Elite Dangerous | System Colonisation Beta Details & Feedback

Took me 18 hours of trucking to supply 71k so your 70 hours is a big overestimate.
Please share how you managed that; it would be a huge help! I'm at six hours just trucking 12.9K aluminum from a supply station to my carrier in a cutter, and it will take that long again to transfer it from my carrier to the colony ship. At this rate, I'll be at 66 hours to deliver 71K, which is two hours per day for 33 days for a coriolis, which itself is only a fraction of the time it would take to build an Orbis.

EDIT: Never mind, I should have done the math before I asked. 71K tons in 18 hours is 3945 tons per hour, which means in a stripped down, cargo only Cutter or type 9 you made 5 runs per hour from your colony ship to your suppliers, which means your round trip journey from your colony ship to an undelayed supply of all materials was within 12 minutes, which is not applicable to my situation at all.
 
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Sounds like it's X4 you are looking for.
No, I'm not looking. I already own it, and that option is fine there. I don't intend to play X4. But for a while, ED—which many have called boring—became interesting again. For a time. As usual. I don't see anything wrong with implementing ideas from another game, though it doesn't change the fact that X4 is a completely different game.
 
I like the idea of having more activities that contribute to the system completion progress. These could be missions handed out by the colony ship and contribute to the colonization progress the same way there were multiple ways to contribute to progress in the Thargoid war. Here are some examples:
  • Bounty Hunting at the colonization beacon / ship (those pirates are always ready)
  • Passenger mission (bringing staff to the new station)
  • Donate Money missions (Support the cause!)
  • Data Courier Missions ("Bob Stationbuilder needs the manual for the Frobulated Dinglehopper!")
These are just existing mission types that could be repurposed to add some variety to the process. New mission types (escort NPC bulk shipping convoys, unload colonization ship to partially built station, whatever) would also be amazing.
 
Then he is going to make it hard for himself if he's using a T8

Not necessarily, if he's building an outpost then it's totally doable with a T-8. Better for reaching outposts with CMM stock but no large landing pads for example.

Though the larger orbital stations will be quite difficult to do.
 
So for me the issue this is too much of a time sync for a person who has a job to consider.

This here is the thing. Games aren't made in consideration for this and despite all that, there are players who solo'd their stations in 2 days, for that you have the weekend.

This idea that because you work a job and therefore you won't have time to accomplish tasks is not a proper approach, because we both know you do have time when you're not working, but you prioritise other things and that's totally fine. That's you.

Some of us prioritise games because we have nothing better to do in our free time.

Some of us prioritise our children, because we feel that's more important.

Some of us play multiple games and it's impossible to accomplish everything in all the games we play so we need to stop playing certain ones or accept the fact that we can't accomplish everything.

But we cannot blame the developers for adding content which we cannot complete, because we have other things to do. It's a very common complaint from people stating they have to work, go to school or whatever else and as a result they can't complete something in the game.

I did my studies, worked two jobs to pay university and I also had to give up on some things in other games, but I weigh the progress I make in life as being far more important than progress I make in a game and I won't care if I can't do something because of this.

If I so desperately want to do something, I'll manage my time in such a way. People who bring up their work habits and how it prevents them from accomplishing elements in games, to me, are those who are more likely to pretend being victims and force the hands of others than those who would rather solve their problems.

Lastly, colonisation is not a must and some of us have to accept the fact that it's not for us, but there's plenty of other activities to do or games to play.
 
The main concern I have is the random signals that generate within a very large sphere around human-controlled systems. I could ignore chains of stations easily enough - in fact, chances are nearly guaranteed that I wouldn't even run into them while exploring. However, if every chain of stations comes with a 2,500 ly tube of distress signals, irregular markers, crash sites, and so on, then yes, that will change the nature of so-called "unexplored" space quite profoundly.

