Elite Dangerous | System Colonisation Beta Details & Feedback

As I said if you have commodities close it is easy to do it in a ship.

But some systems now are build pretty far from some commodities, so it is not universal thing.
It's generally a good idea if you have room for ground bases in a claimed system to build up some refinery and industry buildings, that will make for a more self-sufficient colony that can be used to expand to other nearby systems.
 
Only if you choose to.
I'm struggling why people are doing a thing that they are moaning about. For example Exploration doesn't appeal to me so I do very little of it.
Before you even start it's clear what's involved. Quantity of goods required is not hidden, so you know what you are getting into.
Also people seem to be in a hurry to get everything finished this week. I'm looking at this as a 1 or 2 year project for my 30 installations. I'll be doing other things and then come back and complete another installation.
Meanwhile many Cmdrs, myself included, are throughly enjoying this content.
Thanks FDev 👍

It's feedback thread... it's not moaning LOL ;)

I am sure Frontier knows that balance needs to be done not only for the Bubble but for more distant places too, so every information is worth more than discussion and argue with each other here in fact.
 
same, managed to find a system with lots of opportunities (station and surface points), setup the initial outpost.
now just waiting to see more info on what everything else adds to the system (and for issues to settle down) before building the system up as more of a casual / solo player this is long term goal
 
It's generally a good idea if you have room for ground bases in a claimed system to build up some refinery and industry buildings, that will make for a more self-sufficient colony that can be used to expand to other nearby systems.

Yeah exactly. We just need to figure out how to do proper economy for resources we need. Now I try to investigate how to create system with a lot of tritium for sell.
 
Commanders salty about having to trade in space in a space trading game
For me the problem isn't so much about the trading it's that Elite Dangerous doesn't make trading interesting when compared with other space trading games.

In the previous three Elite games, trading into a low-security system (like a newly established colony?) would make you fight past multiple pirate packs to get the goods delivered. (In ED, you can avoid them easily with SCO, not that there's usually more than one at all, and equipping to fight them is optional and reduces your cargo capacity substantially, rather than being a requirement to succeed at all)

In the X series, you've again got the risk of pirate or Xenon attack, plus a lot of trade goods will run out of supply very quickly unless you also do some work on keeping the wider economy moving, plus you can get the NPC pilots to do the hauling for you if you don't mind risking losing a few of them now and then.
(In ED, while collective player action can and has caused local goods shortages, there's really nothing you can do to fix that on any reasonable timescale, and anything you do to fix it is more likely to give other players the extra goods rather than you)

So I think Colonisation itself is fine - no problem with the commodity requirements or therefore the time taken to build a settlement in themselves, they seem about right and maybe even slightly generous - but the actual business of hauling needs a proper go-over to add some interest and variety to it, in addition to giving it an interesting result at the end: ED is very good at destinations but tends to be less good at the journeys.
 
As I said if you have commodities close it is easy to do it in a ship.

But some systems now are build pretty far from some commodities, so it is not universal thing.
I understand. But you can always calculate the time based on additional parameters.
Let it be not 15-16 hours, but 20-24.
In this case, it doesn't matter. In any case, you will understand how much real time you need to build.
 
Or on your existing system if not interested in expansion.
I'm doing exactly that, it's good that some are thinking this through before just realising they messed up in their hurry. 👍
 
You know what, guys? I take my words back about paying people to unload to colony ship. I set up a trade to unload aluminium and titanium to colony ship for the highest profit haul possible, and people spit on that. I lost 5k worth of cargo, and its not even the rare CMM composites.
Either FDev comes up with a way to do some sort of contract to make people not steal, or NPC haulers. No, I don't care about the whole player economy anymore. Or FDev should do the alternative of other ways to progress on the construction than space trucking.
Having friends is useful, I guess.
construction1.jpg

We got our first asset (Coriolis) built by Saturday evening, with squadron friends helping for the last 40+% build.

I could have finished myself without their help, it would just have been another 3 days or so, I'm not a space trucker unless it is theft, but building a system up has been fun so far.
It is different hauling for pleasure, rather than as normal gameplay.
 
Only if you choose to.
I'm struggling why people are doing a thing that they are moaning about. For example Exploration doesn't appeal to me so I do very little of it.
Before you even start it's clear what's involved. Quantity of goods required is not hidden, so you know what you are getting into.
Also people seem to be in a hurry to get everything finished this week. I'm looking at this as a 1 or 2 year project for my 30 installations. I'll be doing other things and then come back and complete another installation.
Meanwhile many Cmdrs, myself included, are throughly enjoying this content.
Thanks FDev 👍
Because the mechanics of colonization itself look attractive. But as a way to achieve it, we have only one alternative - cargo transportation. This is the problem. The main thing is that you are called the "System Architect", but in fact you are just a truck driver, and not an architect. The architecture of the system takes up a minimum of your time compared to transportation. Federation pilots are a separate caste in human society of the 3300s. Many of them are very wealthy. There is no explanation why I cannot entrust logistics to other pilots. Earlier, I suggested doing this in the background in the form of an "Order" button in the column next to the amount of the required goods in the construction site menu. If you want to earn money on delivery - please. If you do not want to - pay a price of x1.5 - x5 of the purchase price on the colonizer ship or construction site and receive the required resources after a certain time. Why they do not allow you to spend your money is a mystery.
 
