Elite Dangerous | System Colonisation Beta Details & Feedback

Just arrived to drop off goods and the Construction Services option is greyed out. Cannot see any reason for it and I am not wanted nor have any notoriety. Anyone else come across this and solved it?
 
What commanders hording goods to resell for max profit will find is, if they are hording, they aren't readily selling them, because they can't stem the continual tide of these things respawning in their thousands, across tens of thousands of locations, they simply won't be able to sell them for a good enough price. Contrast against something like TDCs, where there was a much more genuine scarcity, and so pricing of 40m credits per unit was entirely achievable.
I don't believe they are hoarding them for profit. They are hoarding them for construction projects.

The colonization mechanic has created a spectacular "market force" change that blew up demand way beyond the baseline BGS. I agree that the BGS generates a deflated price for these high demand commodities.

To assume baseline supply mechanics built into the BGS could accommodate the exploded demand, along with the capacity to extract/stockpile generated resources just doesn't math out. We have exacerbated scarcity because of FCs.

Given that this is a feedback thread, I do think that the takeaway is that time gating construction behind material generation rates is broken.

My recommendation is to soften the materials requirements and create mechanics around the actual construction using limpets. The brilliant mining mechanics, hacking mechanics, and theft mechanics with limpets could have been applied to construction processes with limpets. Thus generating engaging untrucker gameplay with an active personal role in construction would have gated the construction without the commodity complexities.
 
Was there any update on increasing Insulting Membranes? Every station I go to has exactly 1 unit available. I only need 173 more to finish my station but at this rate, I won't be able to get them all in the 2 1/2 weeks remaining for me.
 
If not mentioned before;
1) Please fix the UI when building (odyssey) settlements* to show the correct landing pad. As of now it shows as "medium" pad while when built they are large.
2) Please fix the UI when building Installations to show the correct landing pad, or lack thereof. It shows as "medium" pad while these can not be landed on.

*Disclaimer: as of now I have only built a scientific and extraction, so others might be/show correct pad size
 
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Insulating membrane up for grabs...
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This needs a repost \o/ so, consider it reposted
 
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I don't believe they are hoarding them for profit. They are hoarding them for construction projects.

The colonization mechanic has created a spectacular "market force" change that blew up demand way beyond the baseline BGS. I agree that the BGS generates a deflated price for these high demand commodities.

To assume baseline supply mechanics built into the BGS could accommodate the exploded demand, along with the capacity to extract/stockpile generated resources just doesn't math out. We have exacerbated scarcity because of FCs.

Given that this is a feedback thread, I do think that the takeaway is that time gating construction behind material generation rates is broken.
But this isn't what's happened? It's impossible for horders to keep up and exhaust all NPC market supplies.

FD haven't "time gated" anything. People simply don't know how to find items themselves.[1]

If you're sitting there waiting for market resupply ticks, you've failed.

There's literally hundreds of thousands of these things available at any given time... the notion that the markets aren't keeping up right now is wrong.

If it weren't wrong, i have no idea how to explain my ability to simply log on and fill a 700t cargo hold with Insulating membranes on my first visit to a station, smack in the bubble, with plenty to spare on the market.

[1] At least, not without a third party tool that makes those people compete over the same tiny fraction of the market.
 
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So, the server is wacky again .... when I want to transfer materials from carrier to ship an undescript (no text) error popup comes up with a placeholder ($) ... and "OK" button and I cannot transfer anything ...

Edit: And now after I got an "Ivory Krait" or so error it hangs on "Loading" ...
 
Yeh I got booted on warp, now stuck trying to log back in.

<obligatory> I was just 1 jump from the deal of the centaury that would complete all my building projects in one step!
 
It is also crazy how long it takes to place a settlement, it takes me between 1 and 4 hours until it even appears on the system map and I am able to deliver material
 
I don't believe they are hoarding them for profit. They are hoarding them for construction projects.

The colonization mechanic has created a spectacular "market force" change that blew up demand way beyond the baseline BGS. I agree that the BGS generates a deflated price for these high demand commodities.

To assume baseline supply mechanics built into the BGS could accommodate the exploded demand, along with the capacity to extract/stockpile generated resources just doesn't math out. We have exacerbated scarcity because of FCs.

Given that this is a feedback thread, I do think that the takeaway is that time gating construction behind material generation rates is broken.

My recommendation is to soften the materials requirements and create mechanics around the actual construction using limpets. The brilliant mining mechanics, hacking mechanics, and theft mechanics with limpets could have been applied to construction processes with limpets. Thus generating engaging untrucker gameplay with an active personal role in construction would have gated the construction without the commodity complexities.
I would have been happy with a 7 slide Powerpoint presentation showing the progress of my station being built upon completion. No, we get a black and white Brewer Corp "Nice Work Chump!" employee of the week certificate.
 
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