Elite Dangerous | System Colonisation Beta Details & Feedback

So where on the system map is the left over resources I need for my claim? I'm not memorizing numbers and the resource for 15 different things. I should be able to bring up the claim, select the colony ship and it says I need 10034 titanium, 3 water, etc.

As for the "low effort" my message was very clear and I never used those word. Anyone should see that I was fine for effort and expect it, but there is a difference between effort and only those people that stream this game or only play this game 20 hours a week are the ones that get all benefits and others cannot compete or get anything. That is just selfish game behavior and pushes more people away from a game that already had huge challenges.

It very easy to create game loops that only further restrict game play for new players. They've done good with like making engineering easier, but it is easy to lose to gains quickly with things like this.
 
I was able to complete an Ocellus station solo in about 35 hours of playing time. I used a Cutter and no Fleet carrier. So this is doable even for a large station. The CMM increase really made it better. I think it would be reasonable to extend the time to complete the first station to 5 or 6 weeks for CMDRs who have limited time to play. Overall though I really like the Colonization feature. I'm not sure I like the capped system income though.
Exactly and we have 4 weeks, but people are already crying because they can't finish it in 1 hour or day.

Start grinding and stop wasting time on forums.
 
So where on the system map is the left over resources I need for my claim? I'm not memorizing numbers and the resource for 15 different things. I should be able to bring up the claim, select the colony ship and it says I need 10034 titanium, 3 water, etc.

As for the "low effort" my message was very clear and I never used those word. Anyone should see that I was fine for effort and expect it, but there is a difference between effort and only those people that stream this game or only play this game 20 hours a week are the ones that get all benefits and others cannot compete or get anything. That is just selfish game behavior and pushes more people away from a game that already had huge challenges.

It very easy to create game loops that only further restrict game play for new players. They've done good with like making engineering easier, but it is easy to lose to gains quickly with things like this.
its in your system map > click on your colony ship


as per if anyone likes to roll on different game, or having IRL work etc etc its best to claim a system and work on outpost, little work, you got your claim and no time limit for what to work next

it shouldnt be grind if people know what they are doing, i understand the frustation but people also needs to decide what better for them to do

Cheers 07
 
Exactly and we have 4 weeks, but people are already crying because they can't finish it in 1 hour or day.

Start grinding and stop wasting time on forums.
day 3 and im already at 42% ocellus working alone with some goods in my carrier id say 50%, i know what im doing and what im looking at so its fine for me, but i understand the frustation of not knowing the flag system at the 1st hand ( in early cases people was rushing to claim systems ), the CMM shortage when the EU and US people online, carrier jump time and how things works in general, now we get more info out of it so we gotta keep digging for more :D

Cheers 07


Edit : CMM shortage
 
Last edited:
My take having just finished an Industrial Outpost, solo.
Once I managed to find somewhere suitable, very happy with the choice. I've lots of options in my system.
Thought there was a problem initially as there were two beacons. I left and came back and it was OK and the Ship had arrived. Ship looks cool.
I started looking for everything I needed in the systems close to me, found most of what I needed. Inara is at this point useless as has been pointed out. (I have it switched off.)
Was fun gathering everything needed, evading some NPC Pirates, gathering exploration data, seeing new places.
I've enjoyed watching the traffic build, System Authority vessels arrive and things generally getting busier. At one point Auto Dock was disabled because we were under fire, again adds to it all.
I'm now sat in my new Outpost planning where to put something with large landing pads. Then I'll ship my fleet over.
I'm looking forward to seeing the population rise and the economy grow (industrial/high tech). I've yet to fully explore my new home so that will be fun. I've got 30 available building slots and the next few years will see me fill them.
From my point of view the whole thing is a win.

Tips for someone thinking of starting:
Build small initially.
Ignore Inara.
 
I think incentivising players is a better option than hiring NPCs.

If the construction ship paid more it actually would be a good gig for haulers akin to delivery missions.

I kind of think the architect oughtn’t to get that incentive so my first thought is something like double the profit for non-architect.

That said, I don’t feel it adds too much to exclude the architect there so I’d be fine with just blanket increases on payouts.

This would alleviate the grind and make missions (emergent gameplay) for those who want to haul.
 
