Elite Dangerous | System Colonisation Beta Details & Feedback

Colonization of uninhabited systems is cool. But do I have to deliver all those resources to the colonization ship myself? If so, how do I deliver a resource in the amount of 18 thousand tons (or units)?The maximum cargo capacity of a ship in ED is 400 tons? Unless I'm mistaken? If it turns out that within a 30-light-year radius, the resource that needs to be delivered in huge quantities has run out, then flying back and forth will tire a person out after a while.
There are six ships that can carry 400 tonnes or more cargo, as long as you are prepared to not fit anything else in the optional slots.
Fitting shields and or a fuelscoop the two biggest cargo carriers will carry over 700 tonnes.

For the maths let’s say 600 tonnes
18,000/600 = 30 runs in 28 days, just over one run a day which isn’t that bad.

But as far as I can tell you can get anybody you can talk into it to help deliver.
 
A couple of observations..
1) White dot compass does not point to landing pads on System Colonisation Ships
2) Asteroid base icon showing on Station services for a scientific Prometheus outpost - not sure if this is the same for other station types
3) System Colonisation Ship departs to system that the claim was made once the station is complete. Not sure if this is intended?
4) IMO, material requirements are about right. Even CMMs were easy enough. Don't trust Inara numbers. Availability at bases seemed to be in the 700-800s for me and replenished well. Completed an outpost in 3 days (prob about 9 hours of gameplay or thereabouts).

There's probably other issues (fleet carrier time slots are tricky to pin down} but great work frontier. A little more tweaking and we have a winner. 👍 o7
 
100% this. We've got a month... i got my first outpost done in 2 days of casual, mostly AFK play, got the second in train now.... then I could kick of a coriolis or orbis if I wanted, and I'd have all the time in the world to do it. All these claims that it's all too much and too hard or insufficient time, not enough resources are really just thinly-veiled "Why can't I beat a Titan in a stock sidewinder!" analogs.
The grindy time is beloved- I can get by-my questions answered in Discords; thanks all.
 
Last edited:
1. Allow us to employ NPC's or Players (in-game) for hauling.
if no
2. Ability to share the System Architect role (and it's profits) with others (either via invitation or by locking this feature behind Squadrons/Vanguards)
if no
3. Dramatically reduce material mequirements for constructions.
if no
An enormous volume of dead, underdeveloped and abandoned colonies.
 
Am enjoying the update but having other activities being able to contribute to the effort would be nice. Perhaps adding a variety of different missions to colonisation ships with decent quantities of required commodities as rewards would be an option. That way those who don't enjoy trucking can contribute while also giving the feature variety.
 
The resources for the initial deployment of a small port seems reasonable and achievable even for solo players to establish your footprint in a system. However to build out the system with all the extra ports (after the primary port has been established) , would it be possible to have 2 sliders? One slider is resources and the other is credits. Put the slider to max resources and the resources requirements stay as it. However the more you push the slider into using credits the less resources you need. So push the slider to max credits for say an orbis station, means no haulage needed for resources, but it will cost you say 1 billion credits? Other stations would be less. This way we can play other parts of the game to fund our colonization efforts rather than it just being a hauling loop.
 
=
The resources for the initial deployment of a small port seems reasonable and achievable even for solo players to establish your footprint in a system. However to build out the system with all the extra ports (after the primary port has been established) , would it be possible to have 2 sliders? One slider is resources and the other is credits. Put the slider to max resources and the resources requirements stay as it. However the more you push the slider into using credits the less resources you need. So push the slider to max credits for say an orbis station, means no haulage needed for resources, but it will cost you say 1 billion credits? Other stations would be less. This way we can play other parts of the game to fund our colonization efforts rather than it just being a hauling loop.
I think you're fundamentally missing that there needs to be megaprojects large enough to give a large group of players a challenge. These are going to be very difficult to solo, there's no way around it.
 
=

I think you're fundamentally missing that there needs to be megaprojects large enough to give a large group of players a challenge. These are going to be very difficult to solo, there's no way around it.
Then the issue of hundreds of abandoned, single outpost systems will persist.
 
