Systems abandoned by Architects

A thousand or more of the original bubble systems have a population less than the minimum a single "claim, build an outpost, move on" colonisation can provide.

"Some systems/stations are small and don't offer a lot in the way of services" has been a part of the bubble for the last decade.

More than 10 years ago I went to Sag A and back in a Hauler, ~20 Ly range with a Nav Comp of 100 Ly. It was the weeks long adventure, and I was scared as hell on the way back, beaten and cracked, will I reach the bubble alive.

The first human settlement I was reaching for was Sarmiento De Gamboa Port in Pand, a lonely lousy extraction outpost, the last human habitat in then-bubble. A small, hundred or so inhabitants, mining colony on a dark and gritty outpost. But when I docked and could refuel and repair and go to bed, it was like coming to Times Square on December 31st five minutes before midnight.

Never ever underestimate the magic of a lonely outpost in an empty system with a dozen or so people on it. That's where the legends are made.
 
speculating this is fertile ground for many many feudal battles. Combat is going to be the tool to take what you want or defend what you've built. Sounds like a blast.
There are some systems that are going to become battlegrounds. Whoa - the potential ??
 
Its only been a month. It will take you years to finish a system solo.
And after 1 month you want to take away people's colonies? For inactivity. What a bad idea.

Also its still bugged and in actual Alpha. People who have limited time don't want to build and brick their systems.
 
Just saw a system run out of timer and yet it still shown under construction in the colonisation contact. So how long for it to return to claimable status ?

Keep checking daily. The Thursday tick should force an update to the correct status (hopefully).
 
There are huge number of outposts, etc. around the bubble in pre-colonisation systems which don't even have a full repair/refuel/rearm facility set, never mind anything more sophisticated.

There are plenty more that only have a commodity market if a Social/Criminal faction is in charge and hangs one off its black market (to the occasional great surprise of BGS takeover attempts!).

The old surface outposts forming the original Colonia Highway route don't even have a "Contacts" service so a minor speeding fine permanently locks you out of them with no way to pay it without a several-hundred LY trip.

A thousand or more of the original bubble systems have a population less than the minimum a single "claim, build an outpost, move on" colonisation can provide.

"Some systems/stations are small and don't offer a lot in the way of services" has been a part of the bubble for the last decade. Why is it suddenly for so many an apparent crisis now that it is players choosing not to make every single system a min-maxed economic and service hub, rather than Frontier?
I like my little Wild West system.
 
i specifically have a system with a garbage outpost only and will never build it out on principle.

if these protest (or stepping stone) systems annoy players then they are worth the incredibly boring effort taken to build them.

or you know, just build your own system right next to it since it's not like any of this is being done in the rift.

if the architect role could be taken away from players, it devalues the entire feature because then the original architect has even less of a say over design, as the rules would dictate what they have to do to keep the role (assuming they can keep it at all).

if you don't like such systems, ask fdev to fix their new feature by removing the distance to colonize limit and add varied ways to get resources to the colonization ship.
How about killing off the dead PMF's and abandoned FC's?
 
Keep checking daily. The Thursday tick should force an update to the correct status (hopefully).
Ok, and this is kind weird. Before the timer out I clearly saw the colonisation ship dock at A 3 which only about 150ls. But now when it back to claimable again the primary port is now at the 2nd star
 
How about killing off the dead PMF's and abandoned FC's?

pmf's are just regular factions with a custom name. they are no more dead than any faction in the game can be dead. so i don't get the benefit.

abandoned fc's could be easily handled with some minor changes that I'd like to see. either when sold back they totally deinstance from the game and are gone, or, if negative balance for two weeks, it is sold back to brewer automatically (minus negative balance). in both cases the contents are sent to the nearest station minus commodities in carrier storage (which the owner is not compensated for).


I'd actually prefer if the market on carriers was optional and if not equipped ( or disabled) , the owner could set the carrier to only exist in their instance and only be visible to players winged up or in the squadron. squadron would be able to use carrier cargo hold. then it could be handled like a uss (visible in sc /normal space) and not need to exist in a slot visible on the system map nor would it take up space or be searchable from the galaxy map etc. i think that would remove many carriers from blocking slots in systems.
 
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Server time spent computing their BGS effects.
Negligible, I would think.
- if the system isn't getting player visitors, there are no BGS effects at all to compute
- if it is getting visitors, then whatever BGS effects the old PMF is having happen to it would be happening to some other faction in their absence

There will be some minor load to handle state timers and other things which proceed in the absence of further input, but there are well over 75,000 total factions and maybe 3,000 total PMFs, so if saving 1/25th of a subset of BGS calculation load is critical there are much bigger problems.
 
Its only been a month. It will take you years to finish a system solo.
And after 1 month you want to take away people's colonies? For inactivity. What a bad idea.

Also its still bugged and in actual Alpha. People who have limited time don't want to build and brick their systems.
nope Sir - just now doing the finishing touches on a system with fully developed Indistry, Hightec and Refinery-Ecos. So even a system with some 40 Installations (incl. a Coriolis) can be done within a month (solo)...
 
Negligible, I would think.
- if the system isn't getting player visitors, there are no BGS effects at all to compute
- if it is getting visitors, then whatever BGS effects the old PMF is having happen to it would be happening to some other faction in their absence

There will be some minor load to handle state timers and other things which proceed in the absence of further input, but there are well over 75,000 total factions and maybe 3,000 total PMFs, so if saving 1/25th of a subset of BGS calculation load is critical there are much bigger problems.
How about the FC's?
 
OK. They do clutter systems.
Luckily, it's only a UX/aesthetic problem, not a performance one😉
Ah, well, good news - we now have twice as many inhabited systems and can always add some more. :)
On a flip side, wherever I go I usually park my carrier in a nearby uninhabited system to 1. not have FC clutter on my nav panel when going to my carrier, 2. not clutter the other system with my carrier, 3. not have a speed limit and ship traffic around my carrier, 4. not care about bounties I may have acquired on my head. Much less options to do that now🤪
 
I believe we will see a lot of fine systems abandoned by players soon as they have no further interest into "their" systems. Why not allowing others to build as station, too?

No. If the Architect has completed one installation in the given 3W time period, that systems is theirs forever. Nobody else should be able to start construction projects in systems where they are not the Architect.
 
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