Elite Dangerous | System Colonisation Beta Details & Feedback

Don't mean to be disrespectful, but not everyone has that much time. Of course no feature should be for everyone, but 60 hours of hauling? Listen to that for a bit. If you've got 3 hours a day to play, which is normal if you have a job, that takes you 20 days.

Not to mention it's 3 hours a day doing hauling for 20 days straight. I enjoy it to a certain degree... but it's obviously also not a very replayable activity when it comes to content. If somebody is spending 3 hours a day for 20 days building a space station well, it's very likely they'll finish it, call it a day and never engage with the feature again. Doing something like that certainly melts brains.

We could talk about the consequences of pumping out stations and systems too fast, about time constraints, suspension of disbelief (more technically speaking you'd need nearly 3 billion tons of commodities to build a coriolis, not 50 thousand), etc... but as far as gameplay goes, well the numbers aren't entirely reasonable.

Game developers are game designers, they can come up with thousands of different ideas to address any of the problems you may bring up with as far as "completing stations would be too easy". Modular completion, timers, wait times, etc... anything that doesn't get you to haul 300 thousand commodities 700 at a time every 10 minutes though.

I don't really mind taking long to complete something. But you know, it depends how I do it... Hauling alone and nothing but hauling is certainly not something you can expect players to do for 3 hours a day for 20 days in order to complete a single station.

And it's not like you're completing the mother of all stations. It's an Orbis/Ocellus stations. They ain't even that many times bigger than a Coriolis are they? Compared to how long it takes you to build one?
Thats why it is a group activity.

Everyone can have a few Coriolis, Outposts and installations. Not everyone can have a few Orbis.

I find the grind for a Cutter or a Corvette annoying. So i dont have one. Other people do.
Neither do i cherish the Engineer grind. So i only have few engineer ranks.

But hauling? Where is the problem? That is a part time activity. Undock with landing computer. Point to system and jump. Do SC assist and point to station. Boost two times, ask for landing and autodock.

You can easily do this while doing something else. It takes a minimal amount of effort, braincells and engagement. You just need to click a fee buttons for a minute every 5 minutes.
 
As far as we can tell, the feature was taken offline last night due to someone cheating.

I think we can expect a communication from FD this morning once they have investigated the matter and decided upon a course of action.

I doubt anyone has lost anything, its just the feature is offline, and when it comes back, everyone's status will be restored, except for the little piece of dung who cheated.
sorry, i missed this - what cheating / exploit, please?
 
I have a general question. What is the long-term motivation to continue colonizing systems, apart from expanding the bubble. Systems that in the end do NOT belong to US and where we actually only take on the administrative construction part, are there any other advantages besides the market discount for 10 stations built?
Is there a weekly payout? So passive income? I haven't seen every video on the topic, I just think that FDev said something about it.

Because in the long term, colonizing systems without any concrete advantage that don't even belong to me and where I may have little benefit, I don't think it motivates me to continue.
 
I have a general question. What is the long-term motivation to continue colonizing systems, apart from expanding the bubble. Systems that in the end do NOT belong to US and where we actually only take on the administrative construction part, are there any other advantages besides the market discount for 10 stations built?
Is there a weekly payout? So passive income? I haven't seen every video on the topic, I just think that FDev said something about it.

Because in the long term, colonizing systems without any concrete advantage that don't even belong to me and where I may have little benefit, I don't think it motivates me to continue.

The way I see it is solo players will likely colonize a system or two, and call it their 'home', and then be done with the whole thing. But in the long term I think this has been designed for large group play who are heavily into the BGS, and who want something of their own to fight over and defend. The Vanguards content coming next is probably geared around this too.
 
But in the long term I think this has been designed for large group play who are heavily into the BGS, and who want something of their own to fight over and defend.
Defend from who, though?

Any potential player-group antagonist capable of fighting another large group through the BGS can also just construct its own hundred-plus-system empire elsewhere for considerably less effort and more reliable success. The doubling-in-a-week of the bubble's size will just spread out players even more thinly so passing traffic is unlikely to move the BGS at all either.

Frontier does not develop gameplay mechanisms which are about competition or antagonism. I'm not sure they know how to. Even Powerplay 2, which was supposed to be that, has ended up largely as twelve separate peaceful regions taking systems on a first-come first-served basis, because Frontier ended up designing it to encourage that and discourage conflict.

(And this not being at all a competitive game, it of course has attracted a long-term player base who also in general find any form of direct competition a bit distasteful and possibly a bug)
 
But in the long term I think this has been designed for large group play who are heavily into the BGS, and who want something of their own to fight over and defend. The Vanguards content coming next is probably geared around this too.
Noone wants conflict. Avoiding conflict while making clear that you do not shy away from it is the most viable BGS strategy.

Conflict over systems or even all out war between player groups only leads to burnout and collective loss of these groups. While others continue to grow with measured actions.

Also why have conflict when you can just do a quick doublehop over two days and grab the next beauty.

It will be fun, though, to see how the colonized systems all fill up with the expansions of player minor factions. This will be rude awakening for quite some colonizers.
 