So many questions I might aswell drop mine inhere aswell.

Q: How do you start construction on a planet?

I landed and fiddled with buttons but no UI or any hints come up.
What am I missing.
Anyone?
Cheers!
O7

Edit: Nevermind found it. Buttons not assigned. Typical.
 
Last edited:
I love this update at its core and playing around with the economy of your own system seems really fun. The whole addition is impressive. However, the reality is that all of that is marred by the overly repetitive gameplay' which is just 99% hauling. I believe this is genuinely killing the enjoyment for the vast majority of the playerbase. I dont like the idea that a whole system can be built within a week, however, locking progress to a singular, mind-numbing, gameplay of doing thousands of trips from A to B with minimal varity is genuinely tedious. I would honestly rather grind engineer mats as, at least, there's more variety to it. So tedious and mind numbing it is that I would personally recommend it as a torture method at Guantanamo Bay.

If only there was way of NPCs helping you build the system AFTER you've build the primary port, I believe it would have been quite more acceptable. Even the ability to pay players/ stepups contracts would have made this so much more bearable.

Also, please stop being stingy with CMM Composites. You can't really expect people to try their chance at a planetary station to get some CMM before another commander scoops all 700 cmm there. It's a waste of the players time and it just makes this grind even more tedious that i should be. should be at least 2k+ for the majority of the stations.
Well goods delivery to the construction ship is fairly lucrative I'm told. Probably people who like hauling don't know that yet.
 
I finished my first starport and placed a construction site for a surface settlement on a planet. idk if it's important but this planet has been scanned by a team member, so for me it's 100% scanned without scanning it myself. Now the architect view shows 1 construction site on this planet but it doesn't show me the location, i don't have an active mission, can't see the materials to deliver. Even when my team member guided me to the location on the surface, he can see first buildings in construction, and for me there is nothing at this location only his ship in an empty area (1 picture shows my cockpit view and the other the view of my team member).
I would like to deliver materials to my construction site but i can't since nothing is there.

EDIT: Can see it now (one day later). Colonisation can be continued...
 

Attachments

  • Screenshot_0028.jpg
    Screenshot_0028.jpg
    211.9 KB · Views: 55
  • Screenshot_0029.jpg
    Screenshot_0029.jpg
    256.3 KB · Views: 50
  • Screenshot 2025-03-01 011813.png
    Screenshot 2025-03-01 011813.png
    844.4 KB · Views: 50
  • Screenshot 2025-03-01 011832.png
    Screenshot 2025-03-01 011832.png
    724.5 KB · Views: 62
Last edited:
I have made my first little outpost, and it was fun as a new thing to do.

It is no doubt that a core mechanic of the game is hauling, and so it is no bad thing that hauling is the central point of the new systems.

HOWEVER

As a solo player it is going to get extremely tedious to haul and haul and haul to expand my little system. It would be wonderful if other missions and play styles could be used to AUGMENT the core hauling mechanic.
 
If you feel like you made a mistake starting a system then the remedy is to go back to the colonization broker and cancel your work on it, Go somewhere else and start over.
 
I have made my first little outpost, and it was fun as a new thing to do.

It is no doubt that a core mechanic of the game is hauling, and so it is no bad thing that hauling is the central point of the new systems.

HOWEVER

As a solo player it is going to get extremely tedious to haul and haul and haul to expand my little system. It would be wonderful if other missions and play styles could be used to AUGMENT the core hauling mechanic.
Players can haul things to your colony carrier and help with that. Look for a squadron that will actually help you.
 
30 bodies is kinda greedy tho isn't it?
30 is greedy you say? Having a high number of them, like my system with 57 bodies, gave me 144 total slots to build on.
 

Attachments

  • Screenshot 2025-02-28 185007.png
    Screenshot 2025-02-28 185007.png
    13.8 KB · Views: 64
  • Screenshot 2025-02-28 191005.png
    Screenshot 2025-02-28 191005.png
    981.4 KB · Views: 57
Last edited:
Back
Top Bottom