Why build?

My first station was an Industrial outpost, when I delivered the last load, presto magico, it appeared! It raised the population by about 5500 or so... But oddly, no one was present at the station except one lonely lady working the travel desk...

A week later, the scaffolding disappears, the bar and the store are fully stocked, and the usual riff raff are at their usual places offering the usual nefarious activities... You didn't have to do a thing. You didn't need to bring the initial stock of liquor, beer and wine for the bar, or personnel weapons and suits for the store. Nope, it all just appears. Magic. Just like leaving the ship, you don't have to even say "one to beam down Scotty"... Magic.

This is totally in keeping with the Eltie ethos, but I wish that FDEV had you bring items in a loose, but certain order. For instance, you should bring steel and titanium first and as you get to a percentage, say 25% of those items, the stations framework appears, then you bring in CMM composites and the shell begins to fill in and the form starts take shape. It doesn't have to be really granular like you were actually building it, just enough to actually look like something is being built.

I put a bar in a really scenic location, nice view of and ice ring with a pretty pale blue planet... If only I could sit at the bar and enjoy the view... You see, it says that is has a medium pad, but, in fact, it's nothing more than a lawn ornament. Sure, it adds something to the system, but what, I don't know. It's like you put a really fancy fountain in your front yard, if you have a mansion, it will add greatly to the charm and value of the property, but, if you put the same grand fountain in front of your run-down mobile home... Eh, not so much.

Why can I build an Orbis to start a colony, but if I build an outpost, I can't build an Orbis until I build a whole lot of other smaller facilities? Why does an asteroid station take as much stuff as a Coralis station? It would have been nice to have a mid-tier a station between the outpost and larger star ports that could at least allow you to store a few ships and modules while you flesh out the system. Or even a smaller version of a fleet carrier that you could store limited quantities of commodities, ships and modules with no market or other things that need to be tracked that limit the mobility of a fleet carrier. And let's not even talk about the missed opportunity to add a large, bulk carrying ship to game when this update clearly demands it. I fear by the time one is introduced; I will have moved on from system building like I did from trading once I hit elite.

Sure, I can build a station and park ships and modules there, but I can do that anywhere. Unlike a fleet carrier, I can't make a long journey to pick up rare materials like insulating membranes and store them until needed. If I didn't build a large star port to start with, I have to keep ships in another system that has a large star port. Which is a pain, because I keep needing to switch between a medium ship to hit rarer items at outposts and a large ship to bulk haul the large quantity items like steel.

I built a surface extraction site, and, unlike my outpost which seems to have a decent level of production, one week later it makes about 30 tons of water a day and 1 unit of nerve gas... Never more than one unit, but if you buy that, another is produced. Most likely a good thing as that's a nasty thing to have around, better it be in limited quantities!

This gives me a little pause as to adding more settlements, what if the next produces a similar level of worthless goods? Judging by the amount of station markets that produce limited quantities of bio waste, hydrogen and nothing else, I'd say that is likely. Is there a mechanism to produce a wider variety of goods? Flail around and find out, the usual way information is dispensed in Elite as the documentation is sparse at best. It would be nice, since there are limited places to place a facility, if you could decommission a facility and reuse the site and salvage the materials used to build something that is more needed by the system or as a manufacturing base to more easily expand to the next system.

You are called the "system architect"... But other than vague indications in the facility selection menu that indicates which way the various, yet invisible, sliders will wander. As system architect, I have no real idea what adding an installation will do. I built a bunch of orbital installations and now my security for the system is "High". Ok, but if add an asteroid station or an Orbis the security will go down. Why? And by how much? How does the architect plan his system? If I never added a security installation and filled every slot with a Coriolis station and/or asteroid station would that make the system an anarchy?

Say I want to provide the citizens of my system a reasonable standard of living and security, how do I ensure that is accomplished? I want to expand to another system, a good quantity of steel, titanium, CMM composites and insulating membranes are crucial and, at some point, and it would be a good idea to build facilities that produce these items nearby to cut down on the travel times. Just how do I add facilities that produce the desired products in sufficient quantities and avoid those that produce limited quantities of relatively worthless commodities?

You are called the "system architect", but you don't have the tools to manage the direction of growth to achieve the desired end product. Indeed, what is the desired outcome? What system attributes make for a better producing industrial system or high tech? How do I maximize the income from a system?

You build a station, and you wander the corridors like any other random commander... No private space to setup an office to plan out your next installation or colony or to get off the ship and sleep in a real bed, no recognition for the effort by citizenry at large for your achievement and sacrifice... Not so much a plaque commemorating the builder and the date the station was completed.

Why build...
 
You build a station, and you wander the corridors like any other random commander... No private space to setup an office to plan out your next installation or colony or to get off the ship and sleep in a real bed, no recognition for the effort by citizenry at large for your achievement and sacrifice... Not so much a plaque commemorating the builder and the date the station was completed.

Why build...
You could do a sort of plaque by custom naming a station.
 
i personally would not look to add additional space trucking to this incredibly grindy space truck centric game feature.

but yea, fdev loves to add things to the game that don't really go that remaining last mile to give players anything that would treat them special in game despite apparently them being in some way special.

They're banking solely on the meta head cannon game to support this feature once the new-fomo wears off. basically the same as power play only much less fun. once players realize their systems aren't really theirs in any real way for them to personalize and do anything worthwhile unique as owner, it will end up being something only happening in group efforts for some meta purpose like trying to reach a specific distant system.
 
Because this isn't base building, it's system architecting, in what way does it make sense for an architect have to ship in liquor for the bar? That's a space truckers job!

You didn't need to bring the initial stock of liquor, beer and wine for the bar, or personnel weapons and suits for the store. Nope, it all just appears. Magic.

