Elite Dangerous | System Colonisation Beta Details & Feedback

  1. We were told we’d be able to expand beyond the Bubble. A squadron sets a plan to establish a colony 350Ly away, aiming to create their own mini-bubble. But is this even possible within the current mechanics?
Absuletly. A squadron of a few pilots may build a small outpost withing a few hours. And further colonization becomes available immediately. A squadron can progress towards selected region with 30-40 ly per day. It will take 10 days to reach the place you've selected.
 
I'd like to set up a colony I can call 'home', but I am really put-off by the impression that it's yet another samey grind. It's especially galling that there's a new commodity, the CMM Composites,
It isn’t all that new just hasn’t been needed much before.
where a couple of dozen 'entrepreneurs' (I could think of a more rude name for them) have cornered the market and are selling them on their carriers for hugely inflated prices.
Just because they are trying to do that doesn’t matter as they cannot corner the market as planetary bases with a refining speciality are producing the stuff every ten minutes.
I'm not even going to begin, then. I don't really care, tbh; I'm happy doing what I was already doing in the game, and branching out into colonisation appears to be yet another kludge - something that looks good but isn't actually used all that often. I do hope that others enjoy it, though; I'm sure it's right up some people's streets!
Keep on playing the game your way and have fun but don’t let your misapprehensions about colonisation drive your choices too hard.


Unfortunately, I can't help you with that...
Of course not, but it would have been nice to find that requirement out on the first page of the form rather than the last.
Note I was going through the form to see what was involved not with any current intention of use.
 
CMM Composites are still a complete roadblock. Either drastically increase the supply or drastically decrease the requirement. My guess is that the majority of colonies that fail in the first month will do so due to the CMM Composite supply. Even after the megaships come online, they will likely be beset by desperate Commanders, inadvertently blockading the system, also causing carrier jump times to max out. As even the most well-stocked settlements only have a bout 1000 units at any one time - and this is after they were "buffed" - Commanders will be left with no option but to try for megaship, hoping the respawn rate is high enough to cope with the demand.

Settlements need to have at least 5000-10,000 units on hand at any one time in order for this to work. Otherwise, reduce the requirement by at least 75% or replace it entirely with a commodity that is actually attainable in game.
 
I have no issues finding CMM. I dont use Inara though, cept for avoiding the spots people are using.


In my opinion it was wrong to increase the "spawn" rate of CMM. It doesn't make sense. Rather decrease the amounts needed for the different stations by 50% and increase common metals by 10-30%
 
Why I need to relog if I take goods from mi carrirer to see it in a deal tab.

You don't. Exit the carrier market menu, then go back into the market again. Check ship inventory before and after to make sure if you like.

As to why they don't fix it yet, since there's a simple workaround probably they have other bigger problems to worry about first.
 
Of course not, but it would have been nice to find that requirement out on the first page of the form rather than the last.
Note I was going through the form to see what was involved not with any current intention of use.
It occurred to me a few moments ago, perhaps this is the sort of thing that Vanguards is designed to address, in-game communication and goal sharing.

I think that would be a great boon for more isolated players and hopefully it can play into the player economy, so to speak.
 
You don't. Exit the carrier market menu, then go back into the market again. Check ship inventory before and after to make sure if you like.

As to why they don't fix it yet, since there's a simple workaround probably they have other bigger problems to worry about first.
It helps, thx. But it is not a fix of old simple bug.
 
They've generally been keeping their newer cards closer to their vests. I think this trend will continue. Why are they doing it this way? I have no idea.

However, this started, noticeably to me, when Ody launched and Fleet Carriers no longer had some of the journal entries needed to make a certain fleet carrier jump automation add-on work.
If it's indeed a conscious decision, it's a very poor one. The game experience will be poorer because of it. And I think it's unwarranted.
 
