Elite Dangerous | System Colonisation Beta Details & Feedback

The new CMM Composite is the Insulating membrane.

PLEASE IMPROVE INSULATING MEMBRANE SPAWN RATES.
As others have commented, I don't think this is really necessary.

I can't fill up the entirety of the insulating membranes requirement in one trip, but that's not the only commodity I'm transporting. I go to a station that has those membranes and steel, pick up whatever membranes have spawned since my last visit, and fill up the rest of my cargo hold with steel. The membranes requirements is being filled in a few trips. It's not a real problem.
 
Can confirm. I think I had to move over 200 km away before I was allowed to plunk down another base.
This. I was somewhat disappointed, because I had a plan to build few settlements rather close to each other, but I had to move away 200km before I was able to place second base.
I wonder if planet size plays any part in what actual minimal distance is.
 
Please use this thread to share feedback on costs/resources/distances/times.

Please direct any bug reports to the Issue Tracker.
Feedback on the current costs of colonisation:

Commodity-wise, everything basically looks fine now that CMMs aren't a major pain point. Insulating membrane is still an issue and should probably be produced more.

Construction points - two or three issues here. Firstly, tier-1 planetary outposts require a lot of resources, but they only give 1 construction point. This should really be increased to 3, given the cost and utility they provide. Alternatively, they could be made into T2 constructions instead, costing one or two points and giving one T3 construction point in return.

Secondly, large Odyssey settlements are the only thing to provide 2 T3 construction points. This should be expanded to more things, particularly Coriolis starports and asteroid bases, but perhaps other constructions as well.

Finally, while I cannot confirm this myself, I have heard that point costs for constructions double once you've completed 10 constructions in your system. This directly punishes anyone who wasn't min-maxing a T3 starport/base from the get-go, and adds nothing to the system. If it's a bug, it should be fixed. If it's not, it should be fixed anyway
 
This. I was somewhat disappointed, because I had a plan to build few settlements rather close to each other, but I had to move away 200km before I was able to place second base.
I wonder if planet size plays any part in what actual minimal distance is.
If two dirfferent installations belongs to different minor factions, and they are too close to each other - the game will not know how to process ship kills, who (which faction) shell put a bounty on pilot's ship. I guess, that's the reason why installations has to be far enough from each other.
 
Maybe also a bit of indication for construction sites that they support Large landing pads as well, regardless of the size of what is being built there. Tested with my Cutter after ordering the construction of a space farm, and indeed, could dock. This makes things easier.
 
If two dirfferent installations belongs to different minor factions, and they are too close to each other - the game will not know how to process ship kills, who (which faction) shell put a bounty on pilot's ship. I guess, that's the reason why installations has to be far enough from each other.
I understand there's some reason, somewhere, behind that 200 km rule, but I don't think that's it.
There's 15km (or something like that) no weapons zone around settlements and stations. You will get a fine or bounty inside that zone if you fly with deployed hardpoints or do something illegal. Outside that rules are the same as everywhere else in that system.
Maybe there's some technical consideration involved - for example to not spawn too much traffic in one area, since every port spawns their own set of ships flying around, landing, taking off, etc.
 
No, when you build an Outpost as the primary port the system economy immediately takes on the economy type of the outpost. For instance in a system I started with a Science Outpost and when construction finished the system immediately showed a high tech economy and the outpost market had high tech goods for sale.
Interesting. I first built a Coriolis, then 3 space farms to raise the standard of living because all mining operations reduce it and I wanted a mining economy so counterbalancing the standard of living drop seemed logical. Then I built 2 mining outposts, then an extraction settlement which was required before building an extraction hub and I'm now in the process of building an extraction hub. From the second I placed the extraction hub the system economy changed from Colony to Extraction.
 
As others have commented, I don't think this is really necessary.
I can't fill up the entirety of the insulating membranes requirement in one trip, but that's not the only commodity I'm transporting. I go to a station that has those membranes and steel, pick up whatever membranes have spawned since my last visit, and fill up the rest of my cargo hold with steel. The membranes requirements is being filled in a few trips. It's not a real problem.

I found membranes also and stocked up on them. o7
 
What I've found somewhat unfortunate (And what SHOULD be better explained by the game) is that your initial construction isn't just "What you build first" There is a noticeable permanent effect based on what facility you start with since the primary port doesn't actually consume and of the 'Tier' points you need in order to afford it.

This is a significant issue particularly for smaller groups or even solo players who might not have the time to start off with a tier 2 or 3 but want to build it later since it means your route to said facility will be in effect crippled from that single choice you can't change aside from waiting a full four weeks for the claim to expire and praying someone doesn't claim that system before you as you're locked out.

It would be nice if we got a slightly more relaxed rule where the system owner gets one of each port tier without needing to pay the construction points. This equalizes the worth of each system no matter the ordering of construction required. To show an example, compared to a Tier 3 start, a Tier 1 start would require 12(!) facilities before even beginning to think about building a Tier 3.

And if the reports of there being scaling construction point costs I've heard from my friends are real, you're looking at more like "Fill every single orbital and planetary slot to get one Tier 3 Starport"
 
I found membranes also and stocked up on them. o7
I must admit I had no problem getting enough membranes for a coriolis station whilst getting other bits and bobs. unfortunately my feel carrier isn't big enough so the project has now ground to a halt but it won't be a shortage of membranes that causes a problem
 
I must admit I had no problem getting enough membranes for a coriolis station whilst getting other bits and bobs. unfortunately my feel carrier isn't big enough so the project has now ground to a halt but it won't be a shortage of membranes that causes a problem
The bits and bobs phase is more enjoyable to me than the straight 7-10 runs to get the high level items.
 
Something similar happend to me. Someone suggested it could be that it needs a "body" to orbit that isn't the star. Nothing from FD though as to why.
 
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