Elite Dangerous | System Colonisation Beta Details & Feedback

Does anyone know if the colonization of new systems is already released again?
Another question: If I mistakenly selected a level 3 station, can I abandon the colonization and immediately try to colonize again or there is a waiting time? I'm afraid to abandon colonization and someone claims before me.
 
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I don't know if this has been mentioned, as I don't feel like reading 144 pages of posts, but I'd like to see the time required for building the primary station to be increased. I don't mind the requirements but the 4 weeks at the moment isn't really enough time for 1 player to achieve. I get why there is a time limit, as some people would just claim a system and not do anything else. A better way might be to have smaller timed checkpoints, so those actually doing the work get more time to complete after each checkpoint.
 
I don't know if this has been mentioned, as I don't feel like reading 144 pages of posts, but I'd like to see the time required for building the primary station to be increased. I don't mind the requirements but the 4 weeks at the moment isn't really enough time for 1 player to achieve. I get why there is a time limit, as some people would just claim a system and not do anything else. A better way might be to have smaller timed checkpoints, so those actually doing the work get more time to complete after each checkpoint.
It's plenty of time if you're building an outpost. I did it. It was a lot, but it took less than a week (of admittedly obsessive play).

It's for sure a huge undertaking to build a large station solo. But I think that's kinda the point. Once you have your first outpost you can take your sweet sweet time building everything else. If you don't want to play the little city builder incremental tiered construction game (again entirely at your own pace), then the tradeoff is you have to do something insanely difficult (relatively) quickly.

I also think this may be an attempt on Frontier's part to force some interdependency amongst otherwise solo players. Finally there's a reason to connect with and coop with strangers on something other than shooting things.

One thing I hope Frontier does soon is integrate the commodity market tools and comparison info and everything else into the build sites. That way players can organically discover build sites while they are at a station looking at commodities to buy.
 
Okay has ANYONE been able to name their stations? I have tried several times and it just will not work.
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It's plenty of time if you're building an outpost. I did it. It was a lot, but it took less than a week (of admittedly obsessive play).

It's for sure a huge undertaking to build a large station solo. But I think that's kinda the point. Once you have your first outpost you can take your sweet sweet time building everything else. If you don't want to play the little city builder incremental tiered construction game (again entirely at your own pace), then the tradeoff is you have to do something insanely difficult (relatively) quickly.

I also think this may be an attempt on Frontier's part to force some interdependency amongst otherwise solo players. Finally there's a reason to connect with and coop with strangers on something other than shooting things.

One thing I hope Frontier does soon is integrate the commodity market tools and comparison info and everything else into the build sites. That way players can organically discover build sites while they are at a station looking at commodities to buy.
Yeah Ok I'd say that's where I went wrong, I went with a large station. To be honest, I didn't really know what I was signing up for until I pressed the buttons. If I do another one I'll start with an outpost.
 
Mechan just made a video about it the points requirements inexplicably increase as your "reward" for industriousness.
Source: https://m.youtube.com/watch?v=EKkVUW0fF0Y
This is an awful decision and completely throws off a ton of otherwise good systems that now won't have enough slots to build up to T3.

Worst of all, this surprise is sprung on them right as they're about to reach it. In fact, people will be penalised for building one at a time, rather than finishing 9 ports and rushing out as many T2 and T3 building sites as they can so they can have them locked in before the penalty goes live on the completion of their 10th.
 
[Mechan video]

He's wrong about one thing, I think, less than a minute in he says:

if you try and construct a tier3 star Port like an ocellus for example in a typical system as you can see it costs six tier 3 construction points which by the way is a lot this requires at least 12 installations to be able to build one of these

But you could do it in six, using large Odyssey settlements, for example:
  • Orbital Outpost :: pirate (dysnomia) : 1
  • Odyssey Settlement :: Large Industrial (gaea) : 1
  • Installation (tier 1) :: Agricultural (demeter) : 1
  • Odyssey Settlement :: Large Agriculture (ceres) : 2
  • Installation (tier 1) :: Satellite (hermese) : 1
  • Starport (tier 3) :: orbis (artemis) : 1
 
From squadron-level colonization point of view (making a colonization micro-bubble):

