Requirements for building a Coriolis starport

Fine, will start the grind as much as it annoys me. :mad:

What's the quickest way to do this? I suppose teleport my carrier about and fill it up? And then take the carrier to the new system and shuttle the materials between it and the colonization ship?
 
To fully max out a system you need 10 stations? Correct?

Assuming 200kt per station

Rough calculation of 600-700 hours of pure hauling/carrier moving to build 10 large stations.

(i.e not achievable for solo players)

Someone correct me if im wrong ...
 
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Fine, will start the grind as much as it annoys me. :mad:

What's the quickest way to do this? I suppose teleport my carrier about and fill it up? And then take the carrier to the new system and shuttle the materials between it and the colonization ship?
If you can source the materials within jump range of your cargo ship then there's no point in loading the carrier, unless your colonisation ship is a long way from the star. You're just adding an extra trip for every load.
 
If you can source the materials within jump range of your cargo ship then there's no point in loading the carrier, unless your colonisation ship is a long way from the star. You're just adding an extra trip for every load.
Ok. CMM Composites are going to be the hardest thing to find. How often do system markets refresh?
 
If you can source the materials within jump range of your cargo ship then there's no point in loading the carrier, unless your colonisation ship is a long way from the star. You're just adding an extra trip for every load.
only if the [station -> colony ship -> station] journey time is less than ([station -> carrier -> station]x2) journey time. Id say journey times faster than using a carrier is
  • A. Pretty rare and circumstantial
  • B. Only locked to systems in very populated areas
 
Still would need to haul it to the colonisation ship. Cant set much price delta there.
So what? Do you want it to take 5 minutes?

It's been said a lot, colonization is meant to be hard for an individual.. this makes sense otherwise you'll get a literal explosion of colonies everywhere.

I'm tracking at minimum 50 hauls... but let's call it a square 100.. which is about 5 or 6 hours. For a tiny group of just 10 people, that becomes 30 minutes per person, and a single haul for 100.

14000 people explored for the recent. That alone is feasibly 140 colonies every 5 minutes. That's an absurd figure for growth.

But instead of working together, people are just focused on the individual, so instead of that, we've probably got 14,000 colonies that are going to take 6 hours, and people complaining that's "too much effort". That's like, half the bubble. In 6 hours.

This isn't an individual activity, unless you decide to make it that way.
 
only if the [station -> colony ship -> station] journey time is less than ([station -> carrier -> station]x2) journey time. Id say journey times faster than using a carrier is
  • A. Pretty rare and circumstantial
  • B. Only locked to systems in very populated areas
I'm doing all buying at ground ports so I can buy CMM composites. Taking off and jumping to the system where the colonisation ship is and docking with it takes pretty much the same time as it would take to take off, get to supercruise, and dock with the fleet carrier. So maybe a little more than (station->carrier->station) but quite a bit less that 2x.
 
Well colonisation was fun while it lasted

All 15 minutes of it

A ridiculous grind, even for elite dangerous (n) I was really looking forward to this too (n)
And what exactly did you expect? Being able to take 5 commodities there and be done with it?

I also love how you are dooming the entire feature even though FDev has been saying approximately a thousand times that they are going to fine-tune the numbers. Which part of that did you not understand?
 
So what? Do you want it to take 5 minutes?

It's been said a lot, colonization is meant to be hard for an individual.. this makes sense otherwise you'll get a literal explosion of colonies everywhere.

I'm tracking at minimum 50 hauls... but let's call it a square 100.. which is about 5 or 6 hours. For a tiny group of just 10 people, that becomes 30 minutes per person, and a single haul for 100.

14000 people explored for the recent. That alone is feasibly 140 colonies every 5 minutes. That's an absurd figure for growth.

But instead of working together, people are just focused on the individual, so instead of that, we've probably got 14,000 colonies that are going to take 6 hours, and people complaining that's "too much effort".

This isn't an individual activity, unless you decide to make it that way.
As ive mentioned a couple times in this thread.

This idea that the feature has been designed to be intended to only be used by groups is false.

  • The fact that being a system architect is a solo task.
  • The fact that claiming systems is a solo effort. (you're competing against all other players for system claim)
  • The fact that the passive income is only shared with the system architect (solo benefit).
If you partake in system colonisation for systems that you're not an architect in is nothing more than charity-work.