My take having just finished an Industrial Outpost, solo.
Once I managed to find somewhere suitable, very happy with the choice. I've lots of options in my system.
Thought there was a problem initially as there were two beacons. I left and came back and it was OK and the Ship had arrived. Ship looks cool.
I started looking for everything I needed in the systems close to me, found most of what I needed. Inara is at this point useless as has been pointed out. (I have it switched off.)
Was fun gathering everything needed, evading some NPC Pirates, gathering exploration data, seeing new places.
I've enjoyed watching the traffic build, System Authority vessels arrive and things generally getting busier. At one point Auto Dock was disabled because we were under fire, again adds to it all.
I'm now sat in my new Outpost planning where to put something with large landing pads. Then I'll ship my fleet over.
I'm looking forward to seeing the population rise and the economy grow (industrial/high tech). I've yet to fully explore my new home so that will be fun. I've got 30 available building slots and the next few years will see me fill them.
From my point of view the whole thing is a win.

Tips for someone thinking of starting:
Build small initially.
Ignore Inara.
This is exactly where I'm hoping to be in a few more days. I haven't done this much hauling since the game launched, and though I'm complaining about it. I'm still finding myself going...'ok one more run before calling it a night.' The system I'm an architect for has a few ringed planets, and a large ice planet that looks like Hoth, I really hope it becomes landable later. It doesn't have any landable with atmospheres, but lots of landable non-atmo planets and moons with geological sites that I'm looking forward to exploring.

SO does your outpost now have a concourse and missions? (I guess that's a little off topic here...)
 
So im working on my Ocellus starport alone at the edge of the bubble atm, sadly my primary station is stuck above non landable body, so my plan to create a refinery supply on the edge of the bubble will be more challenging and take more to achieve, but im curious about somethings which is :

1st. with the current economy system, can i influence the economy of civilian out post and civilian planetary outpost? which both is listed with colony economy in Daftmav spread sheet which is the same with starports and surfaceports by default, which require installations for those to be influenced onto another type of economy.

2nd. and if those civilian outposts could be influenced at this case to be a refinery stations, will they be influencing my primary starports market/economy to supply some refineries goods? planetary outpost will give population parameter by 2 which will increase population in the system which means more goods in the market, but in this case if i manage to creat refineries outposts will they also influence refineries goods in the starports? and this question will corelate to 3rd question.

3rd.was it true? i heard that orbital instalation will influence the economy of a starports and thus its market, i wonder if i manage to build refineries outposts will they also influence the other starports market??


if someone have the data will you please share it with us, personally i will prefer to see if you have screenshot to show it visually :geek:

thank you for the kind understanding and apologize if there is incorrect grammarly 🫡

Daftmav spreadsheet : https://docs.google.com/spreadsheets/u/0/d/16_hh1G6Tb66OdS01Li0955lITp7yLleb3a8dmqVqq2o/htmlview#

Edit : ignore the goods requirement, they in live will take more than the one listed in here or the architech panel and this is a known issue. but anything else is valid.
 

Attachments

  • Screenshot (248).png
    Screenshot (248).png
    555.9 KB · Views: 55
Last edited:
So it's unknown whether the contact availability right now is a bug or not.

If being able to make a new claim from your previous one immediately after it's finished is intended, rather than having to wait for the thursday maintenance break, that would remove one of the biggest concerns that was raised after the initial announcement: And that was that if you could only make a new claim from your previously colonized system once a week at the fastest, making any sort of progress away from the bubble would be painfully slow (with distances comparable to those of how far Colonia is taking literally decades).

If the next system can be claimed and colonized immediately after the previous one, that would speed up advancement out of the bubble by a quite significant amount, especially for a dedicated squadron of players.

Let's say a big squadron of players is able to colonize a system on average in 2 hours, that would mean that they could advance a chain of colonized systems at 1 kly per about 5 days, if doing it non-stop. This would actually be quite a good rate.

(I don't think that pace would be impossible. The squadron could be divided into two groups, with a fleet carrier or two each: One that's supplying one or more fleet carriers in the bubble for the next colonization, and another that's colonizing a system out there. When the fleet carriers are supplied, they would jump to the next system to be colonized, and the ones in the currently colonized system would jump back to the bubble to be resupplied. 2 hours per system might be achievable in this manner. At least if CMM composites become readily available.)
 
