Elite Dangerous | System Colonisation Beta Details & Feedback

15LY colonization range feels about right to me

The amount of work for an outpost feels about right for me

I would very much like the ability to remove (or move) the initial outpost once finished with the rest of the system, because we are given no control over its location, and our plans for how to best develop/theme our system also sometimes change over time, but I understand this is presumably outside the scope of current adjustments

Perhaps surface settlements could be a bit cheaper for both the gameplay reason that getting resources to surface takes longer and the in-universe reason that in-situ materials are available, unlike when building spaceports
Eyup, in a "single commander" you can populate Coriolis and few stations as I did during the last week. It's okay. Bigger things for much MORE commodities.

I don't think there's any nerfing of prices necessary! :)
 
I think this is the sentiment of many players. They will do colonization once, twice or thrice and then never again due to the tiresome hauling grind. Suggestions have been given to make colonization less grindy. Will Frontier do anything about it or just watch the active players decline again?
We do not even know what will happen with 1st weekly tick. I would like too variations, but imo is needed first make newly released stuff fully working before is reasonable ask for more. Many players want things overnight, this is not how colonisation should work. And if anyone mentions grind, IT IS JUST HIS OWN DECISION, it is own decison to do not have fun while playing a game ... even now is absolutely ZERO need to burn ourself, starting outpost is easy and anything next is absolute no rush.
 
We do not even know what will happen with 1st weekly tick. I would like too variations, but imo is needed first make newly released stuff fully working before is reasonable ask for more. Many players want things overnight, this is not how colonisation should work. And if anyone mentions grind, IT IS JUST HIS OWN DECISION, it is own decison to do not have fun while playing a game ... even now is absolutely ZERO need to burn ourself, starting outpost is easy and anything next is absolute no rush.
Yes! Exactly!

I don't know why people do that -- for example Robigo runs. Yes, you can do 100 MCr in hour, but you are just hauling (almost exploiting) a bunch of passengers there and back. For what? Having a credits?

Credits aren't such an issue in the game, if you are actually playing and enyoying the game :)
Thank you for this comment, sir!
 
How will you solve the mess of Minor Factions a system like that would create?
Why limit a player's freedom with an artificial upper limit of colonized systems?
We already have loads of single outpost systems in the bubble, what is the issue with players creating more?

In the end this is a beta to test the waters, I am sure that deep space stations will get a colonization contact in the future if it makes sense in the greater scheme of things (Economy, BGS, Faction Balance). Allowing a Minor Faction (especially a big PMF) to expand to a random part of the galaxy or an entirely different part of the bubble would have huge implications in that regard.
In order:

1) Private enterprise, just like FCs. Players would "own" the system, as opposed to a faction.
2) To prevent a scenario where tens of thousands of systems are colonized as stepping stones only, leaving behind outposts that clutter up both the game (less of a concern given 400bn systems) and the game's database (far more of a concern; as that gets larger, server performance becomes more adversely impacted).
3) See #2.

And if we're gonna "test the waters", shoulda done this on a proper beta closer to how we tested FCs (sandboxed, progress not retained, etc.)
 
CDMR Mechan: "they look pretty cool I like them. I still will never do this again because the grind is absolutely awful, but for once it was a fun thing to do and it was an incredible amount of running, but it was made kind of bearable by the amount of people who will come together."

I think this is the sentiment of many players. They will do colonization once, twice or thrice and then never again due to the tiresome hauling grind. Suggestions have been given to make colonization less grindy. Will Frontier do anything about it or just watch the active players decline again?
In true fairness to FDEV, players and developers will have different criteria for whether new content is successful. We want enriched gameplay at a minimum, which is subjective at an individual level. FDEV's minimum criteria for success will be that it functions without breaking the game and increases web traffic/sales for the quarter. Gravy for them if the player base loves it and creates a bunch of positive online content in support of it, but I don't get the vibe that even FDEV expects this one to be a gravy boat. I'm sure any given developer hopes players will like her or his work, but the concrete and attainable goal is getting us to play it. One small tweak (the deadline) would make me hate colonization less and see it as integrable with my existing gameplay, and maybe reduced requirements would help, too, but I don't think anything would make me like this content in its conceived form. It isn't and never will be a base building feature.
 
I think the ability building your own system is great. Well done Fdev.

