Elite Dangerous | System Colonisation Beta Details & Feedback

I know it's been mentioned, but I want to add to the tiny chorus mentioning the need for Journal Events for new colonization content. At the very least the ship depository should register as a sort of market.

Newer ED content has really been underexposed to the Journals, going back to ODY (Pioneer shops), but also the Thargoid War (Titan bonds), PP2.0 (anything Merit related is invisible); give us something here, please.
 
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.
I fully concur and add that I would love to see a recipe for every material/commodity available as a manufacturing module for the fleet carrier.
 
I should be able to dock my carrier to this colony ship via a temporary bridge and have cargo offloaded directly.
Bridging that suggestion (see what I did there?), I think it would be good enough if an exception was made where Fleet Carriers could park 15km from the Construction Megaship so it's just a few boost hops rather than SC. My hope is that it's a setting that can be enabled rather than a feature that needs extra coding. I doubt it, but hey, no ask no get.
 
When I finish the construction or appoint a new construction site. Stations and construction sites take a long time to appear. I play in Russian, when I switch to English, everything immediately appears. Not cool!
 
Buy orders for Carriers already can help with that a lot, though not completely solve it.
Biggest thing is there isnt enough price delta to get people to ship it from carrier to colony ship. Everything else can be somewhat do-able via price setting/coordination on DC, but there is still plenty of ingame potential in this area imo.
That would be a good thing for Squadrons, maybe it will be something possible with the Vanguards update?
Hopefully!
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.
I completely agree. Its why I placed it last in the order of things - as its my least favourite solution. I would hate to see the material cost reduce to unrealistic levels, but if an alternative solution isn't discovered something will have to give.
 
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 hear you, but a subsection of the player base enjoys hauling. What you're saying is like asking AX players for Hydras to be nerfed so they can be easily one-shot by anyone in a mid-tier ship. I don't think I've taken down a Hydra even in a group. I see one, I run as they're beyond my capability and frankly, my desire to git gud enough to take them out. Buy orders for Fleet Carriers mostly solve the issue, especially without the time limit, however, I'm not against some NPC scenario that can assist those who's patience for hauling is limited. o7
 
Seeing some visual construction of a station during these endless supply runs to the construction ship would surely make it a lot more fun. I know it would require a lot of artwork and assets, but even if were just some generic scaffolding or wireframe so you could see some progress each time you arrive.
edconstruction.jpg
 
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minor possible Bug: a finished Station (Oupost) doesn´t show Orbital lines (or do they once upon BGS Tick they get fully operational ?
I saw the same thing with my outpost I completed yesterday. Also the image in the selected target on the ship's dashboard was a generic planet and not the station. The landing pad did say "Under Deployment" so I'm thinking it might just be waiting on the Thursday cycle to complete and act like a normal station. Otherwise like you say - minor bug.
 
I just claimed a system and collected most of the resources for an outpost prior. So far, I must say I am quite pleased. You can gather the resources (had my partner helping me) in a single day if you find a suitable resource system (we got lucky). With a less suitable system it might take a little longer but should totally be doable within 4 weeks. Given the fact you can start with a small outpost the requirements will allow a single player to colonize a system successfully which was intended by you guys anyway.

Also, I'd like to emphasize that my initial concern (before the feature went live) that people would be lurking on all available systems and that it'd be almost impossible to claim any system turned out to be not a concern (I'm an Ultima Online veteran, remembering how hard it was to claim build space for a house when all spaces were occupied). The ly range is pretty decent and since these boundaries will expand significantly with more colonies established I guess everyone will get a chance!
 
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Bugs aside, i wonder how many settlements you could place in close proximity to each other and how close you can place them? Could you create a mega city?

I wish they'd enable close proximity of settlements. For example a few km between each settlement. It would give the impression of a genuine city. Now they're very far apart which is a shame. Perhaps if we could place them 5-10 km apart it would give a bonus.
 
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Hey! What the... After finishing my outpost the first planet from my system is missing! After relog I lost control over my colony. Can't view the 'system architect'. It says 'invalid system'. What is happening here?!
 
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