System architect needs more control

Sure - there's certainly a bunch of stuff which is either undocumented or broken or both at the moment, especially on the "what do all these system variables mean?" and "will this facility actually activate properly on completion?" sides. But that's just as undocumented and broken whether you're building solo or putting together a system as a group.
No, not bugs or poor documentation. Some are exasperated by bugs, but programming (or lack of programming) intention is obvious.

That you can't share the architect role even if you want to, sure, that's a mild inconvenience
No. This isn't to be waved off as a mild inconvenience. It is a core design element of the Colonization update. Please review This Marketing Page for Colonization. This absolutely implies repeatedly that the individual player takes on the role of System Architect and given the agency to create a colony. It is absolutely an intended core idea.

Edit: That other players can assist - yes. But absolutely. But nothing coming close to sharing System Architect roles. And IMO activating a new facility is definitly a System Architect role.
 
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No. This isn't to be waved off as a mild inconvenience. It is a core design element of the Colonization update. Please review This Marketing Page for Colonization. This absolutely implies repeatedly that the individual player takes on the role of System Architect and given the agency to create a colony. It is absolutely an intended core idea.
Intentional, sure. But more on the lines of "allowing a shared architect role introduces extra UI and backend complication and doesn't give that much more benefit to group projects so it's not worth developing that functionality" rather than "architects are all supposed to construct their systems solo but we can't be bothered to implement an actual ban on cooperation".

Edit: That other players can assist - yes. But absolutely. But nothing coming close to sharing System Architect roles. And IMO activating a new facility is definitly a System Architect role.
Why, though? At the moment it's (subject to bugs) automatic and instant. Usually the complaints about ED features is when they require extra manual steps that don't obviously do anything.

I can't imagine in a situation in which someone actually would do this, but if someone would find my half-done Asteroid Base really useful to them if it was finished off, I can't see what either of us has to gain in the scenario where they haul the remaining 25,000t of cargo, but the base doesn't finish building / activate services until I get around to logging in and noticing this has happened.
 
.... rather than "architects are all supposed to construct their systems solo but we can't be bothered to implement an actual ban on cooperation".
Nowhere am I suggesting there was any design intent on making colonisation activities solo. That is not what I have said or suggested anywhere. This Marketing Page for Colonization clearly says other cmdrs can cooperatively help with the building process.

I am saying it is very obvious the role of System Architect is designed to be a singular individual. A single cmdr has the ability to decide what & where facilities get placed. Not a group of cmdrs. Singular role. And the marketing material from Frontier supports this idea too.

You might like the idea of a group collaboratively deciding how a system gets built. And maybe though discussion channels this can be done. But that is not how the game was designed. The System Architect is a core concept.
 
Nowhere am I suggesting there was any design intent on making colonisation activities solo. That is not what I have said or suggested anywhere. This Marketing Page for Colonization clearly says other cmdrs can cooperatively help with the building process.

I am saying it is very obvious the role of System Architect is designed to be a singular individual. A single cmdr has the ability to decide what & where facilities get placed. Not a group of cmdrs. Singular role. And the marketing material from Frontier supports this idea too.

You might like the idea of a group collaboratively deciding how a system gets built. And maybe though discussion channels this can be done. But that is not how the game was designed. The System Architect is a core concept.
Yes. All of that is obvious and none of that I'm disagreeing with.

What I'm disagreeing with is that:
1) This implies there needs to be a new process step added between "the last ton of cargo is delivered" and "the facility comes online"
2) If there were such an extra process step added, it would benefit from it being a step that could only be carried out by the Architect in person

The Architect already has full control over what can be built in the system and in what order because they're the only one who can initiate new constructions.

(And while the Architect is an individual role, obviously introducing such an extra step would have more significant impacts on those architects with friends)
 
What I'm disagreeing with is that:
1) This implies there needs to be a new process step added between "the last ton of cargo is delivered" and "the facility comes online"
2) If there were such an extra process step added, it would benefit from it being a step that could only be carried out by the Architect in person
No additional step is necessary. The step already exists for activating a new facility.

I believe this step should be reserved for the system architect. Not available for any random homeless hobo.
-> This also gives the System Architect a better chance of being able to utilize the Colonisation Contact before the random homeless hobo.
 
The step already exists for activating a new facility.
If you mean pressing "Confirm" to dismiss the "construction complete" screen I'm fairly sure that does nothing at all with respect to how active the facility is.

I believe this step should be reserved for the system architect. Not available for any homeless hobo.
Why, though? What does either party gain from the completed facility not being immediately available if all the cargo is delivered?
 
No additional step is necessary. The step already exists for activating a new facility.

I believe this step should be reserved for the system architect. Not available for any random homeless hobo.
-> This also gives the System Architect a better chance of being able to utilize the Colonisation Contact before the random homeless hobo.
As long as whoever pressed the button was in a ship that can dock at the new facility. Most primary ports have been outposts but most of the hauling has been done in large ships.
 
No additional step is necessary. The step already exists for activating a new facility.

I believe this step should be reserved for the system architect. Not available for any random homeless hobo.
-> This also gives the System Architect a better chance of being able to utilize the Colonisation Contact before the random homeless hobo.
What would be nice is a feature like with carriers, pick who can land-yourself, friends/squadron, or everyone. At least make it so you select who gets to activate the first station. So if a rando drops off the final cargo they can't hit the button unless it's set to "all". Put a shorter timer on completion time if not set to "all" so people don't exploit it to block systems. That way you get the satisfaction of completing the station and first dibs on claims. Especially important if it was a long grind, make the experience feel personal and thus worthwhile.
 
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