It appears because there are literally millions of space truckers out there working behind the scenes (BGS - Background Simulation) working hard to keep stations and planets stocked up with what they need so we, the pilots of the Independent Pilots Federation don't have to truck if we don't want to. The bartender sent out his order for liquor, the space trucker working for a large warehouse loaded up and traveled there and offloaded containers full of the hard stuff all in the background so you don't have to micromanage every single tiny bit of the entire system.

I am sure if you go to the mission board in said station there will be some missions asking you to go and fetch stuff and drop it off at the station, go for your life if that's what you want to do, be a space trucker, the option is there.
 
🤔 Me thinks this update should be called Make Space Trucking Great Again...

It would be nice to have some tools to actually plan the system, but if they did that, it wouldn't be Elite Dangerous... :rolleyes:
 
🤔 Me thinks this update should be called Make Space Trucking Great Again...

Yeah it was always going to be a trucking update, but then that particular aspect of the game has been stagnant for a long while, just the odd CG and missions from the mission board for the truckers, now their trucking will actually make a mark on the galaxy!
 
Wait, does that mean your painstakingly built system could just as easily have been created by FDev without any functional losses?

I've heard a new joke is doing the rounds among the NPCs: What's the main difference between a space station that already exists and one that a commander built from scratch? The existing station requires no effort and no money.
You know, jokes aside, I was sitting here thinking about the system attributes, things like wealth, security, ect... and thought what is I built a purely mining and extraction system. The living standards would be very low. Should I put a high-tech station to raise standards? How does that affect what products I can make, and does living standards affect production? I'm just not sure why I need to build anything.

I mean, ounce I've completed building the system, I get a bit of credits, which are worthless in the game as they are so readily available, a minor discount on buying ship... I'm like a space age Johnny Appleseed scattering systems around the galaxy. There's no real purpose other than "I built that". I can't even specify what products are produce and what ships can be sold at the station.
A handy tool.

LOL, yeah, I was telling my wife I felt like a real trucker running loads and listening to country music...
 
LOL, yeah, I was telling my wife I felt like a real trucker running loads and listening to country music...

I'm playing Youtube trucking songs endless lists, it helps break the boredom of tedious hauls :)

(I don't know a single artist or song from there, an European new waver here, but it makes a perfect soundtrack to what I'm doing)
 
You know, jokes aside, I was sitting here thinking about the system attributes, things like wealth, security, ect... and thought what is I built a purely mining and extraction system. The living standards would be very low. Should I put a high-tech station to raise standards? How does that affect what products I can make, and does living standards affect production? I'm just not sure why I need to build anything.

I mean, ounce I've completed building the system, I get a bit of credits, which are worthless in the game as they are so readily available, a minor discount on buying ship... I'm like a space age Johnny Appleseed scattering systems around the galaxy. There's no real purpose other than "I built that". I can't even specify what products are produce and what ships can be sold at the station.
Even if I'm just a grumpy and disillusioned ED cynic who has no great interest in the new colonisation feature and has offended some people since his return to the forum:
I really wish that you and all other players who are passionate about the basic idea of further colonising the bubble had gotten a more meaningful, deeper gameplay from FDev than it is currently the case...
 
why care at all at what gets built, except for the cheaters, all of the systems are still right next to the main bubble and this is the likely most activity this mechanic will ever see (the new period) and it's being wasted on uninteresting in-bubble systems. Who cares at all what a few handful out of multiple hundreds of 1-2 jump away systems have? Why waste your time min-maxing systems next to hundreds of alternatives unless you're really into power play?

the incentive for the mechanic doesn't really make sense.

Instead of spreading out, this mechanic has incentivized filling out. Instead of building out, this mechanic incentivizes burning out thru a single repetitive game loop being the only way to participate. Instead of creating something that's yours, the game goes out of its way to make sure players realize they're not. Instead of something new and interesting to do in the game, it's just vanilla space trucking with a new reward, the option to maybe name a station (if you pay real money) and pick which type of npc station and the slot it should go in.
 
This is a game and I play it for entertainment so I will be entertained! I'm starting my third system, and enjoying figuring out all the details of how it works. Still haven't finished the first two, but I also have 15 more bookmarked and want to try to get them before someone else has the same idea. Since there is no time limit after the initial station, I'm building my empire foundation first. Then I will complete the systems over time. I want a little bit of everything this game has to offer across all my systems, and no single system has to have it all.

In short order I can be 200ly out of the bubble. Then 400, then 500. It will take about a year of dedicated gameplay for a solo player. 14 systems = 200ly. I did 3 in a week. I can do 200ly in maybe 8 weeks if I don't get sidetracked by my real life, which I will, and I am fairly casual player. Grinders could double that. Teams/Squadrons could quadruple that or more. Once we figure out all the details of how to get systems to produce what we want, it will make the supply chain issues less harrowing. Hopefully.

Ask me in a year. I'll let you know what happened...
 
Even if I'm just a grumpy and disillusioned ED cynic who has no great interest in the new colonisation feature and has offended some people since his return to the forum:
I really wish that you and all other players who are passionate about the basic idea of further colonising the bubble had gotten a more meaningful, deeper gameplay from FDev than it is currently the case...
It is very meaningful and satisfying gameplay to me. So clearly you just don't understand my motivation. It's ok. I am considered weird by all standards and also by my wife. She likes weird dudes apparently. Not really making me feel better...I digress...

I find the entire Trailblazers thing amazing and probably the best thing in elite since elite. So, if you aren't as thrilled as I am, just skip it. And don't worry about us colonisers. Ignore us just like you ignore the Powerplayers. We'll be fine without you. I promise.
 
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