Greetings Commanders,

We're investigating an issue where your System Architect status may appear to be lost. Whilst we investigate, please be assured your systems, status and progress are not lost!
Thanks Paul, I can see my System Architect status has been restored on my own system, hopefully the other Commanders on here will be seeing the same now/soon :)
 
But hauling? Where is the problem? That is a part time activity. Undock with landing computer. Point to system and jump. Do SC assist and point to station. Boost two times, ask for landing and autodock.

You can easily do this while doing something else. It takes a minimal amount of effort, braincells and engagement. You just need to click a fee buttons for a minute every 5 minutes.

You know... I think... and hear me out here... that this is the entire point.


Can't be all that fun if you're suggesting I do something else at the same time to keep myself entertained. Minimal ammount of braincells and engagement, yeah. That's, uh, not a good thing.
 
Regarding the colonization of planets, the balance seems pretty good in my opinion. There are stations that can be built relatively quickly, such as the Outpost or Coriolis. There are also stations designed for teamwork or for long-term construction after building the first main station. The construction radius is fine, but 20 light-years would be much more convenient. Overall, it seems to me that FD wants the bubble to gradually increase in size, rather than having 100,500 new bubbles that will eventually be abandoned.
 
Don't mean to be disrespectful, but not everyone has that much time. Of course no feature should be for everyone, but 60 hours of hauling? Listen to that for a bit. If you've got 3 hours a day to play, which is normal if you have a job, that takes you 20 days.

Not to mention it's 3 hours a day doing hauling for 20 days straight. I enjoy it to a certain degree... but it's obviously also not a very replayable activity when it comes to content. If somebody is spending 3 hours a day for 20 days building a space station well, it's very likely they'll finish it, call it a day and never engage with the feature again. Doing something like that certainly melts brains.

We could talk about the consequences of pumping out stations and systems too fast, about time constraints, suspension of disbelief (more technically speaking you'd need nearly 3 billion tons of commodities to build a coriolis, not 50 thousand), etc... but as far as gameplay goes, well the numbers aren't entirely reasonable.

Game developers are game designers, they can come up with thousands of different ideas to address any of the problems you may bring up with as far as "completing stations would be too easy". Modular completion, timers, wait times, etc... anything that doesn't get you to haul 300 thousand commodities 700 at a time every 10 minutes though.

I don't really mind taking long to complete something. But you know, it depends how I do it... Hauling alone and nothing but hauling is certainly not something you can expect players to do for 3 hours a day for 20 days in order to complete a single station.

And it's not like you're completing the mother of all stations. It's an Orbis/Ocellus stations. They ain't even that many times bigger than a Coriolis are they? Compared to how long it takes you to build one?

with respect, the numbers is actually reasonable, on this case you are focusing on the fact that you are looking on making T3 as primary port which will make you haul around 244244 tons of goods with the +extra % of goods for primary port and you are given 4 weeks to get it done, the fact that the ratio of CMM 1 : 3 of the trio metal (steel, aluminium, titanium) give or take and it is balanced across the board between most stations, and the massive parameters of the T3 compared to the T2, T1 ports, T3 requirement is comepletely OK.

again T3 are not meant to be done solo, get a group, not to mention for the average/casual player, if you know you cant do it in 4 week, get an outpost, and you will get invinite time to do your Orbis/Ocellus.

ive been running my Ocellus alone for almost a week now, haulling is not my fav activity to do in this game but i enjoy and learn a lot from it so far, sitting at 80% Ocellus atm. im doing this because i wanted to test things up .
also with the issue of CMM is solved and there is less contest to getting it, i dont see any reason for the T3 requirement to be lessen, i will agree with you to make it less, it will be nice yeah, but the current requirement is fine.

80% proggress with the current invalid issue. atm im still pushing.
3rd and 4th pic is parameter difference between Coriolis and Ocellus in beta test, thanks to @bragen for the screenshots

Cheers 07
 

Attachments

  • Screenshot (266).png
    Screenshot (266).png
    501.2 KB · Views: 116
  • Screenshot (252).png
    Screenshot (252).png
    645.2 KB · Views: 120
  • 20250302111706_1.jpg
    20250302111706_1.jpg
    466 KB · Views: 111
  • 20250302112506_1.jpg
    20250302112506_1.jpg
    476.4 KB · Views: 120
Regarding the colonization of planets, the balance seems pretty good in my opinion. There are stations that can be built relatively quickly, such as the Outpost or Coriolis. There are also stations designed for teamwork or for long-term construction after building the first main station. The construction radius is fine, but 20 light-years would be much more convenient. Overall, it seems to me that FD wants the bubble to gradually increase in size, rather than having 100,500 new bubbles that will eventually be abandoned.
What could work is rather than increasing the construction radius, allow the possibility of starting new bubbles away (still having a radius constriction of 15ly or something). That way, cmdrs can venture out into the black and start new colonies. There should be a trade-off though, for those abilities, you should need more materials to start afresh elsewhere.
 
Back
Top Bottom