Kaffis Mark V wrote:
So, this is pretty damned awesome, and something I've been waiting for for a long time.
It's great to see the 3 jump point sizes at work, and to get the official layout in a public-facing fashion, along with all the information about systems aggregated in one place.
So, that said... am I the only one who started poking around looking for someplace to set up shop? If not, what caught peoples' eyes, and why? What would you look for in a "home system"? What would you try to avoid?
This is the sort of thing I've been waiting for to get back involved in this. It's great to see real progress on the actual world starting to appear. I haven't done much since experimenting with the actual flight early on because I was afraid of burning myself out on the game before it was really a game. Maybe time to start practicing again.
I realize this isn't EVE and the same rules won't apply but I don't want to live in the high-security areas. So I'd need to look for something in the lower-security areas.
After spending the last 2 years in low and then null security space in EVE I've found the key is picking a system reasonably close to a market hub, so you can easily go buy supplies and such that you need, but it isn't always a good idea to live AT the hub because there's always people that want to hang out at the hub and attack everyone coming and going. That's less a problem for me since moving to null security space since stations our alliance controls don't allow hostiles to dock, but they are still attracted to our market/staging system since it's a target rich environment, at least until a home defense fleet drives them off. In low-security space anyone could dock anywhere, so docking games at our home station were a thing.
Without being totally clear on how similar mechanics will actually work in SC, I'd say I'm looking for a system near a market hub in lower-security areas, but off to the side enough that people don't go out of their way to go there - a dead-end system nearby or something where trade routes are easily attacked. Basically something like a pirate island not far from potential victims.