Elite Dangerous | System Colonisation Beta Details & Feedback

Dont the colonisation beacons make the noise when you dump them out? It sounds duller and more muffled from a distance, but it's basically the FSS honk.
I don't remember the sound it made when I deployed it. It could be the beacons constantly emit the sound.
 
which is absolutely fine.... but then it should be profitable delivering all the stuff for it
It is though? I don't make a loss at least.

Though, if you're saying "not profitable" compared to some of the FOTM activities out there... I've been long arguing for an economic rebalance that by- necessity includes nerfing of those.

Pretty confident that i said this had to happen well before colonisation... and surprise surprise, here we are.
 
Can we get an easier shortcut to view the materials left for a system? Right now you can go to the Galaxy Map, click on My Colonies, click on a system you established, click on Select Construction button which loads the system map, click on the outpost in space or click on Points of Interest > Colonization Efforts > Construction Site. That's the quickest way I have found, which is at least 4 clicks and 2 loads. I've devolved into whipping out my phone and taking a picture of my monitor after delivering cargo, hoping that none of my squadron helped me by delivering materials.
 
You're fully committed (no undo/demolish) to your actions. Those actions are expensive and you can't see how those actions affect the rest of the system before you commit to them.

Yeah, I think if there was one "feature tweak" I'd make it would be to allow a little more flexibility here: back-out (with no materials refund) during construction phase. This would also help anyone wanting a permanent construction yard (for example) who might be thwarted by malicious or unaware materials donors.

Ideally we'd have the ability to upgrade/sidegrade/downgrade/demolish completed facilities but I can see that probably adds a ton more work in how it would have to be represented in game and dealt with at the back end.
 
I do have to say, having multiple construction projects on now, the little chaff commodities are a tad annoying. Stuff like steel and the like is fine, I can fill a hold with that, but the little things like food cartridges and microcontrollers that only need a dozen or two each are a bit fiddly.
Just do 5 concurrent buildings, add it all up, load up and haul them to the 5 in one trip.
 
Just do 5 concurrent buildings, add it all up, load up and haul them to the 5 in one trip.
which would be fine if the commodities market added them like it does for missions, having to pan over the map and check how much of each thing I need to buy for each station is a pain in the backside.
 
Pivoting off this... this is kinda why i wish they left CMMs as they were.

The challenge here feels like a "hauling grind" to start with when people have singular projects, close to the bubble... but if we just watched what happened next... colonies would have built out heaps of CMM sources, but those little ones and twos you need to source in bulk as the amounts of systems you architect grows... suddenly CMMs wouldn't be the stick point because nobody put HT or agri facilities up.

CMMs were part of a more complex logistics problem which I'm now worried is just a little more unbalanced, because now CMMs are functionally identical to Steel and Titanium which are really "Bulk source" items.... an aspect that's somewhat lost in the noise now.
Honestly the thing I'm more concerned about is that some facilities require things like Emergency Power Cells, which are only produced at a dozen stations. Total. All of which are located in a concentrated area in the middle of the bubble. That's going to be a real pain once people get more than a single carrier jump away if colonies can't create a supply/economic chain to produce them.
 
Honestly the thing I'm more concerned about is that some facilities require things like Emergency Power Cells, which are only produced at a dozen stations. Total. All of which are located in a concentrated area in the middle of the bubble. That's going to be a real pain once people get more than a single carrier jump away if colonies can't create a supply/economic chain to produce them.
Yeah i definitely think FD need to rethink those particular ones. They're a legacy of an economy that's no longer relevant.
 
Is this in fact possible? I don't see a way of directly adding a landable refinery ground port.

Refinery hubs don't count because they are horizons settlements and have no landing pads, despite the placement UI saying they do, an error which should be fixed ASAP since people will believe it, put hours in and get angry.
You don't... according to the Codex... you build the undockables which then influence the economies of nearby dockable assets. There was a comment from <someone> who did this and the display for their coriolis changed from "colony" to "colony/ refinery" economy, but market seemed the same... unsure if thats a bug or need more similar structures.... presumably the same would happen with a surface port.

But again... this is the hard part of experimenting to work things out when a single experiment needs such a lot of effort. Open beta which isn't on live, where everything costs 1t fish would have been ideal here.

That or more explicit guidance (e.g should we see effect with just one asset? Or not?)
 
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Is this in fact possible? I don't see a way of directly adding a landable refinery ground port.

