Elite Dangerous | System Colonisation Beta Details & Feedback

It would be nice to have possibility to mark created port material needs into store to be able see how much materials (and which one) is needed to buy. But so far good experience :)
 
Seems like a bug to me, the wrong station pic in the HUD

Coke City bug.jpg


Coke City is definitely not an Asteroid base...
 
I'm alternating between a Type 8 and Type 9. If you can source materials around 30LY from your colonisation ship, you can just jump between your supplier and the C-Ship without needing to access your FC. I do have my FC nearby in the event I need it.
 
Seems like I lost my claim on a system. Yesterday I claimed a system and spent 6-7 hours getting it to around 25%. I played until the maintenance downtime and logged off while docked at the colonization ship in my claimed system. Today, I logged in to find the "construction services" button on the colonization ship greyed out. Then I noticed that the colonization ship was in a different system nearby (one that was inhabited before the colonization update). The system I claimed and worked on yesterday is now claimed by someone else with 10% progress (looks like that happened 5 hours ago based on the time remaining). I've restarted the game several times, and I went back to the system I claimed yesterday and docked at the colonization ship, but nothing has changed. As far as the game seems to be concerned now, I don't have any claim, and the time I spent hauling commodities yesterday is just a waste. I'm guessing my claim yesterday got out of sync during the maintenance period, and another commander claimed it when the servers came back up.

Perhaps something will get resolved later (though that would also screw over the commander that has the claim now), but I'm not really holding my breath. I'd file a support ticket, but I already have a support ticket for the care package screen locking the UI that I've been waiting on for 6 weeks... I guess the time I spent yesterday just gets chalked up to the cost of being a free beta tester. I'm trying to decide if I want to find another claim today, or go do something else for awhile and let them fix some bugs first...
 
I know they said they only wanted feedback on numerical balancing, but I'm unsure how difficult or easy this would be to implement so I'll suggest it anyway. I'm also not sure if anyone else in this long thread has suggested something similar, but here's my two cents.

I think the current build costs are probably fine, especially for groups of players and especially now that they have increased CMM supplies to match the demand. However, many of the tier 3 constructions still feel out of reach for solo commanders. Not because it isn't possible, but because the task is so monumental that most won't even deign to try. I'd like to offer an alternative to the grind that doesn't leave solo players out in the cold or give them the same weight as a group cooperating.

My suggestion is that if a colony is capable of producing commodities needed for a new construction project in the system, it should use a portion of its regeneration rate to slowly fill that need. Larger colonies with larger supply and regen rates would therefore supply materials faster. Smaller colonies would not only fill these requirements slowly but may be incapable of filling every need automatically. If this contribution is split between multiple construction projects, it would therefore go slower.

Commanders and squadrons would still benefit from moving materials manually, as the job would get done much faster, but for the solo player that doesn't like the grind they would have the option of simply being patient and waiting for some or all of the resources to fill, depending on the size and diversity of their colony. I imagine the wait time being roughly on a scale of months, weeks, or days for tier 3, tier 2, and tier 1 respectively, but I leave that balancing to the devs and community feedback. I'm also unsure how easy it would be to build a colony capable of producing the most demanded supplies, but that would need to be considered when adjusting the contribution amounts. Hard to tell since we are just getting started.

Edit: I might add that if it's too difficult to implement something like a small, passive contribution, then perhaps the tier 3 stations should cost 153,111 materials instead of 209,122. That would keep the growth in difficulty between tiers consistent, as currently, it increases by roughly 3 times the amount between tier 1 and 2, but 4 times the amount between tier 2 and 3.
 
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# Stolen stuff
I think it's a great pity that we can't use stolen commodities for civilization

I doubt it would be an exploit or made anything faster, while it would offer a reward (participation in colonisation) for a wider set of activities

# Requirements
The requested numbers and CMM availability are a little bit too tough right now in my opinion.
I guess this is to brace the initial spike of interest but I didn't want to leave that point out

# Refinery
I love the idea. It would be nice to have something similar for tech commodities
We need a Go Fund Me for CMM Composites, Steel, and Ceramic Composites.
 
52213 tons of CMM Composite. only sold at ground stations. my cutter hauls 504T
this means 104 planet landings to pick up. 104 planet launches back to carrier to drop off
then at the colony 104 launches to transfer to the colony ship and another 104 carrier docking

over 400 dockings worth of "punishment"
Damn that is rough, and that is only one resource. I really hope this gets "balanced" while in beta.
 
I agree. Id prefer solutions that involve introducing mechanics that help us meet the current requirements instead of reducing them.

Colonisation should be hard and having the ability to actually employ NPC's or Players to haul would be really cool.

Fdev do tycoon/management games well ... I played a LOT of Rollercoaster Tycoon 2. It would never have been as fun as it was if we had to haul every ton of metal manually to build our rollercoasters. The fun is in being the architect.

This is something that has been needed ever since FC's were added imo.
On a related note, anyone looking to make some quick credits I currently have a buy order for 1000 CMM Composites on my FC for $100k a ton. Fleet carrier "Travelling Von Pratts" located in the CET system.

1740682762585.png
 
The infamous panther clipper
From the man himself, only 10 years ago

 
From the man himself, only 10 years ago

Basically yesterday. Can I haz nao?
 
I’m probably repeating what has already been mentioned many times at this point, so I apologize in advance.

First off, the 10 LY was the bare minimum and I am really happy with the < 16 LY range. These people acting like 50 LY is ok, don’t seem to grasp that this is a system being implemented to last the lifetime of the game. Traveling to Colonia in 3 months time at 50 LY would defeat the purpose of a slow, methodical expansion. Please don’t boost the range beyond 20 LY at max.

As for the commodity issue, people aren’t understanding that tier 2/3 star ports are end game or large squadron level challenges to get done in a 4 week period. I found the outpost to be a very nice amount of commodities needed as a solo/wing of 2/3. CMM composites are showing that they are in extreme demand and I would appreciate a boost in how much stations restock at a time, but I think them being on a planetary station makes them a nice grind rather than just starport materials. Lowering the amount needed for a station would be the wrong route in my opinion.

Lastly, I understand the server limitations on fleet carrier jumps. But could you look into this being shortened please.

I am very excited about colonization and I’m getting friends back onto the game because of the level of impact it allows us players to have on the galaxy.

o7
Your math is off here... Colonia is 22,000 LY away. at 50 LY/Week, it would take 440 weeks, or 8.5 years to reach colonia. 8.5 years. Much longer than this game will likely last.
 
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