Elite Dangerous | System Colonisation Beta Details & Feedback

This would be a nice addition, except I guess it's not going to happen in case people started selling systems for real money which would be against everything that fdev have indicated they want in other situations.
Make it temporary then, because I agree about that. Maybe at the Thursday tick it would always revert to the original architect. The point is that my squad and I have a system, and we would like each of us to be able to place our "own" settlements in the same system. We aren't particularly interested in each of us having separate systems.
 
To begin with, can raise the cost of an application for colonization by 100-200 times.
This will already reduce the number of claims to an acceptable number.:)
We buy a carrier for 5 billion.
Do we buy the system 200 times cheaper?
No

You forget about the players who don't have that much money in their pockets. Colonization should be possible for everyone.

You don't own a whole system, you only have the opportunity to build there FOR ANOTHER FACTION, not yourself.
Of course you can call it your home system. But it doesn't belong to you.
That's why it's so "cheap" to claim a system.
 
To begin with, can raise the cost of an application for colonization by 100-200 times.
This will already reduce the number of claims to an acceptable number.:)
We buy a carrier for 5 billion.
Do we buy the system 200 times cheaper?
You don't have to spend quite a few hours of hauling cargo to get the carrier built.
 
Make it temporary then, because I agree about that. Maybe at the Thursday tick it would always revert to the original architect. The point is that my squad and I have a system, and we would like each of us to be able to place our "own" settlements in the same system. We aren't particularly interested in each of us having separate systems.
solution would probably be to then make the systems squadron the architect instead of player.
can see this may have complications if player is not in a squadron or a player wants a system for their own and not their squadrons
 
Help, looking for info on Colonisation. I saw an article that described, among other things, the process and penalties for abandoning a colonisation attempt and O can't find it. Anyone able to help?
 
To begin with, can raise the cost of an application for colonization by 100-200 times.
This will already reduce the number of claims to an acceptable number.:)
We buy a carrier for 5 billion.
Do we buy the system 200 times cheaper?
The simplest securing of a claim takes just over 20000t of cargo, which is at least five hours hauling if you have a convenient supply for everything adjacent to the colonised system, and probably twice that if you don't.

At an equivalent earning rate of 200MCr/hour - certainly possible with some mission stacking types, approachable at least with other options, even higher rates have been possible sometimes - the total opportunity cost of colonising a system is well over a billion credits.

The 25M cost is just so that beginners in their Sidewinder (or even their Asp) don't click the button until they've got somewhere close to the resources to make it work in total.
 
No

You forget about the players who don't have that much money in their pockets. Colonization should be possible for everyone.

You don't own a whole system, you only have the opportunity to build there FOR ANOTHER FACTION, not yourself.
Of course you can call it your home system. But it doesn't belong to you.
That's why it's so "cheap" to claim a system.
So I don't own a carrier either.
I rent it and in addition to the 5 billion deposit, I pay for its maintenance every week:)
Colonization of the system is a complex process and I agree with my colleague Eolh89 that rapid and predatory expansion (namely, this is called expansion in fact) essentially kills the meaning of colonization. Walking on someone else's scorched road
 
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.
I don't think it's all that difficult to figure out - players (particularly long-term ones, who this appears to be geared towards, as per your comment below) are so starved of new content they will give anything an initial go (myself included), despite the underlying activity not being to their taste. The goal justifies the means etc. but only to a point - I'm already cured of Colonisation after completing a single outpost in a single system.

Nothing yells 'quality content' as loudly as people telling me "just don't do it".
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
Gotta say... I don't plan that far ahead IRL these days (with the world's stubborn desire to go bonkers) let alone in an aging computer game!
 
I do wonder if the gameplay loop for colonization can be modified to allow for more than one type of activity. Rather than just hauling, why not open up "missions" on the colonization ship/under construction ports that will allow you to take on bounty hunting or protection roles for NPC pilots that do hauling for you?
Given missions already support all the BGS states from 2020 or so, it would make sense if the Colonisation strand was fully integration with the states related to Expansion. So when a faction is trying to grow into another system, in the same way that you would see "is needed for Expansion" missions appear for the expanding faction, you could see "is needed for Colonisation" missions appear right next to those from the same faction, but expanding into a currently uncolonised system.

You could even have the larger factions generate missions which are for Colonisation activity to be carried out by players specifically. "Big Cheesers are expanding. We are looking for a Cmdr to pioneer in the Doodah 459 11-2 systems and build an Outpost. The Cmdr must outlay the Claim fee which will be reimbursed when the Mission is complete and the associated paperwork delivered back to Doodah 459."
 
