Elite Dangerous | System Colonisation Beta Details & Feedback

I stumbled on this enligthening reddit thread today Source: https://www.reddit.com/r/EliteDangerous/comments/1j4ugxc/its_happened/

Apparently, the player colonized systems influence significantly the factions missions available in nearby systems, enough to wipe all-time favorite mission loops out of existence.

quoting u/Myrkul999
To go off the other answer, specifically, there are - or were, I guess - several systems that were isolated, with only one or two neighboring systems within range to generate a mission to, resulting in an isolated little pocket of tightly-knit systems that have missions to each other. You could set up a nice little back-and-forth or triangle route, and the missions all paid well, so you got good progress. With the new update, all those systems are getting drowned in player-settled systems, so the triangle gets exploded.

quoting OP u/OldSchooolScrub
Colonization has killed my home system. Went from 5 factions giving missions to a single system to the factions splitting their missions between 4 new systems. Big sad. I nearly guarantee robigo will be gone soon too.
Basically it's going to be a bit harder to grind out money, your faction ranks, etc. It will probably devalue the ability to make money by doing combat, at least at the upper levels. Who knows if there will be some other changes, but there's always been well known locations to get certain things. Robigo passenger missions are great for a newer player to get money, mats, and rank, but those will change as people colonize more nearby systems as it changes how mission generation works due to the bgs

quoting u/Lanky_Yogurtcloset33
Except I have a chain of systems already halfway to Robigo. When I get done setting up a tourist system nearby nobody will be doing Robigo missions anymore

quoting u/stuhha
Just checked: Ngalinn-Mainani loop is already compromised

TLDR; say good bye to Robigo passenger missions, Imperial ranking loop Ngalinn-Mainani , Federation ranking loops Ochosi / Chakpa (courier) Ceos->Sothis (passengers), Qi yomisii massacre missions stacking, etc... as soon as a colonization bridge reaches them.
 
Can someone tell me what way is the grind if your doing it solo? Are we talking an hour a day series of supply runs for a week for example?
 
I built a military settlement earlier, and the system's economy is now listed as Colony, Military. I put up a tier 2 industrial settlement a little while ago, will check again tomorrow.
It's specificaly for the big port that I would like to know, does the market of your main station evolved alongside or not?
 
Can someone tell me what way is the grind if your doing it solo? Are we talking an hour a day series of supply runs for a week for example?
For getting my Coriolis done, I did 20 hours of hauling last weekend. For smaller things like non-stations (except the tier 3 port), I'll do a couple of hours per day so as to avoid burnout.
 
Can someone tell me what way is the grind if your doing it solo? Are we talking an hour a day series of supply runs for a week for example?

After claiming the system and setting up the beacon, you choose what primary station you want to build. That determines the effort required. Options vary, if you want to build a starport (with Coriolis being the easiest), the fee is hauling about 55-70k of goods within four weeks for the initial starport (as I get it, there is no time limit for building subsequent ones), and I would recommend a specialized Cutter for it, it's a whole lot of stuff. Got to 60% in a top engineered Cutter, solo, in about a week, playing 2-3 hours a day. Stations are way cheaper and can be done in a couple of days without too much effort, so there's an option for everyone. You decide. But definitely go and try it, it's fun!

O7,
🙃
 
Does it take anyone else this long to start building settlements? I just chose a building site, then I was supposed to come back later, flew around a bit, left the system, and did a relog. But the building site is still not there
 
- have the option to give up ownership (all buildings are removed the system becomes available for new colonization).
I think this bit is a good idea because it would allow people to chain to a profitable PvP system and then release the systems they did not want for other players.

I also think it might be nice to have a 'smaller' carrier no upkeep except fuel. Due to this it has no facilities except storage, I'd suggest storage for fuel and resources are separate and maybe a few ships could be stored too, say one of each size can be stored. As a single casual player, the normal carrier is out of my remit but something smaller would be good to have as a taste of what one is like.
 
After claiming the system and setting up the beacon, you choose what primary station you want to build. That determines the effort required. Options vary, if you want to build a starport (with Coriolis being the easiest), the fee is hauling about 55-70k of goods within four weeks for the initial starport (as I get it, there is no time limit for building subsequent ones), and I would recommend a specialized Cutter for it, it's a whole lot of stuff. Got to 60% in a top engineered Cutter, solo, in about a week, playing 2-3 hours a day. Stations are way cheaper and can be done in a couple of days without too much effort, so there's an option for everyone. You decide. But definitely go and try it, it's fun!

O7,
🙃

Doesn't sound too bad! I'll def give it a go, thanks O7
 
Hello everyone. There was a problem, maybe someone else has the same problem? I chose a place to build a planetary settlement and started construction, I was asked to leave the instance. After leaving, I can not find the started construction of the settlement neither in the contacts menu or on the planet map. But there is a mark in the architect mode that one settlement has started construction.
I had to go to the architect view and click on it from there.

EDIT: sorry, not the architect view, the point of interest view then select construction sites.
 
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I built a military settlement earlier, and the system's economy is now listed as Colony, Military. I put up a tier 2 industrial settlement a little while ago, will check again tomorrow.
1741295804003.png

I have a commercial outpost, 1 refinery facility on the ground, 1 relay.
 
There really needs to be a way to choose your primary port. A lot of the systems I looked at had their primary port location out at the furthest, or next furthest planet. It also seems to prioritize locations in the B or C component of multi-star systems.
 