I am aware that they require less resources, but my point stands. Once you finish your station, you will be hauling even more. What a joke.
I can understand that, after 1-2 hours I have to take a break because it's just too tiring to do the same thing for a long time. Monotonous movement of freight. And if I want to colonize the entire system, it will take months if not years. A grindfest like no other.

What I wish for

*Better ways to get the goods you need to build stations and settlements

*An easier way to move cargo from the carrier to the ship

*NPC orders for hauling

Optional
*A way to see the current inventory of a station without having to look at Inara etc (at least if I'm in the same system as the station WITHOUT having to fly there.


(For the future) I know base building isn't really in the game yet, but why not the ability to build my own little settlement where I can store my stuff and really call it home.

Then there might still be an option in the settlement

*to explore new technologies

*Crafting Mods for weapons and armor (in addition to the improvements obtained through engineers)

PLEASE FDEV!!!!
*An improvement to the mechanics for mining with the SRV...something like in Star Citizen would be appreciated instead of shooting a rock and calling it mining.

There is a lot more that I would like to write but that would go beyond the scope.

The fact is that FDev has to work to ensure that colonization and system development does not feel like work after work. I want to have fun building something and not spend weeks flying cargo around.

For some people this may be “totally the thing” but for many, many others it isn’t.
I hope FDev takes care of this and gives us good alternatives to what I think has been a completely exaggerated grind. If nothing changes, after 2 weeks almost no one will use the feature anymore.
 
I understand. But you can always calculate the time based on additional parameters.
Let it be not 15-16 hours, but 20-24.
In this case, it doesn't matter. In any case, you will understand how much real time you need to build.

Yes of course. I just wanted to add more to that.
In my opinion, for basic level, outpost and pretty close to the bubble the balance is fine, but thinking about future and with idea of building more complex systems, the effort of building bigger stations could be under consideration
 
Yes of course. I just wanted to add more to that.
In my opinion, for basic level, outpost and pretty close to the bubble the balance is fine, but thinking about future and with idea of building more complex systems, the effort of building bigger stations could be under consideration
I agree with you. And there are still many more questions than answers.
If we cannot manage the economy of colonized systems to move further in the galaxy, then the potential for colonization will eventually end. And there will be a small number of players left for this activity with their own goals.
 
I can understand that, after 1-2 hours I have to take a break because it's just too tiring to do the same thing for a long time. Monotonous movement of freight. And if I want to colonize the entire system, it will take months if not years. A grindfest like no other.

What I wish for

*Better ways to get the goods you need to build stations and settlements

*An easier way to move cargo from the carrier to the ship

*NPC orders for hauling

Optional
*A way to see the current inventory of a station without having to look at Inara etc (at least if I'm in the same system as the station WITHOUT having to fly there.


(For the future) I know base building isn't really in the game yet, but why not the ability to build my own little settlement where I can store my stuff and really call it home.

Then there might still be an option in the settlement

*to explore new technologies

*Crafting Mods for weapons and armor (in addition to the improvements obtained through engineers)

PLEASE FDEV!!!!
*An improvement to the mechanics for mining with the SRV...something like in Star Citizen would be appreciated instead of shooting a rock and calling it mining.

There is a lot more that I would like to write but that would go beyond the scope.

The fact is that FDev has to work to ensure that colonization and system development does not feel like work after work. I want to have fun building something and not spend weeks flying cargo around.

For some people this may be “totally the thing” but for many, many others it isn’t.
I hope FDev takes care of this and gives us good alternatives to what I think has been a completely exaggerated grind. If nothing changes, after 2 weeks almost no one will use the feature anymore.
One thing would be to spread the construction of orbitals and planetary base construction out over months. I'll eventually build that Tier 3 ground port, but I don't expect that to be done in a single month. More like 2 or 3 months, given the steep material requirements.
 
Too much hauling, too little incentives. How to get help building your bases? No incentive for other players to help you. Even if you are in a player group,friends group,participation will drop off quick.

Add an option to pay credits at project start (building),and get a percentage of materials delivered. Lets say you can buy up to 75% with credits,and haul the rest.
 
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