Elite Dangerous | System Colonisation Beta Details & Feedback

Hi all,

I hope I am the only one having this problem and that Frontier can fix it for me:
1. I started colonization of a system launched the beacon and claimed the system
2. I started trucking materials in, and ended my game session yesterday at about 10% progress, which I thought was swell
3. logged in today to find that all that was apparently for nothing, see screenshots.

Did anyone else have this issue?

Please let me know.
CMDR Ubikuitous
Apparently you have to close and exit the game 1-2 times and then it should all appear again :)
 
A Colony Hop distance of 20ly would make sense, then PP could be pushed via FT systems for every Hop. This needs to be realistic. Opening up more Starting areas later, would make more sense than just making the Hop distance 100ly, just because Cmdrs WANT THAT SYSTEM NOW. Its supposed to be a massive effort, because it would be. This is a SIM not an arcade game.
 
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However Inara is only listing Fleet Carriers and the prices are stupidly expensive at north of 500,000 per unit
Inara, due to depending on players running third party tools to provide it data, may lag behind actual numbers. Some people intentionally turn off those tools when seeking out in-demand goods.

You can find the nearby stations selling the CMM Composites, in game, like this:
  • Dock at a station in the area where you want to buy the CMMCs.
  • Open the Galaxy Map.
  • Select User Data -> Trade Data.
  • Select only "Data Available"
  • Pan around looking for little teal dots and purchase the trade data for each available system. (Right hand side menu, towards the bottom)
  • Select User Data -> Commodity -> Industrial Materials -> CMM Composites
  • Select "Export Price".
  • Pan Around for little green triangles.
  • Once you find a triangle, select that system.
  • On the right hand menu, select Market Information -> Industrial Materials -> CMM Composites
  • It should end up automatically on a base selling the CMMCs. You can cycle through all the available markets. You want the green ones.
  • If you're in a large ship, you'll want to filter by large pads only; the left icon at the bottom of that menu.
  • Set a route to your chosen market.
  • Travel there.
  • ???
  • Profit!
 
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my version is better it only cost a few kb too;)

kb to be courteous.jpg
 
Hello everyone

I have crunched some numbers and I'd like to share the results to support the allegations that the material requirements are too high.

The basis for the calculations are the following:
  • Used ship: T-9, A-graded, unengineered, no guardian modules, 756T cargo capacity.
  • Fleet carrier support: no
  • Wing support: no
  • Closest surface settlement:
    • has a large landing pad,
    • is reachable in one jump, loaded and unloaded.
    • has a refinery economy.
  • Commodities are assumed to be always fully available, i.e the market does not serve other Cmdrs.
  • Travel time is assumed for a single two-way trip from the colonization ship to the commodity source and back as:
    • 15 min for a short jump (<15LY)
    • 35 min for a medium jump (<50LY)
    • 70 min for a long distance jump (ca. 100LY)
  • Colonization ship and the Commodity source are assumed to be both at 450Ls from their sun. SCO was not used.
  • Colonization building: starport
In other words we want to build the biggest Colony with the largest ship and get the materials from the shortest route.
(I know the T-9 can carry more, but I like to keep a shield around for the occasional pirate interdiction).

The results are the following (Disclaimer: required quantities have been rounded up for ease of use):

1740665965902.png


With the current requirements, a single player must be hauling for 30 days straight - forgoing food, sleep, family, friends, work - and they STILL wouldn't make it in time!

As stated before, the CMM composites are the bottleneck. Their spawn rate may have been buffed, but since the max cap is so low it doesn't change much in practice. On a short route that's about 20T refilled between deliveries. That is simply not nearly enough for the 49k goal.

Even ignoring the CMM, the time investement is steep: 70 hours. That's 2.5 hours per day, every day. And this is assuming most commodities can be found right next door. Any further, and it takes even more time. I don't feel this is compatible with the personal situations of many players.

Proposed solutions
  1. Reduce all the material requirements, especially for CMM composites.
  2. Allow for automatized hauling (Time for the npc crewmember to earn his keep. Personally, im fine with automatization being a paid feature if necessary).

o7 Cmdrs
 
Some proposals based on my initial thoughts:
  1. Commodities needed for building the Colonization station should be marked as mission commodities
  2. The cost should be increased from 25M to 100M
  3. The commodities required should be reduced by 50%
  4. The 4 week period to build the colonization station should be reset upon reaching 25%, 50%, and 75%
  5. It should be possible to switch the type of station being built at any time before completion.
 
After giving up on my Construction Ship never showing up, I went back and cancelled my claim. I claimed another system, and that went OK.

BUT, when I logged in this morning, the ship is still there, but the system no longer shows up as mine in the Galaxy Map Colonisation View, and the System Map Architect View says "Invalid System". So it appears that I've LOST my claim for no reason.

Little help?
 
After giving up on my Construction Ship never showing up, I went back and cancelled my claim. I claimed another system, and that went OK.

BUT, when I logged in this morning, the ship is still there, but the system no longer shows up as mine in the Galaxy Map Colonisation View, and the System Map Architect View says "Invalid System". So it appears that I've LOST my claim for no reason.

Little help?
Log out and back in. It may take a few tries, or even closing out to desktop.
 
Hello everyone

I have crunched some numbers and I'd like to share the results to support the allegations that the material requirements are too high.