The simplest securing of a claim takes just over 20000t of cargo, which is at least five hours hauling if you have a convenient supply for everything adjacent to the colonised system, and probably twice that if you don't.

At an equivalent earning rate of 200MCr/hour - certainly possible with some mission stacking types, approachable at least with other options, even higher rates have been possible sometimes - the total opportunity cost of colonising a system is well over a billion credits.

The 25M cost is just so that beginners in their Sidewinder (or even their Asp) don't click the button until they've got somewhere close to the resources to make it work in total.
The simplest securing of a claim takes just over 20000t of cargo, which is at least five hours hauling if you have a convenient supply for everything adjacent to the colonised system, and probably twice that if you don't.

At an equivalent earning rate of 200MCr/hour - certainly possible with some mission stacking types, approachable at least with other options, even higher rates have been possible sometimes - the total opportunity cost of colonising a system is well over a billion credits.

The 25M cost is just so that beginners in their Sidewinder (or even their Asp) don't click the button until they've got somewhere close to the resources to make it work in total.
If the new player gives himself the opportunity to understand the game at the beginning of his journey, he will click on colonization in a day.

I, if I create a new character, click on colonization, in an hour, without resorting to other people's help (and this is the maximum time that I will spend on initial flights or what is there now)
 
I find myself at a loose end, so here's a bit of feedback:
  • bump buy prices at the construction sites, 2x or more - it's clearly a sellers' market
  • add a "cancel construction" button for all in-progress work
  • sanity check keyboard navigation in all new menus, especially the ground placement UI
  • fix bad in-game information about landing pads for installations and hubs (or actually add the landing pads if you can!)
  • ignore all the cries to nerf commodity requirements, allow NPC haulers for cash, etc.
The update is fantastic IMO, and seems to be a huge success!
 
To begin with, can raise the cost of an application for colonization by 100-200 times.
This will already reduce the number of claims to an acceptable number.:)
We buy a carrier for 5 billion.
Do we buy the system 200 times cheaper?
If you are going to make that comparison, you need to include the capital cost of all those materials you have to haul. Has anyone worked that out?

When you buy an FC, you get an FC.

When you buy a Claim, you buy the right to spend time, money, and materials building out a system. Not the same thing at all. And you can even lose the Claim, with no refund, if you don't spend enough time, money, and materials in the first four weeks.
 
The 25 million credit cost is fine. Pleas don't change it, but on the same note lower the cost of fleet carriers, They play a huge part in Trailblazers.
 
Been watching this thread for a while and always interested in the comments and views that appear to be expressed. I'm solo building a system and interested in the long term mechanics of how the market in that system will be affected by what I build, how successful the system will be from a happy/unhappy population point of view but everyone else here seems fixated on simply building structures. Is anyone else actually interested in the long term care/cultivation of their systems economy at all?
 
If you are going to make that comparison, you need to include the capital cost of all those materials you have to haul. Has anyone worked that out?

When you buy an FC, you get an FC.

When you buy a Claim, you buy the right to spend time, money, and materials building out a system. Not the same thing at all. And you can even lose the Claim, with no refund, if you don't spend enough time, money, and materials in the first four weeks.
I will lose my carrier if I don't spend on him and his services.
Build a 1 outpost - 6 hours.
The point is that it is very cheap and very fast, and taking into account the profit that you get by bringing this material, you recapture these pennies during this time.

The cost of colonization must be great. Or it should depend on the quality of the system.
A system with lonely stars should cost 25 million.
A good system should cost billions
 
What's really quite sad is that FDev have already made clear (in the OP of this thread) that any fancy suggestions to improve the gameplay design is a complete and utter waste of time to even contemplate. They're happy with the way it's designed and all they might do is wiggle the grind requirements a little.

:(
Yup exactly, this thread is just for feedback on resource balancing.

FDev is already happy with players just doing hauling for colonisation.
 
Been watching this thread for a while and always interested in the comments and views that appear to be expressed. I'm solo building a system and interested in the long term mechanics of how the market in that system will be affected by what I build, how successful the system will be from a happy/unhappy population point of view but everyone else here seems fixated on simply building structures. Is anyone else actually interested in the long term care/cultivation of their systems economy at all?
You are not alone.:) I also look at safety and quality of life.
But I still played the old colonization of Sid on several floppy disks
 
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