I stumbled on this enligthening reddit thread today Source: https://www.reddit.com/r/EliteDangerous/comments/1j4ugxc/its_happened/

Apparently, the player colonized systems influence significantly the factions missions available in nearby systems, enough to wipe all-time favorite mission loops out of existence.

quoting u/Myrkul999


quoting OP u/OldSchooolScrub



quoting u/Lanky_Yogurtcloset33


quoting u/stuhha


TLDR; say good bye to Robigo passenger missions, Imperial ranking loop Ngalinn-Mainani , Federation ranking loops Ochosi / Chakpa (courier) Ceos->Sothis (passengers), Qi yomisii massacre missions stacking, etc... as soon as a colonization bridge reaches them.

Very interesting.

If there is any good news to be found, it's that the galaxy contains so much real estate that eventually things can be sorted out without harshing the mellow of different play styles. At least, that's my hope.

I've mentioned it elsewhere, but the Trailblazers beta launch reminds me of a sea turtle documentary. Thousands of baby sea turtles have hatched and are now scampering out to the ocean.

I sort of expected this to happen... another way to describe it would be like two weather systems (BGS and Colonisation) colliding together. This wave of humanity, 8000+ strong, is creating an event that is impacting players, systems, factions, assets, etc. in many ways.

But I think in time, through changes in mechanics, and through dispersion, things will settle down.
 
Can someone tell me what way is the grind if your doing it solo? Are we talking an hour a day series of supply runs for a week for example?

The data below is based only on my personal experience.
  • Type 9 Heavy (pre-engineered SCO FSD).
  • 744T cargo limit.
  • FSD limit around 30LY (fully loaded).
  • Fleet carrier used as a stationery way point for storage; I found it was more efficient to use the T9 for single jumping between my supply depots and the colonization ship.
  • I believe the minimum required colonisation structure is an orbital outpost (with small + medium landing pads).
  • The materials required to do that are approx 21,400 tons (the last one I completed was 21,391 tons of material).
  • 21,391 tons / 744 cargo space = 28.75+ cargo drops. So, if you had a single CMDR working the job, that CMDR would need to dock and drop at least 29x to offload all the materials needed. A group of 5 CMDRs working like ninjas would each need close to 6 drops each. 30 CMDRs who load up could in theory make one drop each.
  • I very casually timed myself making a single round trip run. It involved one jump to a planetary base, and then a jump to the colony ship. Therefore, it involved a full cargo run from the surface port to the FC in another system, and then a return trip empty from the colony ship back to the surface port for resupply
  • I clocked myself at a casual time of just over 10 minutes and 36 seconds (636 seconds).
  • Around 42% of that time (270 seconds) was from the planetary port to the colonisation ship.
  • Around 58% of that time (366 seconds) was taken from the colonisation ship to the planetary port. The difference there was due to the greater time required to properly line up the planetary landing.
  • One of the challenges involves finding close locations for every material....that is where you are going to tack on more time. I had to swap out the T9 for the T8 for a few items, and I also had source depots more than 1 jump from the job site.
TLDR: It will likely take you more than 18,444 seconds (around 5 hours and 13 minutes). When factoring ship changes, needing to make additional hops, breaks AFK, and miscellaneous screwups, it's somewhere between 6 and 7 hours depending on focus and play style.
 
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I received the weekly payout for having a system colonized, I only have one outpost. I was not expecting some elaborate payout, but seriously...15,309 credits? That doesn't even cover the cost of fuel it took to build the thing.

I don't know what the number for a single outpost in a single system should be, but it's not 15,309 credits. 100k Credits feels more appropriate? I don't know how much tax they plan on taking away once you hit 5mil, but it shows how many single outpost systems you need to build to even begin to hit that amount.
i think the payout fits for small colonies, i expect the millions to offset carrier costs would come out of a fully developed system, im talking full ground outposts, stations on every major planet, other installations, neighbouring developed systems for trade, things like that would generate massive income
 
Can someone tell me what way is the grind if your doing it solo? Are we talking an hour a day series of supply runs for a week for example?
For me personally. To build a Coriolis star port as a solo player it took me 12-14 SOILD hours to knock off the Aluminum / CMM / Steel / Titanium needs. To knock off the rest took a couple of days of not so focused trading. (Bounty hunting / mining for a 'break') - All up, took me ~4 days to complete. I work full time and have a family / life. :)

It's good that the Colonisation ships pay well for your goods. I have quite a healthy CR balance now and a good chunk of that is earnings from the Coriolis build.
I also went from Trade Elite 1 to well into Trade Elite II.

I got a little 'hyperfocused' towards the end of the runs... just one more run, then bed...
But honestly I found this grind better than the "Scan a plant, move xxx metres" Bio grind.
 
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Missing services on a Coriolis station finished last Monday: Shipyard, Universal Cartographics, Outfitting, Livery
A bug or a feature?
I know friends that have all services on their builded Coriolis station with no other installations in system.
 

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Missing services on a Coriolis station finished last Monday: Shipyard, Universal Cartographics, Outfitting, Livery
A bug or a feature?
I know friends that have all services on their builded Coriolis station with no other installations in system.
Many outposts/stations didn't flip over with the weekly tick like they were supposed to. It's a known bug.
 
My first station, completed on 02 March, is still showing "Under Deployment". No people in it. What gives? Haven't some of them for other players gone active?

There are people in the ground settlement in the same system, that I made afterwards!

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1741304156218.png


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