Elite Dangerous | System Colonisation Beta Details & Feedback

Is there a limit to how many claims one can make?
Both concurrent and total.
I think you can only have one new claim at a time (which is resolved when you finish the primary port). There doesn't seem to be a limit on how many systems you can be the architect for, if you finish the primary port. Inside a system you are the architect of, it seems you can have 5 concurrent constructions. I'm not sure if the 5 is a per-system or global limit, as I only have 1 system atm.
 
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.
This is a good suggestion.

Tbh, there's nothing wrong with the current mechanisms/effort for this... the only real thing missing is options.

For example, we've got the new refinery contact to create refined metals from raw... what about industrial contacts to turn a materials into the rarer commodities that might be harder to source like CMMs etc? Then the scarcity is maintained, but for the situations where there may genuinely be issues, there's other options available.

Combat activities to protect deliveries might skim some tonnage off the totals needed, to some limit... other activities for other things.
 
So my group is in the process of setting 4 colonies with the initial station being a tier 2. As a group the levels for the tier 2 seem good minus the gripe everyone has with CMM Composites. We are having to travel to 3+ systems up to 100+ lys away just to load up a Cutter fully. Even with the updates that have been done to CMM, think the completion number needs to be revamped on large stations. That or I doubt many will waste the time it will take to build large stations since the CMM supply vs need as it stands now is a big bottle neck.
 
So my group is in the process of setting 4 colonies with the initial station being a tier 2. As a group the levels for the tier 2 seem good minus the gripe everyone has with CMM Composites. We are having to travel to 3+ systems up to 100+ lys away just to load up a Cutter fully. Even with the updates that have been done to CMM, think the completion number needs to be revamped on large stations. That or I doubt many will waste the time it will take to build large stations since the CMM supply vs need as it stands now is a big bottle neck.
I'd love to see a recipe for CMMs appear in the refinery or industrial contact... but I'm currently bouncing off twin cmm supplies on the one planet ready for my next expansion. I think the scarcity here is important for player- driven market dynamics.
 
the people making suggestions for feature changes read the first post where they said this wasn't a work in progress, right?

the only thing they will do is fix bugs (maybe) and tune numbers. if what you want can't be done by changing a number, it has no chance of happening.
 
Combat already has so many gameplay loops, bounty hunting, AX if you want it, while hauling only had missions and traveling back and forth doing almost nothing to impact the galaxy relatively. Let hauling have its impactful loop. If you want to add missions i say add passenger missions to give them something special to do. But we dont need another activity with combat
 
Combat already has so many gameplay loops, bounty hunting, AX if you want it, while hauling only had missions and traveling back and forth doing almost nothing to impact the galaxy relatively. Let hauling have its impactful loop. If you want to add missions i say add passenger missions to give them something special to do. But we dont need another activity with combat
Yeah, so fwiw, combat is an "easily understood" option. Personally, I think there's better options... but the main focus here is that options would be good. That was the same issue PP1 had; lack of diverse options for participation.

Also, alternatives shouldn't eliminate the need to haul, only assist to a limit, with diminishing returns.
 
I'd love to see a recipe for CMMs appear in the refinery or industrial contact... but I'm currently bouncing off twin cmm supplies on the one planet ready for my next expansion. I think the scarcity here is important for player- driven market dynamics.


Yeah I would be down for having that type of feature, but likely hood is scarce. I think from looking at the numbers though is that Copper and CMM Composites should switch or at least lower the amount of CMM and increase the amount of another good.

I only gripe about it because it's the last component I'm having to deliver and it doesn't feel like I'm making much progress because of how many jumps I am having to make to fill my cutter.
 
My comments on the CMM Composites situation:

I get that these are only available at the Planetary Refinery Ports and that there are only a limited number of these currently in the bubble which in my opinion presents the player base a great opportunity to build more of these locations ourselves that will eventually increase the distribution of supply however it's the supply that is the core issue here.

Only having several hundred available at any time if you are lucky enough to get them before someone else does is causing a major slow down in gathering the required amounts and may run into the risk of failed colonies i.e. lost time, resources and credits to the individual player, especially for the larger stations that are needing almost 20k T of them as well as a detrimental loss to the casual weekend commander or a commander without the backing of a large squadron that is ultimately going to ruin the experience for them all because of this one commodity.
 
Yeah I would be down for having that type of feature, but likely hood is scarce. I think from looking at the numbers though is that Copper and CMM Composites should switch or at least lower the amount of CMM and increase the amount of another good.