  1. We need a way to transfer architector rights to another pilot
  2. We need a way to enable/disable colonization contact (maybe withing 24 hour) - to not allow 'stealing' target system if we make an intermidiate colonization
  3. Alternatively, to building a chain of intermidiate stations, you may allow colonization range increase (by the price of increased money/resources requirements)
  4. We'd like to rename systems, we can't communicate with those scarambled names
  5. We'd like to put information beacons or points of interest for passengers (maybe for ARXs?)
  6. We have no official documentaion about what itermidiate installations are required for desired construction (seems Tier points are not always enough)
  7. We need complete documentaion about population, security, technology, etc points - how do they affect the system ecomomic
  8. We need complete documentation about mutual influence of extraction, refinery, hi-tech, industrial stations and economic in one system and in nearby systems
  9. We need a way to choose first station position and see/choose orbite position of new space installations (we can choose position for ground facilities, right?)
  10. We'd like to have a way to 'upgrade' space and ground installations (either to change their type or increase influence points, for example, to increase population of the station or settlement, or increase system security, and so on).
  11. We'd like to have a population boost from earth-like and water worlds, we'd like to be able to start terraforming
  12. We'd like to define resource extraction points in rings, and have more miner stations in asteroid belts (there are many clusters in one belt - why not allow to have multiple asteroid stations?)
  13. We'd like to define which contacts (services) to enable/disable on stations, store cargo on stations and so on - just like we can do it on our carriers (and allow this for our friends and squadron members); plus we'd like to have ability to set consuming and production priority on stations (increase/decrease production rate for goods)
If some of thses positions cannot be added quickly - give us an approximate timeline. If some of these positions will not be implemented - it whould be fine to tell us a reason. For example, one reason to prevent increased range of colonization - to prevent Robigo-like cheating on missions :) Then community may discuss, whether it's better to fix missions generation script :)
 
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I would like to have the opportunity pay extra money to claim more distant system. To pay extra fuel and service for colonization ship. For example use Fibonacci sequence as coefficient for each extra 5ly. Something as:
15ly, x1, 25M CR
20ly, x2, 50M CR
25ly, x3, 75M CR
30ly, x5, 125M CR
35ly, x8, 200M CR
40ly, x13, 520M CR
45ly, x21, 945M CR
 
this is google translation, i hope to convey my thoughts about colonization.
I started colonizing the system a week after the update came out, gathering some information, while others started building Coriolis and Orbis.
1. (good) 4 weeks to build an outpost is more than enough, if you have a fleet carrier. If you don't have a fleet carrier, then the volume of deliveries decreases, especially if you deliver in an open game. conclusion - you need lifter ships or background delivery with the help of hired NPC pilots. It would be ideal if you could assign a fighter pilot to a truck, taking into account his rank from beginner to elite.
2. (average) Volumes of deliveries. At this stage, I would like more varied gameplay. You did a great job with weekly tasks in Powerplay 2, they allow you to move up the ranks slowly and interestingly. Is it possible to do something similar for colonization? We need more micromanagement, not monotonous actions.
3 (average) list of purchases of materials for colonization in the game. You show the task in the left panel, you constantly send me a message that you need to build a port in the remaining time. Write there the remaining materials, please. "7 days and 6000 tons of steel left, hurry up, buddy"
4 (bad) I understand that it is very interesting to understand the new mechanics, but where is the button "cancel construction and run away in tears"?
What is the relationship between the different types of stations? Give me the ability to plan the type of economy of the system, the types of goods that it will produce. Give the ability to rebuild stations, for example, dismantle an agricultural one and build a tourist one in its place. I want to understand by what principle the point of the primary port is selected. Colonization has good potential as an economic construction strategy, people will play it with pleasure, but why did not the game designers think through the mechanics? Different interesting mechanics?
5 (bad) My native language is Russian, but instead of a font I see squares. Built stations disappear when I enter the game in Russian, but they are fine when I switch to English. This problem has been going on for a long time and now it is becoming sensitive.
6 (desirable) Colonization radius. You assume that the bubble should be increased. But this is not colonization, this is expansion. I think I express the opinion of many here if I say that - we want to found new lands many light years away. We want bubbles built with our own hands, where we have set up the life of the colony and are responsible for it. Where we will carry out missions on stations, understanding that this is our colony and this mission is important for it, otherwise our colony will die.

