Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
the player as an architect have some reward in the systems he build. (cheaper commoditis etc)
Players just get some royalties weekly from them, and decide what to build in the systems, but otherwise do not have further control on them than that.
Having more will not mean you need to travel more back and forth for colonizing your new one, it will just mean the bubble itself is larger.
But I also have a concern that people will colonize systems, build an outpost and then leave it and never do anything more to it (and we'll then see a lot of "empty" colonized systems). I hope there will be some kind of transfer system so systems can be transferred to other players, from the original architect, so colonized systems can continue to develop, or that "abandoned" systems can continue to be developed in some other way.
At least it's structured and we won't see junk everywhere. I have mentioned before experiences with "Fallout 76" and people having cluttered bases all over the place, just plain eyesores.
1. There's no maintenance involved. On the contrary, the system pays you with a passive income.
2. A lot of players (e.g. me) are not interested in expanding wildly with a chain of systems. We just want one fully-developed system we can play in.
Mine already has massacre mission stacking, a pirate facility with endless Elite and Deadly condas etc to shoot, an ice asteroid base, a range of RES spots, mining spots, etc, and I haven't even started on settlements yet.
I also picked a system which can be acquired by my power, so I get merits for everything, and to cap it off my adopted NPC faction is in the system so I can do all the BGS gameplay as well.
Do keep in mind that this initial surge will die down once the hype dies down and everyone has had a chance to try it. It's a lot of work to just build the first station, much less an entire system.
As for getting back and forth, well the bubble will have expanded, so there should be systems with resources near your newly colonized system; that's sort of the point. (except maybe for the folks chaining to Colonia and the like).
As for those colonizing chains, i think they usually have a distant target in mind, or they want to expand into a small bubble just outside the bubble.
Would be interesting to see if there is a mechanic to set up one of the systems allowing slavery (Empire?), and I recall reading about once there were 10's of thousands of slaves released which caused havoc.
Wonder if you could do that and make a mess of surrounding systems :)
What kind of pirate facility and what does it do other than lower the security rating (and up the wealth) of the system?
I'm asking because I actually have two Anarchy factions in my system and am wondering if I should build some pirate structures for them, or if the hit to security will just suppress development of the system with no counterbalancing benefit.
Edit: OK side note and back on topic. The starter base does not require points to construct and, as far as I can tell, you don't go into construction point debt with the first structure. This means that building a Coriolis or Asteroid belt effectively gives (and consumes) 3 free T2 pts, while an Orbis or Ocellus gives (and consumes) 6 free T3 points. Presumably this matters because of the population stats the starports give you.
TLDR: If you can stomach the grind, starting with a T3 starport will probably give your system a slightly better build out. Assuming, of course you can actually finish it.