abandoned systems? So what, are streamers going to insist that every player build a system that is full? As always, this is the way...

The poor old T9 isn't big enough, flies like a house brick and is slower than a sloth, and if (when) another big hauler is introduced that carries 1500t or whatever, and flies like a brick with the speed of a sloth stuck in treacle, the complaints will be even louder... This is the way

I take screenshots of the tariff for each build, viewing them on monitor 2, and updating as I go. Having it in game would be nice, but not essential. If I'm hauling 9k steel, it will be a few Cutter trips before the number drops low enough to take notice of, and each drop-off tells me how much remains.

Invariably other players will disagree with actions done by any particular player, if it doesn't match with what they consider should be done, so desire 'punishment' to stop them doing so, rather than embracing the fact that more players doing their own thing in the game is ultimately better for the longevity of the game.
 
It's funny how alot of impressions of the T-9 are that its a total crap hauler. When I first bought my T-9 it was freedom, it was the shackles taken off, it was a complete credit earning bad azz, it was a relief for me, a game changer for trading. I love its looks and ya it is like flying a giant brick through soupy mud, you've got to give her some finesse, you have to take into account its mass and handling. I think it can actually discipline your flying skills, make you a better pilot. Engineered it's off the hook, with a t5 gaurdian FSD booster it can jump over 30ys laden. With a new thargoid engineered SCO FSD add another 5lys to those ranges. Without a FSD booster I can jump 21.4lys laden with 752 tons.

I posted here to defend the T-9, I think Rat Catcher summed up my thoughts on the rest of the issues. Sorry Mr. Catcher for indirectly associating you with such a know tool.
 
I use the T9 more for colonization hauling then the Cutter, for various reasons

  • better Cockpit (in VR)
  • 784 tons of Cargo (solo config)
  • better sound
  • closer in style to the Panther Clipper

When Trading in Open though, I use a 752 ton c5 prismatic shielded Cutter, thanks to legacy module.
Any word on that, FD? 🤔
 
Problem 3 could also be solved by making the mechanic actually fun and worth it to the architect to continue developing an existing system vs doing something more rewarding, like stubbing their toe or doing taxes.

Buying it from them for a price that the current architect sets, could also be an option, but buying it from the game for some fixed amount and the original architect doesn't have a say or has to continue grinding a mechanic that is masochistic hardly seems like a fair deal. It should be up to the original architect to decide to sell and they should get to set the price and get all the money for the transfer of architect role.

Problem 1 has consequences that leak out of this particular mechanic. So no. Trading is too easy and simple. A better solution is to fix the mechanic so what allows "better" players to avoid grindy repetitive game loops relies on actually harder activities that they repeat less and take less time but carry a much higher risk of failure.

Problem 2 is just a complaint about wanting first dibs on a system to be more exclusive. Colonization shouldn't be exclusive. If you have a problem with the first come first serve nature of claiming a system, then a better solution needs to be put forth other than "only rich people should be able to do this". You're not buying a system in this mechanic, or a base.

problem 4 ...yea, the UI for this did not get design direction from anyone actually participating in the mechanic. It needs work.
 
Problem #3 is easily solved when the factions just take over the architect role after x amount of time.
 
Problem #1: You only have 1 big hauler (T9) in game,
Problem #2: The price of beacons is too low.
So colonisation is too time-consuming, because you can't haul fast enough - but also not time-consuming enough, because lots of players are already able to complete a T1 outpost?

Frontier can make colonisation easier by bringing in a new super-freighter (or, more easily, halving the existing commodity requirements). Or, they can make it harder by requiring you to acquire a billion credits or 100 building schematics or whatever before you can colonise a system.

There's no point in them doing both at once.

Problem #3: Architects abandoning systems, construction or downright leaving the game, leaving a perfectly good systems undeveloped?
Solution: If an architect does abandon a system, there has to be a way we could buy it back, lets say. Maybe then you could charge a billion credits to buy it. And how would we know if the Architect did abandon it? If the system population never grows, the economy never develops, etc etc. (Leaving room to expand the content and have abandoned stations etc.= new gameplay) Literally we walk in and turn the lights on after we've paid the levy or tax on the system and the Judge signed over the rights to us.
Well over half the NPC-colonised systems in the bubble have a population below one million, one or two orbital outposts, and a couple of installations. Not every system needs to be a built-up capital. Frontier decided pre-release not to introduce continuous requirements for system upkeep which could lead to abandoned systems; having made that decision it would be virtually impossible for them to introduce it now.

