Thoughts for balancing CMM Composites, Jump carrier Time Slots and Deadline for solo colonization.

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As a Solo player I would like to have the opportunity to work towards an Apollo Orbis station, but with the CMM Composites needing balance and the deadline being too short for a solo player it makes it very difficult. If I can spend the time gathering and delivering for about 8 hours a day if I choose I should be able to reach my goal no matter how big it is. Not to mention the time slots for fleet carriers. I just want to be able to accomplish what I set out to do without unknown factors affecting it, I have enough of that in real life lol.

Suggestion TLDR: Increase the CMM Composites at at least twice what they are now (I already know it has been adjusted some), fix time jump slots for fleet carrier jumps to allow more jumps and increase the 4 week window to atleast 6 weeks. Extra suggestion we need the ability to change our minds of the type of structure before it even begins construction.

(I wonder if the player turnout was different than forecasted)
 
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CMM composites are fine. There's thousands out there if you know where to look... in my latest run I filled up on CMMs before anything else, and never had to wait for market resupplies.
Carrier Jump Times... yeah that's getting to be a bit annoying now... less that it's a thing... more that you need to go through the full process to lock a new destination before finding out you can't do it.... you can't even have supercruise assist running while you try.
Deadlines for solo colonization... just start with an outpost. Quick, easy, gets you the claim. Coriolis and Orbis as a start are meant to be for the bigger groups with the logistic backing, or solo's with way more time on their hands to get ahead of things.In my own case, I did it pretty casually in two nights of play (I actually spent most of the time doing household chores while SC assist took the reins). It might be just over a single supply run per night (which is just five minutes tops) to do in 4 weeks.
 
Personally, I think we should start a fight club. Winner gets all CMM in the galaxy. All losers have to start a thread detailing how they lost and wear the santa suit for a month.
 
CMM composites are fine. There's thousands out there if you know where to look... in my latest run I filled up on CMMs before anything else, and never had to wait for market resupplies.
Carrier Jump Times... yeah that's getting to be a bit annoying now... less that it's a thing... more that you need to go through the full process to lock a new destination before finding out you can't do it.... you can't even have supercruise assist running while you try.
Deadlines for solo colonization... just start with an outpost. Quick, easy, gets you the claim. Coriolis and Orbis as a start are meant to be for the bigger groups with the logistic backing, or solo's with way more time on their hands to get ahead of things.In my own case, I did it pretty casually in two nights of play (I actually spent most of the time doing household chores while SC assist took the reins). It might be just over a single supply run per night (which is just five minutes tops) to do in 4 weeks.
I can see with your approach, yes it can be manageable (and I'm not going to lie might be a 25 mil loss to go that route),but those are my most current 'hoops' I have to deal with since I chose to grind for an Apollo station solo. and 56k for CMM's that I have to get, that's a lot. A new suggestion could be adjusting the needed amount for stations because to get 56k of CMMs as a solo is definitely a heavy ask.
 
You know, I'm sure there is someone out there who has done it... just saying
According to FD, it's supposed to be very hard for an individual to do it. If someone can do it, and it's particularly onerous, that sounds like outcome matching design?

I don't get the idea that a Coriolis or Orbis should be accessible to all players as the first station to go down, when it's designed as a group-activity.
 
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