Elite Dangerous | System Colonisation Beta Details & Feedback

Please, increase colonization range, even by the cost of money and resource requirements. Otherwice galaxy will be polluted by abandoned useless outposts, with systems colonized just to make a chain to desired system/cluster of systems.

For example, add 20k ton + 25 mln credits per each 15ly distance. So that a colony 150 ly away from the bubble will cost 200k tons of resources + 250 mlns for CC.

These outputs will be no more useless than any of the pre-colonisation outposts.
 
My feedback for FDev is regarding the station types and how to get them.

I would like to choose the 'internals' when I choose to build the station. For example, my favorite station types are the tourist ones with the trees. I want to build either an Orbis or Ocellus with that tourist internal layout. Later on, I might want another station in the same system with the manufacturing, agricultural or high tech internals. At the moment the system doesn't give enough info on how to build, in order to achieve the station type you want. Is it influenced by the types of non landable installations? If so, which ones and how many? Do they have to be within a certain distance of the Orbis to make it a Tourist layout for example? In one of my systems I've got 40 slots where I can put stuff either in space or planet side but I'm hesitant to start because the 'tech tree' hasn't been clarified.

It shouldn't be a puzzle for us to experiment and have to guess, the time and effort investment is too much to risk getting a refinery station when you wanted a tourist or agricultural. Just tell us whats required to build what station economy from the get go.
 
Do the planets in the system affect the economy?

If we colonize a system with an Earth-like, do we get a population bonus?

And most important of all for me, can we get terraformation status on terraformable planets? I haven't seen any facilities that give you a terraforming economy...

Absolutely amazing update anyways, thank you!
The absolute lack of details from devs, and the fact that the "gameplay" is just hauling, does make me fear they went with the laziest solution solution of going with whatever placeholder economic system some programmer cooked up to test the system, rather than something with good thought/game design on it, given that there are only indicators that build facilities affect system economy.

It might turn out that a frozen iceball might be more valuable from a colonisation perspective than an earthlike or a terraformable, due to the fact that it could bring more ground slots to throw down facilities. I too wish terraformables/WW/ELWs were actually valuable, i did manage to get a beautiful system. If colonisation is a horizons update, im hoping one day it gets its odyssey update to actually live up to half of what it should have been, or dare i dream to get even better.
 
I'd just love to have the option to move our first port. I only planned on a single Coriolis, ground site and possibly a smaller dock. I don't want to have to build another four-truss port just to put it off the body I wanted the first one to be.
 
I haven't exactly kept book on my system, and, frankly, the initial 25 million is more a rounding error to the credits my CMDR owns, but overall I think made some profit while building my outpost - at the very least I got the 25 million back, and maybe made the same as profit (I can't really tell from my Inara records). You're not really getting rich hauling to a construction site though.
I’ll have to double check.

To clarify, I’m thinking if a healthy profit can be made, it might incentivize other players (notably truckers) to help deliver supplies.
 
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After 10 minutes of buying "1" Insulating Membrane. The market is refreshed with ONE MORE. This is just now insulting with how broken the BGS supply chain is for these.
 

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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.

To be honest, I'd be perfectly happy to have a capital freighter that has a Sidewinder dock 🚀
 
It might turn out that a frozen iceball might be more valuable from a colonisation perspective than an earthlike or a terraformable, due to the fact that it could bring more ground slots to throw down facilities.

You can say that again, two of my system's ice planets are landable and provide 7 possible sites for installations or settlements. I was truly though pleasantly shocked.
 
Players should not be able to claim another system until the have built a certain number of stations in their first system
I really like this idea. I feel like the contact for system colonisation shouldn't even appear until the system meets a minimum system score. That should help alleviate rapid expansion, while also encouraging development beyond 'junk systems'.
 
You should have to build a ground station first. It seems like low population systems first only ever have ground stations, like those out in Eagle nebula, Thor's helmet etc. it makes sense to build on the ground first, then in space.
 
