Elite Dangerous | System Colonisation Beta Details & Feedback

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.
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.

Using this exact method I finished off my CMM Commodity needs this evening. Found a nice planet about 500 Ls away from jump in point. Using my Type-8 and a brief boost I could get in and land very quick. It always had 384 available so I could max my capacity and with a few trips (less than an hour) I cleared the remaining 1,200 I needed.

I know hauling is not for everybody but this new feature I find to be fun and enough of a challenge to be interesting but not frustrating. I even bought a Type-9 for the first time just to speed it along for the rest of the needs. About 53% to go and I'll probably have the whole thing done in roughly 13 hours of play time total. Not too bad of a grid to get bored with.
 
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.
continuing to colonize and hunt for a pretty planet. . . questions answered in Discords; thanks all.
 
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Please use this thread to share feedback on costs/resources/distances/times.

Please direct any bug reports to the Issue Tracker.
Please focus on getting group rewards or something. My friends are barley breaking even just trying to help me with the solar system and they can't even get any rewards after it's settled. Need to create like a Solar System government like Squardons where the founder can set ranks and friends can help manage the Solar System and gain rewards. Hell just tie it into the Squardon system.
 
OK one more thing. I am old and feeble minded, and while marveling at the construction ship, I got a pad loitering fine. There are no legal facilities to pay the fine on the colonisation ship... So that is an issue.
You'll need to go back to a station owned by the faction who deployed it.
 
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.
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.

Why pay NPCs to haul stuff when you can pay other players to do it...

 
So far I have found everything that the new Trailblazers update has brought very exciting, being able to expand and "own" several systems, however, according to previous comments, everything is very clouded with the transportation of materials, although at the same time I agree with the amount of materials required for its construction. Ironic isn't it?

One of the things that caught my attention when delivering materials for the creation of the outpost is that the payment for the materials is higher than the galactic average, that is, you earn money for giving the materials (not bad), but it is well known that everything gives money in elite, and I dare say that the majority of players have a lot of money, but there is not much where to use it apart from the carrier, so how about creating a mechanic for colonization that when you buy materials they can be sent "to delivery"?, similar How special merchandise works today, the further away the shipping costs, the greater the amount of materials it continues to add up.

For example, an outpost needs approx. 21,400 tons of materials for its construction, if we were in a station less than 50 al away that does not have a distance "tax" (to make the calculations simple) and each ton of material sent "to delivery" would cost 23,000 credits, the 21,400 tons sent would have a value of approx. 500 million credits. Obviously it would not be immediate delivery but rather there would be some time for the order to "arrive" at the station.

This is my idea, what do you think?
 
Because players aren't going to waste their time helping rando solo players for largely useless money when they have their own projects to deal with. The only players who would probably bother are new players, and they're in rather short supply and move on to new things fast.
And the answer to that isn't to make the problem disappear with the click of a button and some credits.
 
Is there any way to track which CMDR's have contributed to supplying the Colonisation Ship?
Update...when your station is done, you can see all the commanders that contributed, and how much. I solo'd this one, so it's only me.

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And the answer to that isn't to make the problem disappear with the click of a button and some credits.

one could consider the fact that you (and most players) find a common mechanic the game leans on as "a problem" and not "fun" as the actual problem that should be corrected. Circumventing bad gameplay creates no negative experience to the player (it's optional) or elimination of any meaningful gameplay (see: problem).
 
I should be able to dock my carrier to this colony ship via a temporary bridge and have cargo offloaded directly. But since we're not adding or changing features at this point... I vote for colonies to have a 200ly max range.
Since we're using carriers to transport goods, it doesn't matter to the player doing the unloading if it's 15 ly away from the nearest colonized system or 200. It takes the same amount of time to get there. So it shouldn't matter to the colonization game mechanic.

Isolated systems would just produce no net income. That would be the tradeoff players would face. Tune those numbers and make it so. I'm cool with not having passive income for a distant home system, away from the riff raff.

(edit, also make the type of stations allowed in a system dependent on the population size of the system which is dependent on the proximity to other inhabited systems and trade activity). So you start out only able to create an outpost in distant systems, and you have to either be popular with lots of trade to incrementally increase your system population over time or wait for other systems to be populated around yours before you can build non-outpost type stations or settlements. That should be a tunable number type of change rather than a feature change as well - but maybe that's stretching it.
 
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And the answer to that isn't to make the problem disappear with the click of a button and some credits.
I am incredibly confused as to why so many in these forums fight so hard against an actual use for credits. A use for credits that cuts down on grind, no less. I said it before I couldn't care less if station construction still takes three weeks, just as long as I'm not forced into doing 200+ back and forth mind numbing runs myself.
 
Please use this thread to share feedback on costs/resources/distances/times.

Please direct any bug reports to the Issue Tracker.
Please, for the love of all that's holy, double the tether length from 15ly to 30ly -- I'm trying to get to a system that's 1,800ly from the bubble, a system I can reach in 20 minutes in my Dolphin and maybe an hour on a good day in a fully-loaded FC.

It's gonna take me two and a half actual years at 5 days/outpost to get to where I actually wanna be, and I am gonna have to create SO MANY OUTPOSTS to get there. And, I assure you, I do not want these outposts. I just want to get to the one star I want to get to, but if it's gonna take me two and a half damn years of doing nothing but building unwanted outposts -- that's a lot of work for a game.
 
I am incredibly confused as to why so many in these forums fight so hard against an actual use for credits. A use for credits that cuts down on grind, no less. I said it before I couldn't care less if station construction still takes three weeks, just as long as I'm not forced into doing 200+ back and forth mind numbing runs myself.
I have no problems with having a use for credits.

I have problems with credit usage that simply makes activities disappear from the game.

Like I said, the solution isn't to simply make the problem disappear. But over ten years of CGs proves that the player base is absolutely more than happy to do countless hundreds of back and forth trade runs for substandard credit margins, if it's for a good reason. That good reason in this case is colonisation.

To repeat myself from another thread... options would be great... you even say "you're ok with it taking three weeks"... I don't want that to be three weeks of waiting for NPCs to put on an ant farm show. I want that to be three weeks of activities and doing things. Protect NPCs working from raids (on foot even!), a rep store which allows you to perform <arbitrary task that takes your fancy for rep> to ask for assitance which equates to a rough analog of the same effort required to do a single haul run.

So... paying NPCs to make the activity disappear is not the answer. Credit earn rates are beyond broken and the economy a busted waffle for there to be any sane price point in the first place, let alone the fact that it would just be "Pay NPCs so I don't have to play the game".

In other words, if it takes 3 weeks, it should take 3 weeks, not 2 hours of massacre stacking to make it disappear.

FWIW, I'll be happy to see credits used more widely when the economy makes a lick of sense, which it absolutely does not right now. So many busted loopholes and borderline exploits.
 
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