The unique nature of the Elite Dangerous galaxy is that it is the one video game where space feels genuinely, truly vast. That there are only tiny pockets of civilization in such a vast galaxy is an essential part of that chemistry. There are plenty of space games where you can go anywhere and find human space. There is ONE where you can go into deep space and feel truly alone: Elite Dangerous. A colonization system that so quickly propagates human detritus throughout this vast galaxy is one that removes one of the most fundamentally unique things about it.
Then would it not make more sense to decrease that range for colonized systems? For example if that range gets decreased to 50-100ly it would basically negate the problem. It also seems unclear at this point (at least to me) if the bug is that the colonization contact is available immediately or if the bug is that it gets locked again after a restart.

To me it would make more sense that you could go do the next system as soon as you complete the first, because if you had to wait a week it would take over 42 years to reach colonia with the current range. The way it is now you could reach it in a semi-reasonable timeframe (1-2 years) given that the player effort is put in, which would still be a lot to keep decent pace.
 
I just finished the primary port yesterday but the timer is still counting down. Did I missed something? The construction ship has leaved and the outpost is dockable but not in full service. The commodity market is already online and so is Apex.
 
Nothing if all you are expecting is to pay CR. Cost of claim is 25 million and no net cost to materials, just a LOT of hauling.
It might be possible to do it with just credits using buy orders on a Fleet Carrier. At least for the sourcing part, unloading the carrier otoh.. From what I understood about Vanguards it might be possible to outsource that part too, though as part of a Squadron effort, but I guess some players could choose to offer freelance services and join the Squadron for the job?
 
Then would it not make more sense to decrease that range for colonized systems? For example if that range gets decreased to 50-100ly it would basically negate the problem. It also seems unclear at this point (at least to me) if the bug is that the colonization contact is available immediately or if the bug is that it gets locked again after a restart.

To me it would make more sense that you could go do the next system as soon as you complete the first, because if you had to wait a week it would take over 42 years to reach colonia with the current range. The way it is now you could reach it in a semi-reasonable timeframe (1-2 years) given that the player effort is put in, which would still be a lot to keep decent pace.
Reducing the range of those signals, or eliminating them completely, would be one solution I would find kinda sorta acceptable.

I am also not sure where the bug lies - with the experience of the architect, or with everyone else - though I admit my preference is for everyone to need to wait for the tick, and would be perfectly happy seeing this feature used primarily to expand the bubble / allowed around Colonia in order to expand its borders as well.

I would also have no issue with some sort of limit to how many systems a player could colonize + the elimination of random signal generated around those systems + the ability to create a colony anywhere. Tiny pockets of deep space civilization are cool, little oases in the black. This would also be a massive boon to the Azura Initiative and the Eden Project, who are dedicating themselves to living in the black on fleet carriers but would desperately like to have real stations. What doesn't sound cool is peppering the stars with low effort systems with single outposts, which were only colonized because it was an arduous requirement for a player or group to get to where they actually want to be, and surrounding those trails of low effort systems with giant conduits of random human activity.
 
I am also building solo and I can't find enough of the CMM's either. The amounts at each location I find in Inara are either too small or they are already gone.
I have just this evening, last trip in fact less than 10 mins ago, completed the CMM composite deliveries. I was about half way through steel and I'm at 35% over all. Finishing off steel now and then on to Aluminium. Then the small stuff can be knocked off I'm hoping.
So the CMM-C availability seems to be a lot better. I did find a station two jumps away that had about 1200 of them and restocked so the lowest it got was >800 so I could fill up the cutter with 760 every time this evening. Happy now.
 

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There is no NPC to help me build I have billions for nothing?
My biggest complaint. I'd like to use my money to make hauling commodities to my construction sites less arduous. Let me put out buy orders for npc's to fulfill, I don't care if it still takes three weeks to finish. I just don't want to have to haul one hundred thousand plus commodities all the time.
 
Are there any changes or animations during the construction of the station? Or when you finish delivering the materials, the station "appears" out of nowhere?
 
Can anyone help? I build a Ground Facility, and the System told me to leave and come back later, but nothing is happening? is it a bug? One construction point and 2 construction site points have already been deducted from me but I can't bring resources anywhere or see the construction sites on the map.

Edit: They just appeard. Sorry.
 
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