Refinery hubs don't count because they are horizons settlements and have no landing pads, despite the placement UI saying they do, an error which should be fixed ASAP since people will believe it, put hours in and get angry.
Agreed, and refinery settlements seem to have been left out of the game, every other economy type has settlements, but refinery has none.
 
this is the hard part of experimenting to work things out when a single experiment needs such a lot of effort. ...

That or more explicit guidance (e.g should we see effect with just one asset? Or not?)

This is where I can only think of Arf suppressing an evil cackle while expressing how much the team looks forward to seeing how we work this out and what we do with it ...

But, in fact it is kind of fun investigating and watching the collective understanding evolve. It's not the traditional perfect information scenario that's often assumed in gaming, but it has its own aesthetic I guess.
 
Does anyone know the following:
After the system colonisation I would like to build a ground station.
So I fly to the planet at an altitude of about 2km
As soon as I want to use the "SB-Suite Landing Cam", the entire game client crashes.
I have tried resetting the graphics option
I have tested updating the NVidia drivers and various graphics settings
I have tested a complete reinstallation of the game.
Whenever I want to use the "SB-Suite Landing Cam" the game crashes.
Does anyone have any other tips?
 
Does anyone know the following:
After the system colonisation I would like to build a ground station.
So I fly to the planet at an altitude of about 2km
As soon as I want to use the "SB-Suite Landing Cam", the entire game client crashes.
I have tried resetting the graphics option
I have tested updating the NVidia drivers and various graphics settings
I have tested a complete reinstallation of the game.
Whenever I want to use the "SB-Suite Landing Cam" the game crashes.
Does anyone have any other tips?

Your key bindings could be corrupted.
 
What annoys me most, besides that I am really happy with what Colonization/Trailblazer is offering so far, is

complete strangers being allowed to use a colony ship of a pmf

to colonize any system of their desire, without knowing if the pmf is interested in that colonization or not.

I might have missed it but how I understood it, there are 4 colony ships available per faction per week. When the initial construction is finished within the week, the carrier used to start becomes available again after the ticks.

First of all, this opens the door for "pranking", cause if players are not fast enough (as they might have other things to do in their lives), someone could just take their carriers and block them for at least 4 weeks.

Or, even worse, the stranger uses the rewards the pmf gains for other constructions (and maybe saves to build a big thing) to build their own stuff.
 
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This is where I can only think of Arf suppressing an evil cackle while expressing how much the team looks forward to seeing how we work this out and what we do with it ...

But, in fact it is kind of fun investigating and watching the collective understanding evolve. It's not the traditional perfect information scenario that's often assumed in gaming, but it has its own aesthetic I guess.
I agree... but there's ddefinitely something to be said for design goals and user experience.

Take Papers Please, for example. That's a great example of by- design poor/ hostile user experience. I got a couple rounds in and went "damn, this game really needs some shortcut keys..." and literally the next level, i found that was a literal purchasable upgrade.... without spoiling, putting that behind an upgrade you need to buy with in- game money was devilishly good design. But that's what the game is about... combating a clunky interface in order to work optimally.

But is ED so much about the opacity of the BGS that permanent facilty choices - which can take days to weeks to build, let alone architecting a system over the course of potentially months - need to have their effects be described in a vague and difficult- to- discern way? I'm not sure.

The BGS was always meant to be opaque, such that it would generally reflect the actions of players, but shouldn’t be gamed. As such, there's not much need to give players the understanding, as the design doesn't include players shaping the universe to their vision directly. But the goal of colonisation is literally to shape a system according to their vision.

These two things seem quite at odds with each other (a reason why i didn't want colonisation, but that's by the by).... and so i think FD need to think very carefully about what their actual design goal is here.
 
What annoys me most, besides that I am really happy with what Colonization/Trailblazer is offering so far, is

complete strangers being allowed to use a colony ship of a pmf

to colonize any system of their desire, without knowing if the pmf is interested in that colonization or not.

I might have missed it but how I understood it, there are 4 colony ships available per faction per week. When the initial construction is finished within the week, the carrier used to start becomes available again after the ticks.

First of all, this opens the door for "pranking", cause if players are not fast enough (as they might have other things to do in their lives), someone could just take their carriers and block them for at least 4 weeks.

Or, even worse, uses the rewards the pmf gains for other constructions (and maybe saves to build a big thing) to build their own stuff.
Players don't own or control factions (whether a pmf or not; there's no difference).... this is a long- held misconception by many... so yes, anyone can expand from any faction they like.

Also, "rewards" aren't given to a faction, only to the system architect.
 
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