System colonization more rewording by carrier cost modification.

I would like to ask the community if it is a good idea that a carrier parked in an architect system with a development level of 70-100 would cause the carrier not to charge weekly costs. I mean not aquire costs when it is parked in such system, when u are outside everything work as it is working now. Let's say a thank you from the residents of the system for creating a place to live. Would more players develop their systems more?
On the forum or externally on Reddit I have come across posts that the colonization process itself is not very "rewarding" for some.
For me, maintaining a carrier while playing is unproblematic and in principle I do not propose removing weekly carrier costs. If you actually use this element of the game, if not, I would like to have the option to turn off costs other than decommission. Additionally, players have some form of bases that they propose.
 
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CMDRs should be able to access carrier administration for their own FCs while parked in a system for which they are architect, have a tech level > 40, and a shipyard. This way they can customize the available onboard services without having to jump back to specific spots in the bubble.
 
I think the sort of person who could even contemplate building up a system to a development level of 70 is likely to have sufficient billions in the bank that their carrier could last another ten years in their absence anyway, so sure, why not.

CMDRs should be able to access carrier administration for their own FCs while parked in a system for which they are architect, have a tech level > 40, and a shipyard. This way they can customize the available onboard services without having to jump back to specific spots in the bubble.

Interestingly, the carrier admin requirements for NPC systems [1] are apparently
Is not classed as an Anarchy system
Has a population between 22m and 10b
Has a tech level above 100
Has a development level above 75
Has a standard of living above 60
Has a wealth above 70
which aren't necessarily impossible for a large enough colony to achieve.

It'd be interesting to see if anyone has made a system fitting that and if so what happened.

[1] in the bubble; the criteria in Colonia are different most obviously on the population requirement.
 
I think the sort of person who could even contemplate building up a system to a development level of 70 is likely to have sufficient billions in the bank that their carrier could last another ten years in their absence anyway, so sure, why not.
That statment i so true i think for so many cmdr's. I could put ~50% of my credits to carrier and it would last in game for next 5-7 years depends on actvated services. And i do not have that many credits. I though that carrier upkeep where for not "trashing" system with unusable assets but as state of the game shows it is not working very much. And it is Mr Robert Maynard pointed way to redistribute carriers thro galaxy, and perhaps put at some players more incentive for developing systems.

CMDRs should be able to access carrier administration for their own FCs while parked in a system for which they are architect, have a tech level > 40, and a shipyard. This way they can customize the available onboard services without having to jump back to specific spots in the bubble.
It is also interesting proposition.
 
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There's a lot of room for additional buildings in colonisation. This could easily be a t3 installation called carrier dock that reduces upkeep or maybe even reduces the per jump cost. It's a use for t3 points and a general bonus for players who own the system. it doesn't even need to be a huge bonus but my carrier does cost about 2 orders of magnitude more per week than all my colonies combined provide.
 
There's a lot of room for additional buildings in colonisation. This could easily be a t3 installation called carrier dock that reduces upkeep or maybe even reduces the per jump cost. It's a use for t3 points and a general bonus for players who own the system. it doesn't even need to be a huge bonus but my carrier does cost about 2 orders of magnitude more per week than all my colonies combined provide.
As i agree that there is room for additional buildings for colonization i disagree to tie my specific idea with specific building. My reason is that my proposed idea have more or less already implemented in game features, if u jump carrier to system administration one day u put all services log back 3-4 h later and you decide that u do not want for example Vesta Genomics service and you remove it system already calculates time where yours carrier modules where active. Adding additional buildings and tie them to specific bonuses require much more work. Also then building them, having free slots to build them then, and as Ian Doncaster said archiving system score of 70 is arvchivment on its own and in many systems could require taking most or all free slots.
 
As i agree that there is room for additional buildings for colonization i disagree to tie my specific idea with specific building. My reason is that my proposed idea have more or less already implemented in game features, if u jump carrier to system administration one day u put all services log back 3-4 h later and you decide that u do not want for example Vesta Genomics service and you remove it system already calculates time where yours carrier modules where active. Adding additional buildings and tie them to specific bonuses require much more work. Also then building them, having free slots to build them then, and as Ian Doncaster said archiving system score of 70 is arvchivment on its own and in many systems could require taking most or all free slots.
Having a specific building turns it from voodoo into something predictable and achievable. It has no impact on how easy or hard it is to implement the new features for cost cutting. It's going to take a lot fewer free slots than getting a system score so high. It's a valuable feature so locking it to only huge systems is for me a big issue just let me buy it. You can also tie it to having a stupid number of slots used for development if you want to it doesn't need to be mutuall exclusive.
 
I'd love to see an FC parking spot to help with galaxy congestion! Even with my carrier being funded for 7+ years i'd park in my main star system rather than clog up Celano more lol
 
Maybe a dumb question, but where can one see the development level?

(please don't tell me "open buildings one by one, look at their stats and add" but "you dimwit, there is a tab in this menu...")
Since the game does not offer a solution the spreadsheet option exist. One has been made by DaftMav(however it's capitalized) for at least my current most important builds. If you have only a limited number of colonies the 8 sheets for individual systems the document comes with by default should be more than sufficient.

... though said spreadsheet goes with the assumption that each 'chevron' equals one. Which is hardly a given as a Coriolis undoubtedly has a bigger population impact than an outpost (as an example). My coriolis in a system which, according to those numbers, currently has a tech level of 26 (and development level of 43)... has retained its shipyard and outfitting even past the update removing them from ineligible ports.
 
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