Elite Dangerous | System Colonisation Beta Details & Feedback

so i go to Apadecavi to Bixby Enterprise. over 5000 CMM Composites available.
i got a load. returned got 2nd load. were over 4,4000 CMM Composites still.
returned for a 3rd load: only 33 available

how does that even happen?
:( :( :( :( :( :( :( :( :( :( :(
 
I think they just cranked up CMM supply.

just seen a CMM Composite explosion at a supplier near my colonies, i think frontier has listened to us!
I wonder if that is just people completing their build? I know I finished my CMM on Friday or Saturday (can't remember which) and rest of the build Sunday so I stopped grabbing supplies. That means my local area has just that little bit more. Many people I think finished their build over the weekend so more might be available because of that. In the past they posted when they bumped the numbers it seems.

Either way I'm glad you are getting what you need.
 
I’m pretty impressed with the process so far.

Having been on a work trip when the update came out I wasn’t surprised to see my first and second choice systems claimed when I returned. As one of those hadn’t started building I gambled and held off in the hope the system came up for grabs again (they seem to have made the claim either minutes or just an hour or two before I got in game on my return, judging by the timer not having run out.) Unfortunately they got started just before the timer ran down.

As a result I didn’t claim my, third choice, system until late Friday night and didn’t start hauling until Saturday afternoon. As of today I have an Outpost and two installations completed giving me the points to start a Coriolis station next to the primary star. I haven’t found the requirements to be overly arduous but have ensured I’ve sourced my own materials and not used third party sites which has helped.

The information provided is, customarily, opaque but that’s hardly a surprise and not entirely a bad thing…discovery can be fun in itself.

I think my biggest gripe is the tier requirement. If I’m willing to stump up the cash, the materials and the time I’m not convinced there’s a need to funnel us through various hoops before we can construct the facilities we choose, in the order we choose. I think it’s a good idea to have the installation types affect the system in varying ways and this increases the control and direction we set for our colonies - but personally I’m not keen on having to build A+B and two Ds’ before I can start building F or G. If this is to the detriment of the system so be it…maybe I don’t have the space or want to just get cracking and fluff the system out later.

Beyond that, I’m happy.
 
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
the difference is one is skill based and one is not.

hauling doesn't require any skill to do, just time and overcoming the boring repetition.

so the comparison is not valid.

it's closer to the same thing done to fsd jump ranges to deal with boring loading screens making up the travel mechanic. credits would be used in lieu of jump range.
 
So I have this construction position 0, then 1 and so on.
The position 0 is of course nearest to the sun.
Yet for some reason the game chooses to "build" my station behind a tidally locked planet at the end of the system, perpetually in darkness ....
I mean, who comes up with this s h i t e? How do these DEVs actually THINK?
It*s like they think "what would be liked and convenient for players? This thing? Yeah, let's do the complete opposite!"
 
Plus, who picks a star port as their time-limited initial station? That sounds like a really dumb way to do this whole thing. Pick the station type that requires the least effort and then build whatever you want without time limits.

I choose not to take that as an insult. Looking at the Tier options if you do start small and build up, I'm wondering if the upfront short term challenge of getting a Coriolis/Asteroid Station built in a month doesn't work out to be less work overall compared to starting with an outpost.
 
I'm just wondering what the point of spending my time on colonization is, what do I get out of it in the end? Is there this payout that people are talking about? that you earn money passively?
 
I choose not to take that as an insult. Looking at the Tier options if you do start small and build up, I'm wondering if the upfront short term challenge of getting a Coriolis/Asteroid Station built in a month doesn't work out to be less work overall compared to starting with an outpost.

less work overall would depend on your specific vision for the system.

i think the context was around the time limited part that drives players to have to over expose themselves to this grindy mechanic. once that's over, the slight differences in how much space trucking is needed to build the same effective system matters a whole lot less.
 
ok i have been deciding how best to tackle this, i have had a fly around looking for a base location and i realise i dare not risk starting yet due to time constraints.... so.........
i am gonna buy a fleet carrier instead.
am i right in saying having a fleet carrier and loading it to the gills with materials needed for colonisation and then when i am ready flying it to the building site is a valid and sensible way to do this?
if so i guess i will crack on now.