My take having just finished an Industrial Outpost, solo.
Once I managed to find somewhere suitable, very happy with the choice. I've lots of options in my system.
Thought there was a problem initially as there were two beacons. I left and came back and it was OK and the Ship had arrived. Ship looks cool.
I started looking for everything I needed in the systems close to me, found most of what I needed. Inara is at this point useless as has been pointed out. (I have it switched off.)
Was fun gathering everything needed, evading some NPC Pirates, gathering exploration data, seeing new places.
I've enjoyed watching the traffic build, System Authority vessels arrive and things generally getting busier. At one point Auto Dock was disabled because we were under fire, again adds to it all.
I'm now sat in my new Outpost planning where to put something with large landing pads. Then I'll ship my fleet over.
I'm looking forward to seeing the population rise and the economy grow (industrial/high tech). I've yet to fully explore my new home so that will be fun. I've got 30 available building slots and the next few years will see me fill them.
From my point of view the whole thing is a win.

Tips for someone thinking of starting:
Build small initially.
Ignore Inara.
I agree completely.
 
This is exactly where I'm hoping to be in a few more days. I haven't done this much hauling since the game launched, and though I'm complaining about it. I'm still finding myself going...'ok one more run before calling it a night.' The system I'm an architect for has a few ringed planets, and a large ice planet that looks like Hoth, I really hope it becomes landable later. It doesn't have any landable with atmospheres, but lots of landable non-atmo planets and moons with geological sites that I'm looking forward to exploring.

SO does your outpost now have a concourse and missions? (I guess that's a little off topic here...)
One more run IKR!!? haulling is my last thing to enjoy in anygame but i ended up hauilling tens of thousands for my beloved future stations across long distance x'D
welp i agree with Scienti5t opinion, the current pay is too low, more incentive would be nice, im glad to see people selling CMM here and there but we could gain more active player market somehow i believe, also population count does rose up after the daily tick, while missions and concourse iirc i read it somewhere they will be online, OR the station will be fully online on the next weekly tick, so i got plenty of time to finish my Ocellus :D
 
Dear Developers, Greetings!
  1. Lack of an "Elite" rank for colonization.
    The new gameplay mechanic is no less significant than, say, the "Exobiologist," which has its own "Elite" rank. In fact, I would argue that system colonization is a much more impactful activity since its results are visible to all players. An "Elite Colonizer" rank is necessary.

Seconded. This would incentivize people to play more to get the Elite colonizer rank.

[*]No convenient way to track the remaining resources needed to complete construction.
Currently, to check this, you must: open the galaxy map → find the colonized system → open the planet map (if it's a surface structure) → open the structure’s info panel. And the resource list is extensive. Many different locations are visited to buy these materials, and repeating this routine every time is extremely tedious. It would be incredibly helpful to have a dedicated construction progress and resource tab on the left panel of the cockpit interface.

Yeah, a list that shows whether you have sufficient resources / materials or how many you need.

[*]The most critical issue: the lack of alternatives for delivering construction resources manually.
Right now, you have to transport all the resources yourself. For solo players, this is pure torture. For example, I have successfully built a basic starport (a simple station). This took me around six hours of exhausting, repetitive gameplay in a Type-9. It felt like working on an assembly line in one of Henry Ford's factories in the 1920s. I love the colonization mechanic itself. However, whenever I recall those six dreadful hours of monotonous labor, all my enthusiasm disappears.

Seconded. This is an urgent issue, cause players will get exhausted from hauling 100s of hours.

My proposal is simple and requires minimal UI additions:​

In the resource delivery menu (either for the colonizer ship or the structure being built), add an "Resource Order" column. Here, players can enter the amount they want to order. The cost of such an order should be 1.5 to 5 timesthe manual purchase price. This is fair:

  • Want to make money from colonization? Transport resources manually.
  • Don’t want to? Pay for convenience.
This would instantly turn colonization into one of the crown jewels of Elite Dangerous. At the same time, it would fully implement the goods → money → goods or service → money → service principle.

In simple terms, this would allow players with different playstyles to convert their preferred gameplay method into successful system colonization. Right now, there is no alternative—players who dislike cargo hauling are effectively locked outof this new mechanic.

Seconded. It's a quick fix so that players who dislike hauling can play their usual preferred careers whilst earning credits to build a colony.
 
Well. From ability build my own stations and settlements I was expecting something more personal. My Home. Home system, or just a home.

I belive, "architector" must have more rights, more control over the system. Actually, I'd like to pay for it, I don't need to be payed for material delivery. And in return I want some rights.