To me the quantity of materials to build are fine as they are. The CMM Composite shortage was resolve quickly, again well done FDev. Building any large structure has to be a large undertaking, requiring a material and time commitment. My initial thoughts were 4 weeks, not enough time but give it a go. First thing I did was put the requirements into a spreadsheet to map my progress and my estimated completion date. Very quickly it became apparent the 4 weeks would be more than enough time.

I was lucky to have the colonization ship only 934Ls from the main star, a short SCO burst takes care of that. I also had 5, which I knew of, sources of CMM Composite; all within a single jump range when fully loaded. I always had a full load, collect the CMM Composite you can and fill up of any of the other commodities required. There was only 1 commodity that required a return trip of 2 jumps and the quantity was not large.

Total quantity required was 246,098. The requirements worked out to 8,790 (rounded up) units per day, which equated to 2-3 hours game time a day. On leave for last Thursday and Friday, so lots of time between real life stuff. It took 312 deliveries; all but the last couple were with a full cargo hold. I was using a Cutter, started using the build I happened to have (about 700 cargo capacity) and very quickly installed cargo racks in all slots to increase it to 792.

The problem I have at the moment is that having just signed in (I have seen the claim pause post) the system no longer shows me as the architect. It reports "previously established inhabited system", I have tried exiting and trying again and still the same. All the messages I had regarding the claim and the successful build have vanished. The local news reports I provided all the materials. I had no problems with this until now.

1741198287276.png
 
Looking at this update. There is a T1 small & medium, T2 large; agriculture, extraction, industrial, high tech, military and tourism surface settlement.

What is missing that I'd like to see is ones for refinery and contraband (for those pirate CMDRs out there). Maybe some new types of architect exclusive economy type(s).

There was also a suggestion for being able to build carrier facilities like vendor and admin for the really distant outposts in the future.
 
A sudden thought occurs to me

If someone claims a system and then subsequently clears their save

what happens to the system? Is it just locked out forever? Does it go to their new save?
AFAIK, the system remains claimed forever if the one that cleared their save managed to complete the first spacestation. If not, 28 days after the claim attempt was made, it becomes free for everyone to claim anew.
 
I think the ability building your own system is great. Well done Fdev.

To me the quantity of materials to build are fine as they are. The CMM Composite shortage was resolve quickly, again well done FDev. Building any large structure has to be a large undertaking, requiring a material and time commitment. My initial thoughts were 4 weeks, not enough time but give it a go. First thing I did was put the requirements into a spreadsheet to map my progress and my estimated completion date. Very quickly it became apparent the 4 weeks would be more than enough time.

I was lucky to have the colonization ship only 934Ls from the main star, a short SCO burst takes care of that. I also had 5, which I knew of, sources of CMM Composite; all within a single jump range when fully loaded. I always had a full load, collect the CMM Composite you can and fill up of any of the other commodities required. There was only 1 commodity that required a return trip of 2 jumps and the quantity was not large.

Total quantity required was 246,098. The requirements worked out to 8,790 (rounded up) units per day, which equated to 2-3 hours game time a day. On leave for last Thursday and Friday, so lots of time between real life stuff. It took 312 deliveries; all but the last couple were with a full cargo hold. I was using a Cutter, started using the build I happened to have (about 700 cargo capacity) and very quickly installed cargo racks in all slots to increase it to 792.

The problem I have at the moment is that having just signed in (I have seen the claim pause post) the system no longer shows me as the architect. It reports "previously established inhabited system", I have tried exiting and trying again and still the same. All the messages I had regarding the claim and the successful build have vanished. The local news reports I provided all the materials. I had no problems with this until now.

View attachment 419583
Everyone is experiencing the same thing as you are due to FDev having disabled things server-side while they look through logs, fix bugs, remove exploits and such. You can deliver goods to unfinished construction projects in your claimed system, but you can't make new claims nor make new construction projects in systems for the moment.
 
Everyone is experiencing the same thing as you are due to FDev having disabled things server-side while they look through logs, fix bugs, remove exploits and such. You can deliver goods to unfinished construction projects in your claimed system, but you can't make new claims nor make new construction projects in systems for the moment.
ok, I understand now, thanks
 
Yes people, you're right. System still not working.

This morning I launched the game and my data was again there, mission, architect planetary map, everything. I take advantage of it and I've completed my station. After that, everything was still fine. After that, I quit the game and now, in the afternoon, after load my game and log in again, I'm unable to enter in System architect planetary map mode. I can't build anything in my claimed system.
So things got better for people didn't accomplish the very first building in the claimed system, and even everything keeps working after complete the first... building? station? (In my case, has been a coriolis station). But if you log out (quit the game) and log in again launching your game after that, then, problem remains.

