Elite Dangerous | System Colonisation Beta Details & Feedback

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
A Fleet Carrier is a great help in moving large amounts of cargo around, so go for it!
 
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
didn't say fdev having been doing good or not.

i said the things that have happened in the past that were bad for the game were from things they did, not people buying accounts or gold or whatever you think is going on.

so this concern over them is rooted in nothing tangible. this isn't WoW. what have these line cutters done in elite? because i guarantee you that they've been doing it for most of the game's history. we saw the sites doing it back when horizons dropped
 
Why isn't there a way to transfer items from the carrier to CS? Even if it took 24 hours, it should still be possible. Constantly jumping and docking between the supply station, carrier, and SC is so boring that I'm considering stopping playing until the next update... hopefully with less grinding.
 
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!"

Indeed. Looks like pure malice.
 
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Stupid question: What is that red mark? Any Idea?
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How I whould implement colonization process.

To colonize a system we need:
  • complete fresh scan of the system, all planets, with complete body scans (exploration)
  • prepare documentation and information delivery (a few routes with data delivery)
  • place colonization beacon and wait for colonization ship/fleet carrier
  • 1-st stage - deliver metals (steel, titanium, etc) to colonization ship (hauling)
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 1-st stage is complete
  • 2-nd stage - deliver water, oxygen, etc
  • maybe some ore mining for materials that are not sold at stations
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 2-nd stage is complete
  • 3-rd stage - deliver computers, food, consumer goods, etc
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 3-rd stage is complete
  • deliver final documentation/data to different location to register new station and station services
All these tasks can be ordered/subcontructed. If everything is subcontructed to NPC - colonization may cost 5-10 billions.
Pilots may save money and significantly speedup colonization by doing these tasks themselves.
Also, the higher security level (more pirate ships intercepted and destroyed) - the lower price for materials subcontruct delivery.
Cheepest and fastest way to colonize systems - cooperation of pilots. Some pilots makes hunt pirates, some pilots deliver goods, some pilots deliver inspection passengers, some pilots deliver documentation about building process and so on.

In this way we'd have all kinds of activities (exploration, data delivery, passengers, cargo hauling, bounty hunting), each of them can be done by pilots or bought for money, colonization by a group of pilots will allow to make process significantly cheaper and faster.

Instead, we have endless hauling. Pity.
 
How I whould implement colonization process.

To colonize a system we need:
  • complete fresh scan of the system, all planets, with complete body scans (exploration)
  • prepare documentation and information delivery (a few routes with data delivery)
  • place colonization beacon and wait for colonization ship/fleet carrier
  • 1-st stage - deliver metals (steel, titanium, etc) to colonization ship (hauling)
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 1-st stage is complete
  • 2-nd stage - deliver water, oxygen, etc
  • maybe some ore mining for materials that are not sold at stations
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 2-nd stage is complete
  • 3-rd stage - deliver computers, food, consumer goods, etc
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 3-rd stage is complete
  • deliver final documentation/data to different location to register new station and station services
All these tasks can be ordered/subcontructed. If everything is subcontructed to NPC - colonization may cost 5-10 billions.
Pilots may save money and significantly speedup colonization by doing these tasks themselves.
Also, the higher security level (more pirate ships intercepted and destroyed) - the lower price for materials subcontruct delivery.
Cheepest and fastest way to colonize systems - cooperation of pilots. Some pilots makes hunt pirates, some pilots deliver goods, some pilots deliver inspection passengers, some pilots deliver documentation about building process and so on.

In this way we'd have all kinds of activities (exploration, data delivery, passengers, cargo hauling, bounty hunting), each of them can be done by pilots or bought for money, colonization by a group of pilots will allow to make process significantly cheaper and faster.

Instead, we have endless hauling. Pity.

Thank God you're not developing this colonization :)
 
Okay, I just finished my base and here is my final feedback. Unfortunately it is not very positive.

Feedback:
  • This update successfully showcases a lot that is bad with ED.
  • Terrible visual and clunky UI that player must heavily engage with.
  • Very poor presentation of information specific to this update.
  • Long standing Fleet Carrier issues that Frontier seems not capable of resolving.
  • Horrible repetitive gameplay loop that quickly becomes not fun.
  • No clear explanation to the player why they should build a base. Advantages to the cmdr? The fun game aspect of having a station that is exactly the same as thousands of other identical stns that already exist in the game? Expanding the bubble? Maybe hundreds of cmdrs over a couple years. Not me, today.
  • Player has extremely limited creative or strategic involvement in building the colony or creating the facilities. The system "architect" gets to somewhat plop a prefabbed facility in a location. No other "design" function. Facilities have no customization.
  • If the "Trailblazing" update was sold as a brand new standalone game it would be a complete failure. It is a A-B space trucking game. Nothing else.
  • For me this was an overall negative experience. I completed a small base. Now I will take a few weeks away from the game.
I would like to revise my feedback.

