Elite Dangerous | System Colonisation Beta Details & Feedback

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.
think we need a super carrier for colonisation the storage on current fleet carriers needs to be at least double to carry all the resources in one go
and that's with all the extra services turned off on the carrier
 
Good morning everyone, I've been quite busy with colonization these past few days. I've almost finished a very small system (just 6 orbital constructions) where I tested a few things, and last night I claimed a new system. While I was amazed by the sheer number of colonized systems, I also have concerns about their actual sustainability. If these systems are not developed by their architects, they will remain empty systems with just an outpost, and absolutely useless from a background simulation (BGS) or future colonization perspective. I think FDev should pay attention to this, "punishing" players who don't develop their systems by taxing them instead of generating credits. This way, it will always be possible to create outpost systems to reach distant parts of the galaxy, but architects will have to better consider their expansion moves, instead of expanding indiscriminately everywhere.
There are so many things I could say in response to this, most of which would be taken down for breaking the T&C, but frankly this smacks of "Play it my way or not at all" and I honestly hope it is dismissed out of hand.

There is nothing wrong with a system containing 1 outpost alone, and if its only use is to refuel on to somewhere better that's an incredibly good use. This expansion has brought players back in their droves - to the point of causing issues in some cases - and to suggest that it should be effectively removed from the vast majority of players, who are casual gamers and couldn't care less about the BGS, is at best a wildly blinkered approach.
 
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're not the only one interested in these mechanics, and I believe colonization was intended to work this way. Honestly, I expected that a new claim wouldn't be possible until all the construction slots in the first system were filled. In fact, I'd suggest FDev consider a solution like that. Do you want to colonize distant systems quickly? Take systems with a single star. Do you want to focus on the economy and larger systems? Those systems will be free, which are currently occupied by players who continue to expand.
 
Anyway.. The supply of insulating membrane may be low now. If you look them up on inara it looks low and at the station its an even lower supply.
 
If these systems are not developed by their architects, they will remain empty systems with just an outpost, and absolutely useless from a background simulation (BGS) or future colonization perspective.

I don't think single-outpost systems are a problem, particularly, but I do think it would be great if any architect hopping on from one were to just put a few construction sites in place, even if they have no intention of building them.

It costs nothing except a minute of time, and gives anyone concerned a chance to flesh out the system somewhat if they want to. I'm assuming here that other players can fully complete assets placed by the architect, yet to be confirmed afaik. I think you can place up to five.

If no-one steps in and they remain under construction, people can use them for racecourses, apparently.. :)
 
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.

Fdev said in the official beta launch description: "With the brand-new System Colonisation mechanic launching into Beta, the power to claim and expand your very own Star Systems is in your hands." and described it as "Your New Empire"

Technically the Architect is not the official owner, but more like a builder / manager. However, the architect cannot be removed so he or she is a de-facto owner / dictator. The controlling faction is the owner via Powerplay. So if you back a faction that you belong to then by extension you're the owner.
 
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Fdev said in the official launch description: "With the brand-new System Colonisation mechanic launching into Beta, the power to claim and expand your very own Star Systems is in your hands." and described it as "Your New Empire"

Technically the Architect is not the official owner but more like a builder / manager. However, the architect cannot be removed so he or she is a de-facto owner / dictator. The controlling faction is the "owner" so if you back a faction that you belong to then by extension you're the owner via Powerplay.
True, but Fdev should really bring back the Player Minor Faction system. Cmdr Buur mentioned it.
 
After tonight, such a problem appeared. Before that, there was a problem with displaying the Architect interface (but for example, the option to rename the station name existed), but it was solved by switching from Russian to English game client.And this morning, the system disappeared the ability to somehow edit, rename the system. At the same time, in the system from which there was an expansion into my system, it began to fill up with construction ships (now there are already two of them)
 
After tonight, such a problem appeared. Before that, there was a problem with displaying the Architect interface (but for example, the option to rename the station name existed), but it was solved by switching from Russian to English game client.And this morning, the system disappeared the ability to somehow edit, rename the system. At the same time, in the system from which there was an expansion into my system, it began to fill up with construction ships (now there are already two of them)
They say its a visual issue they "Are working On "
 
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.