Sorry for the fake hopes!, I really wished everything finally start working again for everybody.
 
Last edited:
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
I think what you are asking for is a capital freighter. Doesn't provide services besides ship/cargo storage and a massive jump drive.

This is probably going to be the next big ship around winter time.
 
It would be nice for the initial station size determines the expansion of your bubble. Tier1-15 LY, tier 2-20LY and Tier 3-25 LY or something along those lines. It would encourage building a larger station although to be fair you can probably build an outpost in 2 systems before completing a tier 3. I hope the cheaters are banned. When I heard they simply force exploiters to solo only, that is not a punishment at all since they can still affect the systems and economies, especially with colonization.
 
Last edited:
I think when Colonisation restarts and the CG megaships come, the main changes needed are (and may be controversial)
  • Do not offer the very highest tier of initial stations to be selected for the first construction - IMO that just leads to pain on the amount of trucking, as I found out to my peril! Small orbital platforms are ideal for quick successful claim easily achieved in the 4 week timeframe. I can't see any benefit to starting with an Orbis station - can you? Make them only available after the tier 1 or 2 stations are put in place and the system is secured.
  • Have a wider variety of tasks/ways to get the materials to the construction ships. E.g. like Powerplay's excellent assignments list with bonus rewards would be a REALLY good way to showcase different gameplay loops. In this case the bonus assignment rewards would be materials paid direct to your construction ship. Do more of these for less manual trucking. Perhaps the new CG ships could offer these assignments in the form of a mission board. Some unique new mission types related to this would be good (new mission types are ALWAYS welcome!). Maybe some hacking of cargo ship convoy POI in shipping lanes to get them to deliver to you instead, etc.
Other than this I have no problem with the new system - other than the things being fixed in the upcoming patch tomorrow.
 
Last edited:
The problem I have at the moment is that having just signed in (I have seen the claim pause post) the system no longer shows me as the architect. It reports "previously established inhabited system", I have tried exiting and trying again and still the same. All the messages I had regarding the claim and the successful build have vanished. The local news reports I provided all the materials. I had no problems with this until now.
It seems to be bug currently, lost access to system I claimed earlier today, hopefully will be resolved with tomorrows patch
 
I think what you are asking for is a capital freighter. Doesn't provide services besides ship/cargo storage and a massive jump drive.

This is probably going to be the next big ship around winter time.
The colony mega ships for the community goal are meant to represent this. I assume they will move around the bubble weekly to different areas to encourage expansion as equally as possible.
 
I think when Colonisation restarts and the CG megaships come, in the main changes need to be changed (and may be controversial)
  • Do not offer the very highest tier of initial stations to be selected for the first construction - IMO that just leads to pain on the amount of trucking, as I found out to my peril! Small orbital platforms are ideal for quick successful claim easily achieved in the 4 week timeframe. I can't see any benefit to starting with an Orbis station - can you? Make them only available after the tier 1 or 2 stations are put in place and the system is secured.
  • Have a wider variety of tasks/ways to get the materials to the construction ships. E.g. like Powerplay's excellent assignments list with bonus rewards would be a REALLY good way to showcase different gameplay loops. In this case the bonus assignment rewards would be materials paid direct to your construction ship. Do more of these for less manual trucking. Perhaps the new CG ships could offer these assignments in the form of a mission board. Some unique new mission types related to this would be good (new mission types are ALWAYS welcome!). Maybe some hacking of cargo ship convoy POI in shipping lanes to get them to deliver to you instead, etc.
Other than this I have no problem with the new system - other than the things being fixed in the upcoming patch tomorrow.
I like the idea of tier 3 stations being a "reward" unlock for each system. I think they could encourage to people helping out others colony ships by paying double for delivering to a colony ship not your own. Also the Powerplay is a good idea as well and make it stack with my idea of double payout. Say you get double merits to deliver to someone elses colony ship along with double payout.
 
I don't know if this could be a constructable feature, but many of us have systems with rings, with hotspots included. A ubiquitous feature in the bubble are res zones for fighting pirates at hot spots.

I would like to have res zones in my system.

Will these spontaneously spawn eventually, or will we have to do something to bring them about?
 
Back
Top Bottom