Elite Dangerous | System Colonisation Beta Details & Feedback

But do you have absolutely no understanding? Or is it just the absence of a potentially unnecessary level of detail?

Like, i see this:
1740696182838-png.418608


... and i think "seems pretty self explanatory".

but i guess people go "ok, but what does 3 levels of "tech level" mean? Does it mean i can get class 8 cargo racks?

I dunno... but does it matter? Maybe? Does anyone not just get all their fittings from Founders World. These stats have always been therev on facilities (albiet hidden), and we've not had to care about them before, so why now?

Like... i do get it... but also is it really that big a deal?
If anything, I'd say the one thing that's missing is a summary page for architects listing their existing buildings and the sum of the shifts just so they can quickly see "oh, I've got a lot of facilities that inflict a standard of living malus, my next slot should be something that boosts it", or "this system lacks a satellite, I should build one of those before I go scouting planet surfaces for places to put tourist settlements". Just little timesavers like that.
 
... but bluntly... it feels more and more that the game we see is a result of a separate plan that's not about the game quality, but instead it's commercial viability, with the ED team stuck in the middle making lamb out of mutton... but that's getting ot fast
isn't that always the issue, being stuck between passion and making it commercially viable? After all, it's a business that, at the end of the day, needs to make a profit. And I am fine with that.
 
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 thought the same thing but it really is doable solo if put in the effort. Watching a bunch of YouTubes also eases the pain.
I started my Asteroid base on 02.26 and finished it on 03.05. One week. Perfect timing too, before the tick, so all station
services became active. If you ask around on assistance threads, you can get some help from kind, willing CMDRs.
Below were the requirements for my station.

build01.jpg

o7
 
If anything, I'd say the one thing that's missing is a summary page for architects listing their existing buildings and the sum of the shifts just so they can quickly see "oh, I've got a lot of facilities that inflict a standard of living malus, my next slot should be something that boosts it", or "this system lacks a satellite, I should build one of those before I go scouting planet surfaces for places to put tourist settlements". Just little timesavers like that.
Yeah 100%. Once again, the UX is a bit off the mark... but i dunno... i look at that and go:
Security: does stuff to security sliders and status
Wealth: probably does same but for economy
Standard of living: how happy people are
Tech level: what can you buy in outfitting/shipyard
Max Population: duh
Development level: this is an interesting one.... still wondering.

Heh... what if this whole "things are more expensive" because people who get it aren't doing enough development level stuff?
 
Agreed... i just don't like when it's one at the egregious detriment of the other.
Agreed, but frankly, Trailblazers doesn't strike me as such. Frontier seem to have hit the mark with Trailblazers, and overall it is pretty good. I don't really see the things being criticised as trying to squeeze the commercial viability. And this Mechan thing (which I still think is a bug, as some other player couldn't confirm it) isn't exactly at the forefront to determining commercial viability :D.
 
Agreed, but frankly, Trailblazers doesn't strike me as such. Frontier seem to have hit the mark with Trailblazers, and overall it is pretty good. I don't really see the things being criticised as trying to squeeze the commercial viability. And this Mechan thing (which I still think is a bug, as some other player couldn't confirm it) isn't exactly at the forefront to determining commercial viability :D.
Eh... getting really ot...

colonization feels like it was meant to be an outcome of the bgs, not player driven, but it just couldn't be done in a way that didn't result in massive cascading sprawl across the galaxy... so they make humans the rate limiter, bundle it as a big feature and go job done.

Successfully fail :D
 
Okay, so there is absolutely nothing in it for the Cmdr that builds a colony!

I've just finished a six facility mining colony and honestly, I have absolutely no reason to want to stick around. There are absolutely zero perks for having spent all the time and effort building the thing, I even got fined and bounties for daring to visit the refinery and the extraction hub that I built!

So, to be constructive, some suggestions as to how to make a colony meaningful for the Cmdr that built it.

  • Allow the Cmdr to store commodities there in their own storage space (size dependent on what you've built)
  • Give the Cmdr the right to hold back a % of produced commodities for themselves, for free or for a small charge, so that for instance, there's always a healthy stock of tritium available for them in their own store up to the maximum storage available
  • Give the Cmdr L3 access to all the buildings in settlements, revoked for a period if they abuse this to conduct a raid (triggered by downloading data or cutting open a locker)
  • Let the Cmdr suggest which packs of ships and modules will be sold to match the economy of the system. e.g. mining focus or military focus
  • Give the Cmdr at least an office in their main starport or outpost, even if they get no other special perks
Other than that, it's easy to grind (sorry, do) and I can't fault the implementation other than to hugely criticise the distance out you can go. 15ly is horrendous and is a massive disincentive for me to ever want to build another colony. Honestly, as things stand right now there's simply no point to it now for me.
 
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But do you have absolutely no understanding? Or is it just the absence of a potentially unnecessary level of detail?

