Elite Dangerous | System Colonisation Beta Details & Feedback

Having done the grind for 2 days now and made really good progress: gathering the materials to make a facility after we make a claim seems wrong.

FDev have to keep a limit on the speed of expansion (none of us want to loose our open unexplored galaxy) and they need to keep a lid on how long a player can 'lock' a system for with a deployed colonisation ship. But the way they have done it leaves the large majority of the player base (those playing alone or in very small groups) with tediously intensive grind if they ever want to create an orbital station with a large landing pad. It shouldn't take less materials, it shouldn't be done faster, it shouldn't be possible for a player to lock a system for longer and organised groups should progress faster... but it should not be mind numbing repetitious gameplay either.

We might instead gather materials before hand, at leisure, and store them at a new warehouse station in a 1-per-player warehouse contact, perhaps for months. These stations wouldn't have a marketplace of course, moving materials from 1 column to another would be cheating. Groups could contribute to Squadron or Friend warehouses and forge ahead. When ready we might then make a claim somewhere and order it all put onto a colonisation ship and sent to our claimed beacon and start a 1 or 2 week build cycle. Players could even choose the station / settlement type at the time of arriving at the beacon as long as the requisite materials were present. Even better, having loaded it up over time, we wouldn't have to unload it. It would 'be' the colonisation ship. The ship would only ever be able to be moved once, and that would be the time it's sent to a claim beacon.

If we gathered materials first groups would still have faster development and expansion, groups could still build more than 1 station in a system at once, those who relish the grind could still grind it out but also players with busy lives could still take part (albeit much much more slowly) without locking themselves in the basement
That would be a Fleet Carrier. Given the meager 25M credits to claim a station, it seems that needing a fleet carrier is a reasonable cost for the benefit of pre-collecting resources.

Just saying.
 
Strongly recommend NOT leaving any ship on the constuction megaship when construction completes.
Especially if logged off and another commander finishes construiton efforts.

View attachment 418581
I got this message a while back after completing construction and game crashing. After 4 hours trying to log back in I raised a support ticket, shortly before you posted. Nothing apart from the automated response yet as outside UK working hours but if you haven't raised a ticket yet it might be wise to do so (if it self-resolves, nothing lost...)
 
@Paul_Crowther if the devs want to slow down or bottle neck system colonization just make progressive colonization beacons more and more expensive from 25 m ---100 m ---- 250m ---350 m --- 500 m and cap it at maybe 10 billion. instead of tying the bottle neck to CMM composites or some other obscure commodity. Players will then be on equal footing and colonization won't favor larger groups. This will provide a credit sink and a natural bottle neck of credits to those who truly want to grind it out and colonize multiple systems. solo players can focus on building up a few of the systems they colonized or naturally grind credits to colonize more and more systems.
 
Last edited:
Now that colonisation is upon us, will PMF applications reopen? My squadron would like to participate, but obviously would prefer to further our own flag rather than being forced to adopt some random faction in some random system.
There was a mention in yesterday's stream, I will try to quote Piers as closely as possible:

"It [Vanguard] builds on top of both Powerplay and Colonisation, we're going to allow player-led factions to exist here, so you can take that as a Vanguard and push it into the BGS and play through Colonisation and Powerplay."

To be honest I'm having trouble understanding what is being said.. does it mean that a Vanguard can be linked to an existing faction (like squadrons currently), or that a Vanguard will give the option to create a new matching faction, or that the Vanguard itself acts also as a faction once created...
 
Keep getting 'No Time Slots' when trying to initiate a jump with my fleet carrier. Can something be done to stabilise the servers to handle the loads ? (or whatever is most suitable for the issue)
 
Doing the grind now on the station as a solo player, and this is a slog in my opinion, especially if you don't like trading. I think if the requirements are this high it must be for only one reason, to slow us down. I would prefer cut all the requirements down drastically, and once materials are delivered to the station, it takes 2 weeks for the station to finish building.
It shouldn't be a second job to participate in the game play.
 
There has been a lot of discussion about what is wrong and we can all see the availability of certain materials needs help.

That being said we should also focus on what is going great. Overall, the new update is stable and not causing nearly the problems that we have all seen in the past. I have not seen any problems with frame rates or performance issues on my end. I think the balance for the number of materials is right considering the types of stations being built. After all, a Coriolis station is about 1 km in diameter. It stands to reason the need for thousands of tons of materials.

All in all, I think the testing is going great so far, and I look forward to building ground stations in a week or so.

I have played this game in all its iterations since 1984 and Elite Dangerous since 2014.

Well done on this newest feature FDEV!!
 
Some changes to CMM Composites would be ideal. Seems like they got a bump, but it is still miserable to try to find enough. With limited time to play, A couple hours a day) I still won't complete mine in the time frame.
 
Still not enough CMM composites. I can't say if it's because of the hype or just because there aren't enough of them yet, but... They still need to increase in generation speed. Waiting for the sake of waiting is exhausting.
Well, they're not unicorns anymore, insofar as they ARE available, but I agree, having to go to surface stations to collect them only to get a hundred or so is mine numbing.
 
ok... well, i am for the third time, claiming a system.

First time it was taken somehow by another CMDR even after i placed the beacon and colonization ship arrived.
Second time, the system came free, so i re-claimed it. Placed beacon, delivered some supplies.. After today's outage it was again lost and someone else claimed it.
Third time now, i claimed another system, and delivered supplies today....