Thanks for your attention. I hope I conveyed my thoughts.
With respect
cmdr Sander Quiverman
 
From squadron-level colonization point of view (making a colonization micro-bubble):

  1. We need a way to transfer architector rights to another pilot
  2. We need a way to enable/disable colonization contact (maybe withing 24 hour) - to not allow 'stealing' target system if we make an intermidiate colonization
  3. Alternatively, to building a chain of intermidiate stations, you may allow colonization range increase (by the price of increased money/resources requirements)
  4. We'd like to rename systems, we can't communicate with those scarambled names
  5. We'd like to put information beacons or points of interest for passengers (maybe for ARXs?)
  6. We have no official documentaion about what itermidiate installations are required for desired construction (seems Tier points are not always enough)
  7. We need complete documentaion about population, security, technology, etc points - how do they affect the system ecomomic
  8. We need complete documentation about mutual influence of extraction, refinery, hi-tech, industrial stations and economic in one system and in nearby systems
  9. We need a way to choose first station position and see/choose orbite position of new space installations (we can choose position for ground facilities, right?)
  10. We'd like to have a way to 'upgrade' space and ground installations (either to change their type or increase influence points, for example, to increase population of the station or settlement, or increase system security, and so on).
  11. We'd like to have a population boost from earth-like and water worlds, we'd like to be able to start terraforming
  12. We'd like to define resource extraction points in rings, and have more miner stations in asteroid belts (there are many clusters in one belt - why not allow to have multiple asteroid stations?)
  13. We'd like to define which contacts (services) to enable/disable on stations, store cargo on stations and so on - just like we can do it on our carriers (and allow this for our friends and squadron members); plus we'd like to have ability to set consuming and production priority on stations (increase/decrease production rate for goods)
Much as I agree with this sort of feedback, everyone in this thread seems to be forgetting FDev only want feedback on numbers, not mechanics or features. If they can’t fix it by adjusting a value, they’re likely not touching it.

So all this feedback suggesting fundamental changes to the mechanics or features of the update, is likely to fall on deaf ears. Sadly.
 
From squadron-level colonization point of view (making a colonization micro-bubble):

  1. We need a way to transfer architector rights to another pilot
  2. We need a way to enable/disable colonization contact (maybe withing 24 hour) - to not allow 'stealing' target system if we make an intermidiate colonization
  3. Alternatively, to building a chain of intermidiate stations, you may allow colonization range increase (by the price of increased money/resources requirements)
  4. We'd like to rename systems, we can't communicate with those scarambled names
  5. We'd like to put information beacons or points of interest for passengers (maybe for ARXs?)
  6. We have no official documentaion about what itermidiate installations are required for desired construction (seems Tier points are not always enough)
  7. We need complete documentaion about population, security, technology, etc points - how do they affect the system ecomomic
  8. We need complete documentation about mutual influence of extraction, refinery, hi-tech, industrial stations and economic in one system and in nearby systems
  9. We need a way to choose first station position and see/choose orbite position of new space installations (we can choose position for ground facilities, right?)
  10. We'd like to have a way to 'upgrade' space and ground installations (either to change their type or increase influence points, for example, to increase population of the station or settlement, or increase system security, and so on).
  11. We'd like to have a population boost from earth-like and water worlds, we'd like to be able to start terraforming
  12. We'd like to define resource extraction points in rings, and have more miner stations in asteroid belts (there are many clusters in one belt - why not allow to have multiple asteroid stations?)
  13. We'd like to define which contacts (services) to enable/disable on stations, store cargo on stations and so on - just like we can do it on our carriers (and allow this for our friends and squadron members); plus we'd like to have ability to set consuming and production priority on stations (increase/decrease production rate for goods)
1, 2, 3 and 9 I second, the rest definetly not.
Renaming Systems? FDev on a daily base would have to drop an update to the stellar forge..... no thanks, the updates suck already and if I look at some station-namings occured already - I really don´t want see a system named "Big D**ks for rent" on Galmap .
For 5 & 12 goes the same logic (stellar forge).
6, 7 & 8 well thats Your (and the communities) learning curve -> see also here https://forums.frontier.co.uk/threa...g-out-what-all-these-numbers-do.634214/page-1
13. You are the system-architect, not the system-manager/-owner, guess that is handled by BGS

In priciple a nice wish-list, a lot of which I can understand, but I guess that would be another Update "Stellar Management"
 
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