I really like this idea. I feel like the contact for system colonisation shouldn't even appear until the system meets a minimum system score. That should help alleviate rapid expansion, while also encouraging development beyond 'junk systems'.
The problem is people don't want to develop those systems. They are forced to colonise them by the 15ly rule to get to the system they do want to develop. What about systems with only stars? Or no landable planets? Can they then not be used to reach other systems?
 
The problem is people don't want to develop those systems. They are forced to colonise them by the 15ly rule to get to the system they do want to develop. What about systems with only stars? Or no landable planets? Can they then not be used to reach other systems?
I agree. I see nothing wrong with "junk systems". There are 6 billion candidate systems out there. If you didn't get your first pick, surely there is another that will meet your needs.
 
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.



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.
I can offer a new mechanics - dedicate one or two of your crewmembers to haul goods for a selected station / port. It will be noticeable slower than usual player's cycle, your man will take all profits from selling goods to the Explorator / orbital platform, but you will be free from the haul'gring this time.
 
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

So to start out with a couple of corrections, I didn't start with a T3 starport, I started out with a Coriolis and finished it already, the numbers looked somewhat reasonable to me. I'd be lying if I said I didn't want everything to be easier but that's not entirely realistic nor fair to the developers to expect 15 tons of water to be enough to complete a Coriolis station. Just sharing that thought that from a player perspective it's not unreasonable to want any kind of grind to be minimal, it's always to be expected.

CMM's are no longer a problem either because Frontier was very receptive to feedback and it was buffed. It doesn't bother me to source them from planetary ports either, though it definitely adds a bit of time of work since they take a lot longer than space stations, I like that planetary ports are used for something. Also incentivizes players to build them in their systems to develop an economy that generates CMM's and Ceramic Composites to source from and build even more systems down the line.

I suppose for me the problem isn't really the time it takes to complete something but rather the ammount of effort translated into in-game hours of playtime. If I have to put in 60 hours of work to complete a station in 20 days, I do think that's unreasonable. 60 hours of playtime is A LOT for anything really. And while a T3 starport/planetary port is cool as hell, it's not something that would give you a ton of benefit compared to grinding for 60 hours to get a fleet carrier, for example. So it feels hard to justify.

If I could build an orbis with 20 hours of playtime I think that'd be reasonable. Even if Frontier adds other mechanisms to make it so in the end the Orbis would still be completed at a minimum time of 10 or 20 days, like heavily increasing a "construction time" for the faction to assemble the station, rather than have it pop up the moment you deliver the last batch of goods..

Or they could have Orbis stations with 'tiers' that you can always choose to upgrade, so that you can have milestones as you build it up, rather than just no station at 99% delivered goods and fully functional the second you deliver that last 1%. Like adding more habitation rings, cargo depots, etc as you go.

That's just two ideas of thousands the developers could implement or come up with to keep the time-to-complete for a station as high as it is right now, while also reducing the manual effort it takes you as a player.

So to me it isn't really about being able to pop up 5 Orbis stations in the time it currently takes to build one. It's just that I really, really love this feature, and have been asking for it for ages and it's amazing that it's finally here, but hauling so much already is burning me out, and I don't want to get bored of it so quickly. As far as gameplay goes I do think there's a bit of a disconnect between the ammount of effort required to how good it feels when you finally finish it.

Before the bug that removed me as architecht (ugh) I was mostly focusing on building space installations and Odyssey settlements. And I had a lot of fun doing that. I'm not building something super big, so it's cheap, and I can see results soon (In the same day!). I think I'll enjoy that more than building anything too big as long as the numbers stay as they are.

I'd definitely want to build a big planetary port or an Orbis station eventually though without feeling like I'm comitting nearly a month of my real life time for it. Not only do I not have 8 hours a day to play Elite, but I also play other videogames too or do other things with my free time now and then.
 
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After 10 minutes of buying "1" Insulating Membrane. The market is refreshed with ONE MORE. This is just now insulting with how broken the BGS supply chain is for these.

I'm sorry but there are several stations with thousands in supply, while constructions generally don't ask for more insulating membranes than one fourth of what your cutter can haul in total. It's a literal 1 trip to a station that's a bit more far away than 1 or 2 jumps away.
 
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