Let's see if any funny business with this one...
I'm not entirely sure if I lost my claim or not. Should I see my claimed colony on the galaxy map? Cuz I got nuthin on mine, but the colony ship is still parked where it was in system... 225kly away from the A star. 😡

Wouldn't break my heart if I lost that claim, to be honest. Not sure why it decided to put that colony ship a quarter light year away from the beacon when there were PLENTY of options around the primary star.
 
1740699105619.png

Keep getting the above, and occasionally a different error, but the few times I can connect, the System Architect is some other random commander, then it crashes again.
 
Some changes to CMM Composites would be ideal. Seems like they got a bump, but it is still miserable to try to find enough. With limited time to play, A couple hours a day) I still won't complete mine in the time frame.
Was ok during off peak times in the US but now that its after work hours on a friday its dried up pretty much. Nearly had all I needed, too.
 
So, started colonisation, placed the Colony Beacon, colony ship jumps in... 40k ly from the primary star, around pretty much the furthest body in the system. That's an annoying flight, but does that mean my primary station is going to be out there too? Is there a way to move it to somewhere convenient?
 
So, started colonisation, placed the Colony Beacon, colony ship jumps in... 40k ly from the primary star, around pretty much the furthest body in the system. That's an annoying flight, but does that mean my primary station is going to be out there too? Is there a way to move it to somewhere convenient?
no, what i understood is that the first station location is presetted, you can then build other station near the primary star. So it is more convenient to build a simply outpost as first station
 
CMM Composites is fine now for me... I'm a solo cmdr and have managed to get all I need in a couple of hours while doing other stuff. Main problem is I can't get my fleet carrier back to my system to offload. No slots ahoy! Should I keep trying?
 
well everyone shouted about it,base building etc, no its not done in a few hrs,except the fact you have to work for it,if stuff is hard to come by look for it although i do admitt cmm composites have nearly become impossible,either the game should increase the re-spawn rate or the amount available in the correct station increased,i am enjoying the fact i can claim a system,and it will be mine ALL mine lolo
 
I think the commodity requirements need to be reduced significantly, they're far too high for a solo player when you consider how many construction site slots even a really crappy system has; I have a list of nearly 40 candidates and all but 4 of them have at least 10 orbital slots.

Building just one outpost takes something like 8-12 player-hours of non stop hauling even if you have a carrier and a good supply of materials, so filling 10 slots with outposts would be 80-120 hours of work. Basic tier 1 starports seem to be about 3x more expensive than outposts, so that's 240-360 hours of work. And if you want tier 3 starports, that seems to be like 3x more expensive again, so 750-1000 hours.

And again, that's a crappy system and that figure only includes orbital ports and assumes non stop hauling with a fleet carrier. I don't know what the requirements of surface ports are, but if they're similar, and your crappy system also has ten of those, that can easily be another 750-1000 hours of work.

So we're talking 1500-2000 hours of work to fully populate a really crappy system with max tier orbital and surface ports, if you haul non stop, and if you have a Cutter or T9, and if you have a carrier. That's just stupid. I've been playing this game for years and my total playtime would maybe just barely be enough to max out one such crappy system. Things need to get buffed radically, this is an unacceptable level of grind.
 
I’m a returning player after 4 years having made the switch from PS to PC.
The first couple of systems I identified to colonise couldn’t be, no reason given and a red cross on the galaxy map, they were both unclaimed and uninhabited. Strange.
The system I eventually did colonise…wouldn’t let me claim using a starport, only thing I could choose without the claim failing was an asteroid base and the requirements are insane for a solo player! 4 weeks isn’t long enough. Also I’ve heard once your primary construction is completed all timers are removed for follow on construction in that system. I’m not a quitter and plugging away to make this asteroid station but think I’ll fail and be gutted, lots of wasted time mindless hauling
 
I think the commodity requirements need to be reduced significantly, they're far too high for a solo player when you consider how many construction site slots even a really crappy system has; I have a list of nearly 40 candidates and all but 4 of them have at least 10 orbital slots.

Building just one outpost takes something like 8-12 player-hours of non stop hauling even if you have a carrier and a good supply of materials, so filling 10 slots with outposts would be 80-120 hours of work. Basic tier 1 starports seem to be about 3x more expensive than outposts, so that's 240-360 hours of work. And if you want tier 3 starports, that seems to be like 3x more expensive again, so 750-1000 hours.

And again, that's a crappy system and that figure only includes orbital ports and assumes non stop hauling with a fleet carrier. I don't know what the requirements of surface ports are, but if they're similar, and your crappy system also has ten of those, that can easily be another 750-1000 hours of work.

So we're talking 1500-2000 hours of work to fully populate a really crappy system with max tier orbital and surface ports, if you haul non stop, and if you have a Cutter or T9, and if you have a carrier. That's just stupid. I've been playing this game for years and my total playtime would maybe just barely be enough to max out one such crappy system. Things need to get buffed radically, this is an unacceptable level of grind.
Installations and most planet stuff are under 12k goods in total, that is easy, it took me 10 hours of hauling in a T9 without a fleet carrier. This isnt meant for new players to hop right in and its not meant for solo players to just snap their fingers and in 20 hours have a full super upgraded system.
 
Back
Top Bottom