It also says "As always you are welcome to share additional feedback on the forums". This thread is on the forums.

Colonization has fundamental problems: the feature is too shallow. We're only allowed to haul commodities to complete a building which is very boring for many players who want more options. Trailblazers is like 90% hauling and 10% being an architect.

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?

What long-term care / cultivation can we do in a colony other than placing buildings? What are the management tools, customizations in the post-construction phase? Practically nothing, hence the shallowness of this feature. If Fdev wants players to do this for months, years then it needs post-construction phase features. It's a good, much-needed update but Fdev overlooked the post-construction phase.
 
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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?


O7,
🙃
 
Fdev said in the official beta launch description: "With the brand-new System Colonisation mechanic launching into Beta, the power to claim and expand your very own Star Systems is in your hands." and described it as "Your New Empire"

Technically the Architect is not the official owner, but more like a builder / manager. However, the architect cannot be removed so he or she is a de-facto owner / dictator. The controlling faction is the owner via Powerplay. So if you back a faction that you belong to then by extension you're
OK, yes, you're right about that. Mine was more about the fact that it wasn't completely ours. Unfortunately. But technically speaking, our name is on it and we can decide where what is built. But unfortunately that was it. And yes, no one can take it away from you. Technically it's my own. From the point of view. Yes.
 
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Fdev said in the official beta launch description: "With the brand-new System Colonisation mechanic launching into Beta, the power to claim and expand your very own Star Systems is in your hands." and described it as "Your New Empire"

Technically the Architect is not the official owner, but more like a builder / manager. However, the architect cannot be removed so he or she is a de-facto owner / dictator. The controlling faction is the owner via Powerplay. So if you back a faction that you belong to then by extension you're the owner.
Thank you for digging that out. Some People already tried to sour the patch for some of us by claiming that we are basically just a building contractor and that we own NOTHING.
 
My dear developers! I have a couple personal experiences to give as feedback -

1 - I believe I am part of a small group of system architects who had a hostile minor faction move into their system (after the main faction I got the license from). See, I have been battling a faction while aiding another one for months now. I have total zero , hostile reputation at this enemy faction. I have built and made 4 facilities operational and the game gave two of them to this enemy faction which in effect made these facilities shoot at me at first sight! It is also interesting that my allied faction has its nemesis in the star system.
Which is kinda understandable, but now, whenever I want to exit the game from my own system (the system I am colonising) I am forced to wait bc the game tells me I am in danger - even though hostile ships are not around me.

2 - Another point about distances between placable settlements- The UI suggests the distances between the settlements/surface installations must be 100km at the minimum, but in reality in the game we can only place settlements 200km from each other at the minimum. I believe each surface facility has a 100km radius around them which in effect adds up and results in the 200km no mans land - was the 100km the intention, or the UI needs amendment? Nevertheless, 100km - if all other game systems would allow it would be awesome bc it would let us do SRV endurance rallies - 200km is too much for that.

3- probably have been mentioned already, but system colonisation ships have started lingering in "legacy" populated systems for a while. I don't know what is up with them?
Thank you so much for your amazing work, this is a hell of an update! Congratulations to everybody involved in it.
 
Just finished building my ocellus station in a Clotho system, took me about 80 hours according to steam, with a little help from my friend.
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as for the hauling itself, i did it in a most "lazy" way possible, used my cutter with supercruise assist and landing/launching autopilot and mostly "afked" the way through the routes while watching movies or doing something else while waiting for the ship to arrive somewhere.
If someone from the Sidewinder Syndicate player faction(leading faction in the sector since i started the colonization from the Kokoto system) wants me to build a specific structure(there are 3 orbital slots left and i dont really care what i’m going to put there), feel free to contact me.
 
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