I want to send my ships to the port I've built, like I can send my ships on carrier. I want to store some materials on it like on my carrier... why? Because I want to manage production of goods, or at least, to reserve some amount of products - i.e. to buy remotely, and pick up bought items on arrival. So, this is my base that produce materials for me (and if they have spare time - for others). So I can really make trade routes, knowing that some goods are waiting me at my station - just take tem and sell at another place. I want to increase production of some goods (others will have lower rate) and so on.
 
So im working on my Ocellus starport alone at the edge of the bubble atm, sadly my primary station is stuck above non landable body, so my plan to create a refinery supply on the edge of the bubble will be more challenging and take more to achieve, but im curious about somethings which is :

1st. with the current economy system, can i influence the economy of civilian out post and civilian planetary outpost? which both is listed with colony economy in Daftmav spread sheet which is the same with starports and surfaceports by default, which require installations for those to be influenced onto another type of economy.

2nd. and if those civilian outposts could be influenced at this case to be a refinery stations, will they be influencing my primary starports market/economy to supply some refineries goods? planetary outpost will give population parameter by 2 which will increase population in the system which means more goods in the market, but in this case if i manage to creat refineries outposts will they also influence refineries goods in the starports? and this question will corelate to 3rd question.

3rd.was it true? i heard that orbital instalation will influence the economy of a starports and thus its market, i wonder if i manage to build refineries outposts will they also influence the other starports market??


if someone have the data will you please share it with us, personally i will prefer to see if you have screenshot to show it visually :geek:

thank you for the kind understanding and apologize if there is incorrect grammarly 🫡

Daftmav spreadsheet : https://docs.google.com/spreadsheets/u/0/d/16_hh1G6Tb66OdS01Li0955lITp7yLleb3a8dmqVqq2o/htmlview#
None of the requirements on your spreadsheet matched what I had to deliver for my star port.
 
Woah! I just signed up to build a second outpost. The required materials came to 18 kt. So I didnt add up wrong last time, it did say it wanted 18 kT, but then demanded nearly 22 kT once i signed. Hah! Small fry. This second output has put its price up from 18kT to very nearly 60 Kt. That's more than TREBLE. Its price gouging. Its when you agree to have a tile replaced and the builder goes ah sorry mate you're gonna need a whole new roof so we already took the tiles off ready its just another £200 k. I assume i can cancel the claim and lose my £25m ? What are my options here folks ?.
 
None of the requirements on your spreadsheet matched what I had to deliver for my star port.
yeah, ignore the goods needed, they always for some reason take 10-30%? more, is been confirmed and in my case for example i need 52000 CMMs instead of 45000.

Edit : Daftmav spreadsheet : https://docs.google.com/spreadsheets/u/0/d/16_hh1G6Tb66OdS01Li0955lITp7yLleb3a8dmqVqq2o/htmlview#

ignore the goods requirement, they in live will take more than the one listed in here or the architech panel and this is a known issue. but anything else is valid.
 
Last edited:
None of the requirements on your spreadsheet matched what I had to deliver for my star port.

How big were the discrepancies? I read there's a ~2-5% RNG factor in amounts, but have no data personally (I regret only taking rough notes when I embarked on the trucking!) Also, it seems there's a ~15% surcharge for the primary station vs subsequent deployments of the same model of station.

Edit: more discussion here
 
This is exactly where I'm hoping to be in a few more days. I haven't done this much hauling since the game launched, and though I'm complaining about it. I'm still finding myself going...'ok one more run before calling it a night.' The system I'm an architect for has a few ringed planets, and a large ice planet that looks like Hoth, I really hope it becomes landable later. It doesn't have any landable with atmospheres, but lots of landable non-atmo planets and moons with geological sites that I'm looking forward to exploring.

SO does your outpost now have a concourse and missions? (I guess that's a little off topic here...)
I can land and there is a concourse. No missions yet, think they will start after the Thursday tick. There is a commodities market and contacts though, also four factions. Apparently I'm in Expansion state.
 
How big were the discrepancies? I read there's a ~2-5% RNG factor in amounts, but have no data personally (I regret only taking rough notes when I embarked on the trucking!) Also, it seems there's a ~15% surcharge for the primary station vs subsequent deployments of the same model of station.

Edit: more discussion here
OHHH really so it was just for the primary?? sucks me, also thanks for the thread link!
 
Back
Top Bottom