Absuletly. A squadron of a few pilots may build a small outpost withing a few hours. And further colonization becomes available immediately. A squadron can progress towards selected region with 30-40 ly per day. It will take 10 days to reach the place you've selected.
Just alone becuse of this its gonna be a bubble with a lot of 1 station builds, because people want to get to a special place.. and they will just leave all the other arears alone after they rech where they want to settle... Just wait and see there will be hundreds of left behind systems
 
I finished creating an asteroid base, and the system is straight into lockdown. Is that normal, or has someone deliberately tanked it by killing ships in system?


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Hi :)

  1. A player manages to find an unclaimed system within 15Ly of an existing station and claims it. Excited, they decide to build an Orbis/Ocellus station for 25 million credits—only to realize the insane amount of materials required, some of which are difficult to obtain. Filling up their Fleet Carrier 8-10 times and making multiple trips is simply not feasible. Discouraged, they abandon the claim, only to discover they cannot reclaim the system and must settle for an Outpost instead, in a different system.

I though your whole post was an interesting read and well thought out btw. ;)


I did exactly as you describe unfortunately, as I suspect probably at a guess hundreds (If not maybe a few thousand) of other players are in the same boat. :oops:
So, I've still got the system that I originally claimed but it's still waiting for me to start trucking the commodities. I have a player owned carrier that's currently loaded up with some of the build commodities so I can keep on doing that for now, bearing in mind the 3 week + deadline.
I'm holding off from abandoning the claim as it's unclear to me at the present what will happen if I do abandon the claim. I'd like to abandon my first choice (Coriolis star port) and restart with an Outpost, but reading some of the other players experiences with that (they find as you state they appear not to be able to restart an outpost in the original chosen system) I'm really unsure of how to proceed.

Perhaps it would be a good idea if this 'problem' was clarified either one way or the other by Frontier as to whether the feature in this respect is 'working as planned' or this aspect of colonisation is still being (Or going to be) 'tweaked'.
As one Cmdr. has posted on this forum (I forget where I'd seen that at the moment) there will be many Outposts started but it's clear that a lot of effort and time will be required to expand on these one Outpost systems. That clearly points out to me (Now) that some systems will expand station wise, with Cmdrs. joining together in groups to achieve this.
One question posses itself to me personally at the moment, should I abandon the system and leave it to better equipped player groups?... It's quite a good system for expansion as it contains some good planets with potential growth for many manufacturing processes. I'd really like to keep the system though as if I could retry and build an outpost there that would obviously give me more time to consider other stations in the system later on.
I have perhaps more time than many other people to devote to the game as I'm now 'retired' and have already played the game for thousands of hours (since the game was first released). As some players have already realised, hauling cargo is one of the main activities needed in Colonisation, I don't mind that, (I've participated in several CG's) but I like to 'diversify' my playtime with other activities which keeps my interest in the game.

Any comments or suggestions welcomed! :)

Jack :)
 
You should allow to rename more things: Systems, Stars, Planets and Moons.
Renaming only settlements and stations doesn't make sense.

You should reduce the resources required for a Coriolis Station.
19K required for Steel is too much.
I can transport 794 units per travel with my Cutter (maximum cargo in-game).
So, I need at least 19000 / 794 = 23 travels to the station and 23 travels from the station.
Result : 23 x 2 = 46 travels.
And this is only for Steel!
Limited to only 4 weeks to complete the construction, it is too hard in Solo.
 
What are "Construction points"? I don't see any explanation of them in the game.
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tl;dr Tier 1 facilities are "free" and give you Tier 2 construction points.
A Tier 2 facility will consume a Tier 2 construction point, but provide a Tier 3 construction points.
A Tier 3 facility will consume a Tier 3 construction point.... and that's it.
I finished creating an asteroid base, and the system is straight into lockdown. Is that normal, or has someone deliberately tanked it by killing ships in system?


View attachment 418869
Where's the status bars?
 
What are "Construction points"? I don't see any explanation of them in the game.
There is explanation somewhere in help, I saw it. But I did not understood it after reading a few times. Actually, I wanted to build an asteroid base. Acording to my understanding, building bases should give us these points. But when I tried - I've got a message, that I have no enough construction points.
 
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