The basis for the calculations are the following:
  • Used ship: T-9, A-graded, unengineered, no guardian modules, 756T cargo capacity.
  • Fleet carrier support: no
  • Wing support: no
  • Closest surface settlement:
    • has a large landing pad,
    • is reachable in one jump, loaded and unloaded.
    • has a refinery economy.
  • Commodities are assumed to be always fully available, i.e the market does not serve other Cmdrs.
  • Travel time is assumed for a single two-way trip from the colonization ship to the commodity source and back as:
    • 15 min for a short jump (<15LY)
    • 35 min for a medium jump (<50LY)
    • 70 min for a long distance jump (ca. 100LY)
  • Colonization ship and the Commodity source are assumed to be both at 450Ls from their sun. SCO was not used.
  • Colonization building: starport
In other words we want to build the biggest Colony with the largest ship and get the materials from the shortest route.
(I know the T-9 can carry more, but I like to keep a shield around for the occasional pirate interdiction).

The results are the following (Disclaimer: required quantities have been rounded up for ease of use):

View attachment 418497

With the current requirements, a single player must be hauling for 30 days straight - forgoing food, sleep, family, friends, work - and they STILL wouldn't make it in time!

As stated before, the CMM composites are the bottleneck. Their spawn rate may have been buffed, but since the max cap is so low it doesn't change much in practice. On a short route that's about 20T refilled between deliveries. That is simply not nearly enough for the 49k goal.

Even ignoring the CMM, the time investement is steep: 70 hours. That's 2.5 hours per day, every day. And this is assuming most commodities can be found right next door. Any further, and it takes even more time. I don't feel this is compatible with the personal situations of many players.

Proposed solutions
  1. Reduce all the material requirements, especially for CMM composites.
  2. Allow for automatized hauling (Time for the npc crewmember to earn his keep. Personally, im fine with automatization being a paid feature if necessary).

o7 Cmdrs
I don't think is problematic in and of itself. Your problem is you're trying to go straight to the largest mega giant space station that's intended for group play, when instead you could have founded the much more reasonable outpost that only requires 24k of material or about 7-8 hours to build. After you have the outpost if you, as a solo player, wanted the mega outpost you could spent a year or two working away at it, or convince some people to help you.

It's not reasonable to balance the delux super group project based on solo players. The key point is there are player groups with hundreds of people, there has to be content that actually gives them a challenge. That content will be extremely difficult for solo players to unlock. And that should be fine. Otherwise it gives the big groups nothing special to do.
 
The CMM Composite requirement for building a Coriolis station or even an Outpost seems a little steep. An Outpost requires 3,912 units of CMM Composite which requires a bunch of system-hopping as the biggest single supply is 364 according to Inara. Should be sharply reduced as this will otherwise be a significant resource bottleneck.
View attachment 418282

For comparison, a Coriolis station requires 11,261 units of CMM Composite.
And if your daft enough to use a mega ship charging 597,000 Cr that works out to 6,722,817,000 Cr when the system average is 5500 ( only !! 61,935,000 Cr lol) How to break a new feature in only one day.
 
I don't think is problematic in and of itself. Your problem is you're trying to go straight to the largest mega giant space station that's intended for group play, when instead you could have founded the much more reasonable outpost that only requires 24k of material or about 7-8 hours to build. After you have the outpost if you, as a solo player, wanted the mega outpost you could spent a year or two working away at it, or convince some people to help you.

It's not reasonable to balance the delux super group project based on solo players. The key point is there are player groups with hundreds of people, there has to be content that actually gives them a challenge. That content will be extremely difficult for solo players to unlock. And that should be fine. Otherwise it gives the big groups nothing special to do.
I agree with you both. Obviously team work makes the dream work - it's the most obvious solution. But is it balanced? I think not. I don't disagree going for the big stuff asap isn't the best strategy but I wonder bang for buck. Is it really there?
 
After giving up on my Construction Ship never showing up, I went back and cancelled my claim. I claimed another system, and that went OK.

BUT, when I logged in this morning, the ship is still there, but the system no longer shows up as mine in the Galaxy Map Colonisation View, and the System Map Architect View says "Invalid System". So it appears that I've LOST my claim for no reason.

Little help?
It's yours, look at it in the system architect view
 
since the BETA-update the Elite servers are very slow, today it is not playable, because I have several crashes and do not get connected to the server and if, then a playing time of 2 minutes is the maximum. please fix it soon.

I am watching a twitch Stream from a Elite Partner, his game also crashes all the time...
 
I don't think is problematic in and of itself. Your problem is you're trying to go straight to the largest mega giant space station that's intended for group play, when instead you could have founded the much more reasonable outpost that only requires 24k of material or about 7-8 hours to build. After you have the outpost if you, as a solo player, wanted the mega outpost you could spent a year or two working away at it, or convince some people to help you.

It's not reasonable to balance the delux super group project based on solo players. The key point is there are player groups with hundreds of people, there has to be content that actually gives them a challenge. That content will be extremely difficult for solo players to unlock. And that should be fine. Otherwise it gives the big groups nothing special to do.
Fair point. Perhaps the starports could have the same marker as team missions? Could have used the heads-up.
 
since the BETA-update the Elite servers are very slow, today it is not playable, because I have several crashes and do not get connected to the server and if, then a playing time of 2 minutes is the maximum. please fix it soon.

I am watching a twitch Stream from a Elite Partner, his game also crashes all the time...
Paul just announced 5 Min ago that they are aware and working on it https://forums.frontier.co.uk/threads/elite-dangerous-trailblazers-out-now.634092/post-10556895
 
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