Creating my first facility was a repetitive boring chore which seemed to have no purpose other than to create a facility identical to 1000s already in the game. It seemed like a complete waste of time. AND I had also assumed this was the tip of the horrible iceberg. Because I had chosen the smaller Science Outpost... and from what I knew from the game... it only gets worse from here! Waaaay worse.

But then I found info on the internet that made me realize that there are lots of other facilities that can be built. And they are so much easier! And I figured out how the tiers worked, and how I should strategically choose the facilities I build. But this info was NOT readily available in game. Certainly not in an easy to access format so a player could understand the concepts. At the very least Frontier could have posted important information on their own site. Or on the forums.

This single spreadsheet is the ultimate explanation of system colonization.
Colonization Summary Spreadsheet
(Many thanks to the author)

With this information, and revisiting the Colonization, I like this update far far more. I already made another facility, and working on my 3rd.

My Conclusions:
1) I like this update. Its pretty good.

2) Frontier really needs to learn how to present information to the players. The update is great, the information provided was ridiculously basic and not suitable for ensuring the player understands why they are making a base and what the next steps will be. Overall, what the scope is, and what will be available to the player. And ensuring the player can make reasonably informed decisions and not waste dozens of hours because appropriate information was not provided.
 
I’ve been playing since the start, and even with the issues, this is the most significant and enjoyable addition the game has made in it’s entire history, and it’s just a starting point. The gameplay it will set up for me, especially when vanguards arrive is everything I want. It’s taught me to stay using in-game information too. Using outside resources only limits you for sourcing goods, and everything you need to find almost anything is hinted at in game, or worth the personal discovery.
 
Has anyone experienced this very troubling bug - not sure if it's all messed up now but I am in the process of getting materials for my system and it's been going well for the last few days. I only have a few items left before I take my FC back to the system to do the final unloading. Every now and then, I have a look at my system through the system map and to my shock/surprise, my system is showing less planets/stars than there were previously!!!

Have they disappeared for good? - is this a known bug? I'm hoping its just a glitch as everything has been fine until about an hour ago. I have previous screenshots of when the planets/stars were there and I have the comparison now which is literally 1 star and a single planet. Really hope all the time I've spent gathering materials (about 80% now) hasn't been a waste only for the system to glitch and wipe all the planets in the system otherwise this will be a serious problem going forward for others.

Grateful for thoughts all, have you seen this before?
 
How I whould implement colonization process.

To colonize a system we need:
  • complete fresh scan of the system, all planets, with complete body scans (exploration)
  • prepare documentation and information delivery (a few routes with data delivery)
  • place colonization beacon and wait for colonization ship/fleet carrier
  • 1-st stage - deliver metals (steel, titanium, etc) to colonization ship (hauling)
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 1-st stage is complete
  • 2-nd stage - deliver water, oxygen, etc
  • maybe some ore mining for materials that are not sold at stations
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 2-nd stage is complete
  • 3-rd stage - deliver computers, food, consumer goods, etc
  • keep security level at appropriate level (intercept and fight pirates)
  • inspections visiting, i.e. pick up passenges and visit construction, scan it making sure 3-rd stage is complete
  • deliver final documentation/data to different location to register new station and station services
All these tasks can be ordered/subcontructed. If everything is subcontructed to NPC - colonization may cost 5-10 billions.
Pilots may save money and significantly speedup colonization by doing these tasks themselves.
Also, the higher security level (more pirate ships intercepted and destroyed) - the lower price for materials subcontruct delivery.
Cheepest and fastest way to colonize systems - cooperation of pilots. Some pilots makes hunt pirates, some pilots deliver goods, some pilots deliver inspection passengers, some pilots deliver documentation about building process and so on.

In this way we'd have all kinds of activities (exploration, data delivery, passengers, cargo hauling, bounty hunting), each of them can be done by pilots or bought for money, colonization by a group of pilots will allow to make process significantly cheaper and faster.

Instead, we have endless hauling. Pity.
I agree there should be more diversity to the porcess than just hauling materials. I guess the time factor is ok, this way I can play with colonising one system for months. But doing so many hauling runs can kill the love for trade even in a space truck lover like me.

I'd alsko like to point out that The main station is often placed at gas giannt and I can't disembark due to high gravity which is very dissapointing.

Also, why there are no missions in the base I've built?
 

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I've now run into the "colonization ship doesn't arrive" bug in three different systems, and already got locked out of claiming two of them for a few days because of this. Seriously, what the hell?
 
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"?
For some reason you can't specify where your very first system facility gets built. If it is an orbital facility. After that you can.

Does anybody know if a cmdr gets to specify location if their very first system facility is on a plant surface?
 
You are and your client, the faction you got the license from said they wanted the primary station there.
You are not the owner of the system.
Spot on, apart from you forgot to mention that your client, the faction you bought the construction contract from, have given you carte blanche to build any other facilities in the system you wish.

No, we don't own the system, we just designed it around our clien's brief.
 
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