Like, i see this:
1740696182838-png.418608


... and i think "seems pretty self explanatory".

but i guess people go "ok, but what does 3 levels of "tech level" mean? Does it mean i can get class 8 cargo racks?

I dunno... but does it matter? Maybe? Does anyone not just get all their fittings from Founders World. These stats have always been therev on facilities (albiet hidden), and we've not had to care about them before, so why now?

Like... i do get it... but also is it really that big a deal?

Anyone who wants to confirm, seems to be confirming that it's not the case for them?
I want the system to produce materials to colonize the next system or improve this one. I have a planet with rings and mining points. What do I need to build to generate liquid oxygen and steel on the station? Or smm-composite? Or tritium for the carrier? How can I increase the production of more resources? How can I increase the population? How can I get a tech broker on the station? Is this even possible?
 
Okay, so there is absolutely nothing in it for the Cmdr that builds a colony!

I've just finished a six facility mining colony and honestly, I have absolutely no reason to want to stick around. There are absolutely zero perks for having spent all the time and effort building the thing, I even got fined and bounties for daring to visit the refinery and the extraction hub that I built!

So, to be constructive, some suggestions as to how to make a colony meaningful for the Cmdr that built it.

  • Allow the Cmdr to store commodities there in their own storage space (size dependent on what you've built)
  • Give the Cmdr the right to hold back a % of produced commodities for themselves, for free or for a small charge, so that for instance, there's always a healthy stock of tritium available for them in their own store up to the maximum storage available
  • Give the Cmdr L3 access to all the buildings in settlements, revoked for a period if they abuse this to conduct a raid
  • Let the Cmdr choose which packs of ships and modules will be sold, as with carriers. e.g. mining focus or military focus
  • Give the Cmdr at least an office in their main starport or outpost, even if they get no other special perks
Other than that, it's easy to grind (sorry, do) and I can't fault the implementation other than to hugely criticise the distance out you can go. 15ly is horrendous and is a massive disincentive for me to ever want to build another colony. Honestly, as things stand right now there's simply no point to it now for me.
Even though some handled it as such, this isn't the "base building" you are looking for. Trailblazers isn't about personal gain, it is about expanding the bubble and leaving your mark on the galaxy. You help build and develop a system, you do not run it. If you can do it only for personal gain, then this probably not for you.
 
I want the system to produce materials to colonize the next system or improve this one. I have a planet with rings and mining points. What do I need to build to generate liquid oxygen and steel on the station? Or smm-composite? Or tritium for the carrier? How can I increase the production of more resources? How can I increase the population? How can I get a tech broker on the station? Is this even possible?
Refineries/ refinery facilities?

Like... the rules are the same for the rest of the galaxy? Higher population/ bigger facilities = bigger markets, and refinery hubs and stuff will move economies to that?

I dunno, again, that feels somewhat obvious?

All that info is on the commodity descriptors in the markets.

EDIT: Case in point, for purely roleplay reasons, I want a military economy selling weapons and stuff. I've built military facilities, and hence, i have a military economy providing those things.

EDIT2: And, per the codex:
1741430573770.png
 
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Agreed... i just don't like when it's one at the egregious detriment of the other.
I don't think that holds up; the only way the game can exist and evolve is if the devs' bills and rent get paid, so whatever it takes to obtain that is not to the detriment of the passion, it is the very thing that enables the passion that otherwise could not exist at all

There is no alternative product where devs can follow passion without regard to paying bills, so comparing an imagined product of that nonsensical situation to what is being done, and therefore finding flaw in what is being done, does a disservice to everyone involved.

The closest we can do is push for UBI so that art becomes less a product of finance.

I think the financial side of Elite is about as light a touch as is possible while staying viable. Much closer to the best imaginable situation than the worst.
 
My system only has 2 settlement slots. I built up smaller installations first. I would get 6 points for building a Tier 3 station right as I hit discount bonus...
That would mean I got 6 points I cant use on anything. I hope its a bug otherwise my system is ed
 
Okay, so there is absolutely nothing in it for the Cmdr that builds a colony!

I've just finished a six facility mining colony and honestly, I have absolutely no reason to want to stick around. There are absolutely zero perks for having spent all the time and effort building the thing, I even got fined and bounties for daring to visit the refinery and the extraction hub that I built!

So, to be constructive, some suggestions as to how to make a colony meaningful for the Cmdr that built it.

  • Allow the Cmdr to store commodities there in their own storage space (size dependent on what you've built)
  • Give the Cmdr the right to hold back a % of produced commodities for themselves, for free or for a small charge, so that for instance, there's always a healthy stock of tritium available for them in their own store up to the maximum storage available
  • Give the Cmdr L3 access to all the buildings in settlements, revoked for a period if they abuse this to conduct a raid
  • Let the Cmdr choose which packs of ships and modules will be sold, as with carriers. e.g. mining focus or military focus
  • Give the Cmdr at least an office in their main starport or outpost, even if they get no other special perks
Other than that, it's easy to grind (sorry, do) and I can't fault the implementation other than to hugely criticise the distance out you can go. 15ly is horrendous and is a massive disincentive for me to ever want to build another colony. Honestly, as things stand right now there's simply no point to it now for me.

