Elite Dangerous | System Colonisation Beta Details & Feedback

Seems like the issue posted and mentioned earlier by @Griff Rogers is now resolved "status by design", so I guess we have our answer! I've been waiting for this for quite a while!
That's really good. It does indeed solve beautifully the problem that many thought would be in the feature that creating a string of colonized systems would be painfully slow (as it sounded like it could advance only by one system a week).

Now we only need some squadrons to create a really efficient colonization chain going on. My estimation was 2 hours per system, meaning 1 kly in about 5 days. I wonder if that's actually achievable (especially now that CMM components are abundant)... :)
 
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.
For me it's about developing the system fully hopefully getting some passive credits to cover some of the Fleet Carrier upkeep.
 
why do I see the system where I have a lighthouse (screenshot 1), but I don't see the main system where I am currently actively building (screenshot 2)?
 

Attachments

  • EliteDangerous64_9bHJBP9Mhv.png
    EliteDangerous64_9bHJBP9Mhv.png
    1.5 MB · Views: 107
  • EliteDangerous64_AkpaeEZhZ5.png
    EliteDangerous64_AkpaeEZhZ5.png
    774.1 KB · Views: 87
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
I think the best from both worlds would be:
  • keep the numbers as they are, especially for first star port
  • add "haul missions" to colonization npc's in already colonized system so you can pay credits for some hauls to push the progress - this way we would have some extra usage for our credits and push progression minimizing the risk of empty systems
  • add missions which prevent those "haul missions" from happening (pirates which you need to kill first before some mercenaries can be hired etc)

I think that it would be most beneficial and engaging.
I think even with NPCs help developing systems fully will take months - so it would be a good balanced way to make sure that
we don't just build outposts.
 
If they don’t fix ( lost Architect status issue) this soon, there will be an exodus from the game. Many old players, including myself, came back specifically for this update. If it’s not playable or progress keeps getting lost, people will leave—and they might not return. This needs to be addressed urgently to keep the community engaged and happy
 
If they don’t fix ( lost Architect status issue) this soon, there will be an exodus from the game. Many old players, including myself, came back specifically for this update. If it’s not playable or progress keeps getting lost, people will leave—and they might not return. This needs to be addressed urgently to keep the community engaged and happy
They mentioned on this thread previously that we won't lost our progress - they investigating this already so better to spend our time now in other way (like landing on colonized system planets)
 
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!
I've been bit by this bug. Had already finished an outpost and laid-out a surface base.

If I work on delivering materials to my surface base, will that progress be kept when you all do your magic, and I regain control of the colonized system?
 
For me it's about developing the system fully hopefully getting some passive credits to cover some of the Fleet Carrier upkeep.
That is my hope too. I like colonizing and systems development too, but honestly, if there isn't something long-term to come out of it, like passive income or other benefits, I don't think I'll continue to invest time in it, because what's the point, just to expand the bubble? Yes, it's fun to build a system the way I imagine it, but I lack motivation in the long term if it's always the same. In addition, I don't just want to do hauling, which as a single player is very time-consuming and tiring unless there is no other way to get materials or finally a large, dedicated cargo ship with a lot of space for exactly that. And I'm not talking about 1000 tons of capacity here. That would be too small a jump. No, if you want to move cargo properly you need something decent. FDev should really think about it. Because flying around with almost 800 cargo...no, I don't want to. Give me a ship that can carry 2000-4000 cargo, then we'll talk further, anything else is not a cargo ship for me, at least not when it comes to a huge amount of material that has to be procured for settlement. I'm also curious to see what these two new carrier services will do. The construction depot sounds interesting. Hopefully you can then store or even request more freight?? That would at least be very welcome
 
I think the best from both worlds would be:
  • keep the numbers as they are, especially for first star port
  • add "haul missions" to colonization npc's in already colonized system so you can pay credits for some hauls to push the progress - this way we would have some extra usage for our credits and push progression minimizing the risk of empty systems
  • add missions which prevent those "haul missions" from happening (pirates which you need to kill first before some mercenaries can be hired etc)

I think that it would be most beneficial and engaging.
I think even with NPCs help developing systems fully will take months - so it would be a good balanced way to make sure that
we don't just build outposts.
honestly i would like for us to get a choice to money sink into this aswell.
 
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.

...BGS and Powerplay. Aisling, for one, is already expanding.
 
Back
Top Bottom