PS it surprises me we cannot choose where we want to build our stuff. that seems like a most obvious feature improvement rather than random.

ie i would rather have my top tier shiny stuff in the best places and the rubbish starting base shoved away somewhere.

also the ability to strip down and reuse materials makes sense to me as wel
 
i am gonna buy a fleet carrier instead.
am i right in saying having a fleet carrier and loading it to the gills with materials needed for colonisation and then when i am ready flying it to the building site is a valid and sensible way to do this?
if so i guess i will crack on now.
That's how I am doing it (for a Coriolis), and it's working a treat for me.
I do it at my own pace, the FC is normally a few Mm away from the colonisation ship, so I spend mere seconds in SC, sometimes using less than a second of SCO boost, and even the FC delays are no issue.
A FC jump currently takes 75 minutes, so I plot it when I'm halfway through my stock, or at the end of my session, so I am not sitting waiting for it.
When it goes I'm either offline, or I have just emptied it.
 
ok i have been deciding how best to tackle this, i have had a fly around looking for a base location and i realise i dare not risk starting yet due to time constraints.... so.........
i am gonna buy a fleet carrier instead.
am i right in saying having a fleet carrier and loading it to the gills with materials needed for colonisation and then when i am ready flying it to the building site is a valid and sensible way to do this?
if so i guess i will crack on now.

PS it surprises me we cannot choose where we want to build our stuff. that seems like a most obvious feature improvement rather than random.

ie i would rather have my top tier shiny stuff in the best places and the rubbish starting base shoved away somewhere.

also the ability to strip down and reuse materials makes sense to me as wel

I own a fleet carrier [FC] I also own a Type-8 [T8] and Type-9 Heavy [T9].

I have colonized two systems and I’m closing in on completing my third.

Some of this has been trial and error, and I imagine I’m not executing with 100% efficiency, but here are my takeaways:

#1- Don’t bite off more than you can chew. Start with a modest station and get yourself off the countdown clock.

#2- Source materials as close to your job site as possible. I have seen FCs hovering over CMM hotbeds and I’ve done that as well, but a T9 with a single jump from supplier to colonization ship [CS] can do the job. I use the T8 for medium pad locations and to break up the boredom of driving the T9. The difference in flight quality is amazing.

#3- Spreadsheets are helpful. I use one to track when I hit a surplus in my FC versus CS deliveries.

#4- Fleet carriers help. You can park them near a supply source, or as a midway station between source and the CS. Personally I am parking mine in the same system as the CS so I can just do runs inside the same system. I have been stocking surplus supplies in my FC to use in the future.

I think #2 is the most important. If your source is within 30 to 40 LY of the CS then there’s a good chance you can deliver in a single jump.

That’s my $0.02.
 
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What you wrote about is a skill issue, and that's also your answer. Horses for courses, unless you think everyone should only enjoy what you do.
it's not skill to trade with surface stations.

it's just extra time and tedium. that's like saying there is skill in pointing to the escape vector target.

there's no skill in space trucking. it's docking at a station, clicking some ui buttons on a spreadsheet interface, then undocking and repeating effectively the same thing at another station. the only thing that's sets people apart is how much they can stand to focus on it after the nth cycle vs the TV shows they're watching.

is there skill in exploring too? no.

can someone do it with less wasted time than a brand new player? sure. but that's not a difference in skill. if you have two runners and one is a little faster, you don't say it's skill that makes them faster. with trading, there's no special technique to master... it's literally what newbies learn how to do when they first play and that's it. the only thing that changes as you play is the scale at which you space truck in a given cycle.

it has nothing to do with what i enjoy. it's just how the game loop works.

edit: maybe running in general isn't a good analogy, since there is skill differences between pro's and regular people. let's assume we're talking about people who know how to do the activity properly.
 
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why? they've been doing it this whole time. has it actually made a difference? no.

if you care, you shouldn't because it hasn't mattered. the very thing that makes nothing you do in the game actually make a difference insulates it from anyone cheating or taking shortcuts having a meaningful impact on anyone else's game.

the biggest upsets to the game have been things fdev has done rather than 'bad actors'. messing up big cg's, fdev has done that. unbalanced gold rushes for mining or trade, that was fdev. pp issues lasting months, fdev. i can't think of anything that impacted the game negatively having been caused by anyone other than fdev. so why care about what some idiots are willing to spend real money on?

it's not like getting wealthy in the game is a measure of skill. it's just related to how much time you have to repeat the same actions over and over without losing interest.

if the idea of someone paying real money to get what you had to suffer through is upsetting, be mad at fdev for making it a chore to be endured rather than time that was enjoyed that this rich guy won't experience.
Sorry completely disagree, the past year has been amazing, Fdev smashed it and just remember this is a Beta.
I still stand by my post, Fdev should continue doing everything possible to stop outside influence, log into WOW for 5 mins and you will see what i mean.

O7
 
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