This is why I got my single station built real quick in a nice neighborhood. I'm going to wait the rest out because I see absolutely no personal benefit from this Trailblazers
thing. Just to have my name appear on some obscure Galaxy Map menu is a big zero in my book. I have similar sentiments about my $6Billion Fleet Carrier still treating me as a nobody
with no extra perks besides a chair on the deck and a $9Million weekly upkeep bill!

Ten years running and it's still the same lame, half baked slop every single time something new comes out. 😠
Edit:
Yes, I know it's still "beta" but from past experience, and the feedback so far, the outlook seems pretty weak.
 
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I don't think that holds up; the only way the game can exist and evolve is if the devs' bills and rent get paid, so whatever it takes to obtain that is not to the detriment of the passion, it is the very thing that enables the passion that otherwise could not exist at all

There is no alternative product where devs can follow passion without regard to paying bills, so comparing an imagined product of that nonsensical situation to what is being done, and therefore finding flaw in what is being done, does a disservice to everyone involved.

The closest we can do is push for UBI so that art becomes less a product of finance.

I think the financial side of Elite is about as light a touch as is possible while staying viable. Much closer to the best imaginable situation than the worst.
I don't want to plunge into this because it's super OT, but I don't agree. In short.
...there's been a distinct lack of vision through the history of the game, with a lot of, bluntly, wasted effort building many systems and mechanics whose place in the game is totally opaque... leading them to be left to rust... all the new features have just been built on that rust and ruin, and all of the Thargoid War, PP2 and now Colonisation have suffered because of that lack of passion. It smacks of slumlord house-flipping or venture capitalists putting lipstick on a pig to squeeze the money out of it, until it fails.

It has to be both, and that is what would truly see them bring money in. But the game is really leaning towards the end of the spectrum that makes money, at the expense of the game's longevity.
... anyways... I kinda want to draw a line under that one because it's not relevant to this.
 
Even though some handled it as such, this isn't the "base building" you are looking for. Trailblazers isn't about personal gain, it is about expanding the bubble and leaving your mark on the galaxy. You help build and develop a system, you do not run it. If you can do it only for personal gain, then this probably not for you.
Maybe that's what Vanguards will bring? A way for a squadron to put down one home?
 
Ok that does it, has anyone aside from Mechan been able to confirm the increase in facility costs once you've unlocked the active discount?
Two people already posted in this thread a page or two back that it did NOT happen for them. So either a bug or there are specific circumstances which cause the requirements to increase - possibly already having a tier 3 port in the system, or being architect for another system or two or who knows?

I have one colony with 2 coriolis, 7 space installations, 4 ground facilities, no tier 3 ports, so I have the 10 x bonus and my costs have not increased.
 
I don't want to plunge into this because it's super OT, but I don't agree. In short.
...there's been a distinct lack of vision through the history of the game, with a lot of, bluntly, wasted effort building many systems and mechanics whose place in the game is totally opaque... leading them to be left to rust... all the new features have just been built on that rust and ruin, and all of the Thargoid War, PP2 and now Colonisation have suffered because of that lack of passion. It smacks of slumlord house-flipping or venture capitalists putting lipstick on a pig to squeeze the money out of it, until it fails.

It has to be both, and that is what would truly see them bring money in. But the game is really leaning towards the end of the spectrum that makes money, at the expense of the game's longevity.
... anyways... I kinda want to draw a line under that one because it's not relevant to this.
I'd agree. There's a lot of mechanics in Elite that have been introduced and then just... not finished because it's time to move on to the next feature, and everything is so black-boxed that it's impossible to tell if some weird quirk is a bug or an intended mechanic.

The happiness mechanic, for instance, was supposed to be the driver for expansions in the big BGS update, the devs talked about it on the streams, but when the update went live it hadn't been fully implemented - and then they promptly forgot about it, called it a day, and left us with the old "reach 75% to expand" from the original BGS. Which was trivial to achieve over and over and over by spamming inf at a 3k pop outpost with no brakes on the train.
 
Two people already posted in this thread a page or two back that it did NOT happen for them. So either a bug or there are specific circumstances which cause the requirements to increase - possibly already having a tier 3 port in the system, or being architect for another system or two or who knows?

I have one colony with 2 coriolis, 7 space installations, 4 ground facilities, no tier 3 ports, so I have the 10 x bonus and my costs have not increased.
This was also hinted at in Mechan's Reddit thread. There were posts that also said they had the discount unlocked and no issues with the T3 build points. My guess is it has nothing to do with the asset count, and either is just simply a bug or an attempted means to throttle T3 spam.
 
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