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
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