(You do get the Architect's name on the system map, so you can potentially contact them and ask if they'd put down some more construction projects, if it looks like they've moved on to something else, you'd like a particular system built up a bit more, and you're willing to do some hauling. But are you really finding it so fast to develop all the systems you've already claimed that you need to worry about some others not being finished?

Problem #4: Colonization is fantastic. I don't mind hauling and building the settlements, even with the FC jump time and the lack of cargo space that my Cutter has. I cannot quickly find out what I need to purchase from a station unless I have made some kind of Excel Spreadsheet or have written the requirements down on paper.
It's not so bad for the orbital ones (just click on it on the map) but it's a bit more annoying for the surface ones where that involves zooming down a step or two further. It'd be nice to have access to the lists elsewhere too.
 
The T9 is a fantastic hauler, and cheap to buy! (particularly if not having the rank to buy a Cutter -and the billion credits to kit it out)

For the record, I tried out @Ian Doncaster 's recommended shield less T9, undersized the power plant by one, put on 2 x C4 HRPs, added a C5 SLF hangar & turrets/mines and the ship neither runs out of power or overheats - even with SCO active. Still carries 700+ tons with all that and does the job very well.

Slow moving, slow turning but I love it 👍 And the extra fuel tanks gives it excellent range.
 
"Problem" #3 is a necessary feature. I play the game for a few months, then go play other games for a few months (or even years) before returning to Elite for my next few months.

I would be incendiary with rage if my hard-won system and stations were stolen by some rando during my downtime! Customer support would have to get involved, but by that time the rando would have put their own work into the system and with no easy resolution to such a big (and easily avoided) mess, things might have to escalate.

Given the immense amount of work that can go into a system, the only way to make it possible to take someone else's system would have to involve - at minimum - the system architect player explicitly giving permission for the system to be taken from them. Eg. If the player has literally died and their estate is unable to be contacted, then the system stays with the deceased player's account, a memorial to their efforts.

Most of the other suggestions also strike me as myopic. Streamers gotta start using their noggins
 
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Problem #2: The price of beacons is too low. ... people now just build a small outpost and move on to another system. I've seen systems with up to 46 planets with just a small outpost and nothing else is being built in it, no construction etc. The architect has moved on.
I 100% agree. Reserving, and starting your colony need to have a Higher upfront cost. In my opinion it might be worth making a server backend system to measure the value of a system based on the celestial bodies inside it. Size 1 planet: 1m, Size 8 planet: 5m. Ring: 1m. Earth-Like: 5m etc etc. adding up to the total price for the system. Once a player starts building they will comfortably be able to earn the money back from Income and from selling the Materials to the Builder. I've earned about 5m per structure i've built, all T1. not yet seen the income from them as I've just finished them after last weeks update. I suspect low.

By having the initial price of the system be based on the Celestial bodies inside we increase the importance of developing the system and not simply using it as a steppingstone to reach further into the black.

Problem #3: Architects abandoning systems, construction or downright leaving the game, leaving a perfectly good systems undeveloped?
I agree with the problem, but disagree with the solution you suggested. I am a player that plays for 1-3 months then take a break for 6+ months Before i Pick the game up again. I would loose all colonies I've built if the servers decided that it has been abandoned. Not to mention the game is supposed to be a persistent world. I want my name on a Colony, First Discovery, First landfall etc to be seen by any future player to visit them. If a colony is lost without my approval I'd loose a lot of interest in ever making another colony. Some players may not afford creating more then 1 station, especially if the cost of reserving a star system is increased.

Basically there is a lot of problems with having a backend system that "Abandons" a star system for others to steal/Claim as theirs. My suggested fix would instead allow players to Sell Their owned system to the Governing body or players to recoup some of the initial cost. Allowing others to later claim it and start building. a way to relinquish the claim on the system.

Problem #4:
I too want More, or Better, screens to find out information about your currently building, Required materials, overview information of your system, . I hadn't considered that Players may want a way to share it with friends/Squadron. That would be great. Ill see if i can mock something up. Sharing it as a mission would be great.
 
Basically there is a lot of problems with having a backend system that "Abandons" a star system for others to steal/Claim as theirs. My suggested fix would instead allow players to Sell Their owned system to the Governing body or players to recoup some of the initial cost. Allowing others to later claim it and start building. a way to relinquish the claim on the system.
Part of the payment that another player would pay to gain control of the abandoned system would go to the original architect. That's why I suggest the payment to be high, restitution for lost time and assets.
 
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