Elite Dangerous | System Colonisation Beta Details & Feedback

Exactly, people are just looking to get angry instead of just giving feedback and pushing for a change, this is why its in beta.
I think what annoys people is that not only doesn't Frontier fail to explain the underlying systems properly (intentionally or by neglect same difference) but finding out requires an insane grind.

They must've had internal meetings where they discussed these initial values, and Shirley they must've at least run through it themselves a couple of times in a test environment before releasing it into the wild just to proof of concept it so it at least makes sense logically (which it doesn't unless the aim is to stifle progression). A value doubling instead of halving let's say should be an easy spot - the system isn't exactly super complex either - unless they just YOLOd it and let us players find out the hard way. Which is... Annoying.
 
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.
Can it be changed that both approaches present? If someone wants only a mark on the galaxy - he'll get paid for delivered goods, and probably will need to deliver less. If someone want a system he 'owns' (can store and reserve goods, manage presented contacts, etc) - he'll pay for materials and pay salary to workers.
 
Never heard of that before (google didn't help) but then again I am rather late to the party. (I might have done more reading and watching tutorials than actual flying so far. LOL)

It's a term used on the screens within the system colonisation panels within the game, and the mechanic has only been available for a couple of weeks now, so any tutorials are going to be on a first-draft level, especially considering that the feature isn't fully crystallised yet. But if the community's efforts with older features are anything to go by, then there will be more in-depth tutorials coming that make us of or reference to whatever relevant terminology is being employed. TL;DR the playerbase as a whole is still in the discovery phase.
 
I dunno, again, that feels somewhat obvious?
What is obvious to you and me is not obvious to FD....
In the Odyssey missions I found blueprints for buildings, transport, and a ship. Now this is another unnecessary load in my inventory. Although, as it seemed to me, these were obvious things for colonization.

We build a primary port and bring in 35 tons of fruit and 13 units of non-lethal weapons. And the population of the port is 4,000 or 5,000 people. All these recipes are made up with a break from reality. There is no guarantee that the same thing will not happen with the development of systems. In the end, all this fuss with colonization loses its meaning.
 


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 choose which packs of ships and modules will be sold, as with carriers. e.g. mining focus or military focus
Although I wouldn’t want to see any of your incentives introduced for various reasons this one surprises me as it strikes me of more likely to put commanders off even more than the fact we aren’t the boss of the system just the architect. Ship and module packs are a major disincentive on FCs, and I see no reason they would be introduced into colonies as an ongoing cost to the architect. I expect shipyards and outfitting to work as they do in any established system.

  • 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.
15Ly is a stumbling block at least but only a huge issue if this was base building.
 
Just woke up, have we had any confirmation of the increased points situation? I saw another person here confirm they didnt have it so was wondering if we had any opposite claims besides the video
 
Although I wouldn’t want to see any of your incentives introduced for various reasons this one surprises me as it strikes me of more likely to put commanders off even more than the fact we aren’t the boss of the system just the architect. Ship and module packs are a major disincentive on FCs, and I see no reason they would be introduced into colonies as an ongoing cost to the architect. I expect shipyards and outfitting to work as they do in any established system.
Sorry if I wasn't clear, I'll edit the post. The shipyard in my system just stocks the Sidewinder and Hauler. I'm not suggesting the player has to pay to stock these things, just they we might be able to specify what categories of ships and modules should be stocked, to fit with the economy of the system.
 
o7
Does anyone have a planet that disappeared from a system when they were building a structure? Here it goes from 3 to 5 now :
Maybe I confused beer with explosives when delivering it?
#Poof

IMG_0443.jpeg
 
Last edited:
Do you have this system fully explored? After they updated the game on Thursday I lost data from my systems and needed to scout again
Yes, the planet disappeared between two deliveries, without unloging (same session). Rebooting the game don't change anything.
Edit : it reappeared with the scanner, effectively. Thanx o7
 
Last edited:
Back
Top Bottom