I only gripe about it because it's the last component I'm having to deliver and it doesn't feel like I'm making much progress because of how many jumps I am having to make to fill my cutter.
I'm in two minds.

I think scarcity is important to creating interesting play mechanics (and no, it's dumb to sit there waiting for the 10m resupply... there's much better ways than that).

I personally think this is just "cultural change"... scarcity has never been in people's minds except maybe for a CG, and so people just grind through a list and go "im collecting this stack of items now" as seen by engineering; anyone who had the sads about "the relog grind" for engineering materials never had the mindset of getting them while doing something else.

The common complaint is "it takes forever to get a full hold of cmm's"... then don't.

I'm currently shipping 200t cmms and 500t of steel or titanium a run... by the time I've cleared steel and titanium, I'll pretty much be done with cmm's as well.

There's just this cultural inflexibility that, i hate to say...
Screenshot_20250301_132538_Samsung Internet.jpg

It's a new problem people don't know how to work around yet, because the usual methods don't work. But it's very doable with new ideas.
 
Here's an idea.

Can we have the option to chose, if not our own but maybe from a list, the Auto dock music in our player made stations. A little extra personalization for when someone else docks at it. Im sure it would have to be royalty free or do licenses for large ARX cost.
 
I'm in two minds.

I think scarcity is important to creating interesting play mechanics (and no, it's dumb to sit there waiting for the 10m resupply... there's much better ways than that).

I personally think this is just "cultural change"... scarcity has never been in people's minds except maybe for a CG, and so people just grind through a list and go "im collecting this stack of items now" as seen by engineering; anyone who had the sads about "the relog grind" for engineering materials never had the mindset of getting them while doing something else.

The common complaint is "it takes forever to get a full hold of cmm's"... then don't.

I'm currently shipping 200t cmms and 500t of steel or titanium a run... by the time I've cleared steel and titanium, I'll pretty much be done with cmm's as well.

There's just this cultural inflexibility that, i hate to say...
View attachment 418809
It's a new problem people don't know how to work around yet, because the usual methods don't work. But it's very doable with new ideas.

I got around the situation by not relying on the Commodities search function on Inara. People need to search for surface ports with Refinery economies instead. There's actually a large number of them within the bubble, many of which apparently aren't visited all that often, which you can find by sorting by oldest updated first.
 
My comments on the CMM Composites situation:

I get that these are only available at the Planetary Refinery Ports and that there are only a limited number of these currently in the bubble which in my opinion presents the player base a great opportunity to build more of these locations ourselves that will eventually increase the distribution of supply however it's the supply that is the core issue here.

Only having several hundred available at any time if you are lucky enough to get them before someone else does is causing a major slow down in gathering the required amounts and may run into the risk of failed colonies i.e. lost time, resources and credits to the individual player, especially for the larger stations that are needing almost 20k T of them as well as a detrimental loss to the casual weekend commander or a commander without the backing of a large squadron that is ultimately going to ruin the experience for them all because of this one commodity.
As I said above... don't just haul CMMs. Make sure you only stock up on steel/titanium at the same time as CMMs. It's an optimisation/kanban problem.... don't bottleneck getting CMMs and nothing else, and collect other things but not CMMs when available. Always make sure getting CMMs is the thing you do in parallel to sourcing the other materials.
 
I got around the situation by not relying on the Commodities search function on Inara. People need to search for surface ports with Refinery economies instead. There's actually a large number of them within the bubble, many of which apparently aren't visited all that often, which you can find by sorting by oldest updated first.
Yep... this. I'm bouncing between two refineries in the one system loading my FC, getting 200-300t per bounce... the reason nobody is here is because it's 50,000Ls away, which would eliminate this as a source for any casual glance. SCO is also great here.
 
Where do I find the material list for my project when I am away from the colony construction ship?

You can find the system you're working on in the "My Colonies" button on the left hand side of the galaxy map. From there you should be able to go into the system view, and in there if you click on the colony construction ship, it should tell you on the right hand side of the screen all the commodities that you currently need to supply in order to complete construction.
 
Yep... this. I'm bouncing between two refineries in the one system loading my FC, getting 200-300t per bounce... the reason nobody is here is because it's 50,000Ls away, which would eliminate this as a source for any casual glance. SCO is also great here.

That's true, but there were also a surprising number of Refinery surface ports that weren't tens of thousands of LS away from the primary star, which also hadn't been updated on Inara for weeks. Those places almost always had a decent amount of CMM Composites available when I visited them.
 
Back
Top Bottom