Elite Dangerous | System Colonisation Beta Details & Feedback

Hi :)
So I've just built a Coriolis starport, but I've been given no choice as to where it goes. I thought I was supposed to be the system "architect"?

Where exactly has it been built, what type of planet (if any) is it closest to etc....I'm just curious as I'm (hopefully) doing the same thing, but it's being built near a planet that's the furthest from the systems star! :)

Jack :)
 
Okay, so... the patch notes mentioned a refinery page, but absolutely nothing is provided in the codex about where to find this thing or what needs to be done to replenish it.
 
So I've just built a Coriolis starport, but I've been given no choice as to where it goes. I thought I was supposed to be the system "architect"?
There's a not very obvious flag marker on the body where the first port will be build when you first colonise. There's no choice in where that goes, which is why a lot of people are recommending building an outpost first, especially if the location is not ideal for your starport.
 
My suggestion for development team how to improve the gameplay and immersion:
1. fix the UI/UX
  • display resources needed somewhere in convenient way
  • allow to highlight needed resources for colonization in the trade menu
  • transfer all should be easily accessible from keyboard as default highlighted after we press arrow up
  • it would be nice to see our systems not as an icons but more like "blob territory" - something like political map (like the bubble was displayed previously). I would like to see my new "empire" territory on galaxy map I highlighted cool way
  • add stat to our colonization window like your "total population"
2. Gameplay
  • apart "claim" there should be an option "claim and fund" with various funding levels. This could be an addition after our first claimed port or after first completion of X number of constructions. The funding would slowly raise the required resources for our initial starport.
  • separate rank for colonization
  • we should be able to choose the location of our first star port (which planet)
 
You always get your squadron-aligned faction into the system, whoever you bought the permit from.

And then you have a tiny-population system which is unlikely to have much traffic other than you, and for now only has a single station, so flipping it to that faction being in charge should be easy.

Once that's done and you've got one station back you can then use it as the lead faction for any future systems you colonise in that area.
I tried that. There is constant BGS pressure. 2 of us in the system couldn't budge more than 1% a day and if we slacked on our mission count even slightly it would be hammered right back - so we've basically given up because the invading PMF simply has more resources/manpower and we can't keep up.
 
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
I don't have exact numbers for you but they were different from my requirements by abourt 5%.
 
You always get your squadron-aligned faction into the system, whoever you bought the permit from.

And then you have a tiny-population system which is unlikely to have much traffic other than you, and for now only has a single station, so flipping it to that faction being in charge should be easy.

Once that's done and you've got one station back you can then use it as the lead faction for any future systems you colonise in that area.
How would you go about that? With no missions or significant market it seems like the only option would be to start shooting down the dominant faction's ships. Every other action will support the dominant faction sitting in the ONLY station in town, won't it?
 
How would you go about that? With no missions or significant market it seems like the only option would be to start shooting down the dominant faction's ships. Every other action will support the dominant faction sitting in the ONLY station in town, won't it?
Bounty hunting with a KWS would probably be easiest in the short-term (only hand in your bounties).

I'm hoping that the missions board will get enabled on Thursday and make things easier, so I plan to wait for that for my system.
 
half hundred expired reports on the infamous bug tracker. I just started a new. I can make 3 replicas with my alt accounts, be happy to get some help to atleast get it pass the initial state.
That they haven't fixed this, or even made it same as the market initially, is quite amazing honestly. Not sure what to pin it on, lazyness or incompetence... is there a thing called lazy incompetence? or, incompetent lazyness?
anyhooo..
@Paul_Crowther
HaHa the great thing about this update is it's going to be of most interest to the kinds of players who are in the habit of rallying groups of people to gradually chip away at large seemingly intractable problems. I think we're going to see a lot more informal "Community Goals" around bug reporting.
 
Bounty hunting with a KWS would probably be easiest in the short-term (only hand in your bounties).

I'm hoping that the missions board will get enabled on Thursday and make things easier, so I plan to wait for that for my system.
Do you think it's realistic to move a 3rd place faction from 7% to dominance that way? Does bounty hunting really move the needle that much?
Also - presumably all build orders at all other construction sites will need to stop because (correct me if I'm wrong) dropping commodities in those sites contributes towards dominant faction's influence as well.
I'll be curious to see which "levers" are available to us once my outpost comes online "for real" with the tick, but the prospect of flipping a system during the one week "in deployment" phase after completion of the Primary Port seems like a non-starter as near as I can tell.
 
1. Allow us to employ NPC's or Players (in-game) for hauling.
if no
Buy orders for Carriers already can help with that a lot, though not completely solve it.
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
That would be a good thing for Squadrons, maybe it will be something possible with the Vanguards update?
3. Dramatically reduce material mequirements for constructions.
if no
I think the quantities are mostly fine. I was discussing this with my son this morning and we found out that the Burj Khalifa building uses 50,000tons of Steel. That's just one building, so if the truth be told, the material requirements are substantially reduced from anything that could be considered realistic.

However, that doesn't mean I don't understand or agree with that it's a lot. I think the solution to the problem is the Panther Clipper with 1,500+ cargo capacity.
 
Do you think it's realistic to move a 3rd place faction from 7% to dominance that way? Does bounty hunting really move the needle that much?
It's a fairly effective action, and in a 5000-population system with no other BGS-active traffic anything should be effective

Also - presumably all build orders at all other construction sites will need to stop because (correct me if I'm wrong) dropping commodities in those sites contributes towards dominant faction's influence as well.
Untested, so far as I know. (Testing that is today's job...)
 
So I thought I had quite a few items left to check off, including fruits and veggies and non lethal weapons among others, but now those are listed as 0 even though I did not drop them off. Are NPCs selling these items to my colonisation ship?
If you are somewhere within 40ly of Lyncis Sector YF-O B6-2 that could have been me - I'd intended clearing a few items for another CMDR, ran into the star and forgot I'd only done 1 of 2 jumps to his site. No biggie and if it was me hope it helped
 
I finished delivering supplies for my initial 4 truss Coriolis start port. It took me 5 days soloing all deliveries. I estimate I spent 25-30 hours over the 5 days hauling. Sometimes I used my carrier but found in the end it was just as fast or much faster in some cases to deliver them directly to the construction ship. I used a shield-less cutter somewhat engineered so I could either fight or run if interdicted. Cargo capacity was 792T. I was only interdicted one time in all my deliveries. With SCO they just dont have time to get you. Each full delivery would constitute just a hair over 1% to the progress of the station so it took me about 95 deliveries to the construction ship.
 
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