Lets stop this pointless desire to maximise grind in the game by not using our eyes and seeing how the feature has been implemented.

This feature is in beta. We need to point out these inconsistencies now so they can make the changes that will improve the feature.
 
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I'm doing all buying at ground ports so I can buy CMM composites. Taking off and jumping to the system where the colonisation ship is and docking with it takes pretty much the same time as it would take to take off, get to supercruise, and dock with the fleet carrier. So maybe a little more than (station->carrier->station) but quite a bit less that 2x.
dont forget the time to get back to the planetary port to complete the round trip ... considering how long planetary landings takes - Id still put my money that carrier trip x2 is similar time if not faster
 
I made a huge mistake in accidentally selecting this for my first system attempt... but I'm going to give it a go Solo anyway.
The limiting factor today hasn't been the loading speed, it's that I've filled up my carrier which now I can't move to unload it.

Thankfully we're at least getting paid for the materials, so if I get close but fail then at least I'll have made a few credits for my efforts.
 
Fine, will start the grind as much as it annoys me. :mad:

What's the quickest way to do this? I suppose teleport my carrier about and fill it up? And then take the carrier to the new system and shuttle the materials between it and the colonization ship?
All you need is a time slot for the FC move.
Good luck with that.
 
So what? Do you want it to take 5 minutes?

It's been said a lot, colonization is meant to be hard for an individual.. this makes sense otherwise you'll get a literal explosion of colonies everywhere.

I'm tracking at minimum 50 hauls... but let's call it a square 100.. which is about 5 or 6 hours. For a tiny group of just 10 people, that becomes 30 minutes per person, and a single haul for 100.

14000 people explored for the recent. That alone is feasibly 140 colonies every 5 minutes. That's an absurd figure for growth.

But instead of working together, people are just focused on the individual, so instead of that, we've probably got 14,000 colonies that are going to take 6 hours, and people complaining that's "too much effort". That's like, half the bubble. In 6 hours.

This isn't an individual activity, unless you decide to make it that way.
Also, this worry/argument about an explode of colonies for why it shouldn't be accessible for solo players is just ridiculous when you consider how large the galaxy actually is ... 140 colonies every 5 mins (assuming no slow down (unrealistic)) will take ~30,000 years to colonise all star systems. We got plenty of time and space .....

Again its just pointless nothing burgers to try to maximise grind and minimise fun
 
And the rest - 2km is closer to the radius.
Not where you're getting that from.


 
I was expecting it to be more commodities to tell you the truth when you think how much was needed just to repair stations ...
It shouldn't be something a person can knock out in a few days ...
They can use it to boost the numbers playing with squadrons possibly becoming more relevant ?
 
Also, this worry/argument about an explode of colonies for why it shouldn't be accessible for solo players is just ridiculous when you consider how large the galaxy actually is ... 140 colonies every 5 mins (assuming no slow down (unrealistic)) will take ~30,000 years to colonise all star systems. We got plenty of time and space .....

Again its just pointless nothing burgers to try to maximise grind and minimise fun
And nothing benefits from just getting everything you want instantly. FD said this would be hard for individuals.

This just sounds like going to the doctor complaining "when i punch myself in the face, it hurts!".

I don't care about the size of the galaxy. Doubling the size of the populated galaxy before breakfast is ridiculous.
 
And nothing benefits from just getting everything you want instantly. FD said this would be hard for individuals.

This just sounds like going to the doctor complaining "when i punch myself in the face, it hurts!".

I don't care about the size of the galaxy. Doubling the size of the populated galaxy before breakfast is ridiculous.
"FD have said this would be hard for individuals"

FD implements a solo commander centred feature

  • Why didn't they limit it to squadrons/vanguards?
  • Why cant multiple players benefit from the passive income?
  • Why cant multiple players be architects of a single system?
Because ... (big suprise!) ... its designed to be attainable for solo players ...

Open your eyes pls ... Instead of reciting what "FD have said ..." .. look at what has actually been added to the game as it contradicts everything you are saying.

I need to stress again, there is a reason why this is in beta. No need to immediately grab the pitchforks at FD's defence!
 
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