Colonisation should be more expensive

This may be a controversial or unpopular opinion, but I really think the barrier to entry for Colonisation has been set far too low. 25 really is pocket change to claim a system. And we make a profit hauling the commodities required. Personally I think taking on a full system should be a substantial commitment and the claim price should be more like 500 mill.

Apologies to the newer commanders that this would effect, but I'm not sure it makes sense for commanders just out of flight school to be a able to take on managing a system and building stations. It should be a goal you should want to work towards as you build your rep and wealth in the galaxy.

The current expansion has been crazy. Within a week commanders colonised 8000 systems and built 15,000 stations. A check on Elite wiki tells us that before now the full bubble was 20,000 systems and 66,000 stations. That means that within about a month we will have doubled it's size. The current bubble took like 1000 years to build! The current pace is both game breaking and lore breaking and just doesn't make sense.

Having system claims actually cost a substantial amount of credits will also give us something to spend our fortunes on. Most commanders are billionaires with nothing but an FC to really use them for after you reach a certain point in the game.

I think currently it's just too easy to claim systems and build stations. It really should be an expensive endeavour that requires thought on where to lay the claims. Not just have commanders claim everything in sight because they can.
The real expense is the effort required to build all the stations and ports. I'm fine with the price. As said, it's basically a token amount for a land claim, and not to own, just to be given the rights to build in that system. The fact we earn credits for delivering materials indicates that we don't own anything in the system.
 
A new player who can't even afford a type 8 yet can easily fall victim to biting off more than they can chew with a colonization claim. Especially if they don't have enough experience with the game to understand the gravity of just how big of an effort moving that cargo can be.
Some new players regularly bite off more than they can chew. Grind for a Cutter but cannot afford the rebuy. Grind for a Fleet Carrier but cannot afford the upkeep. And so on. It's not outrageous to expect a player to be aware that, maybe, colonising a system and building stations in it might be a big effort.

It's going to be a bloodbath in a few weeks when the initial wave of colonization claims start expiring. There are already players begging for assistance with construction of their initial station and those cries will only increase in number and desperation as the threat of falling short and their work evaporating before their eyes draws closer.
Players "begging" for assistance is a bit demeaning. Sure, there are some efforts going on to organize assistance, but it's hardly begging. It's what this community does.

So some initial claims will fail. I think that is to be expected. Part of this game is also to fail and, possibly, learn from your mistakes.
 
There are already players begging for assistance with construction of their initial station and those cries will only increase in number and desperation as the threat of falling short and their work evaporating before their eyes draws closer.
Who is to blame if they cannot complete their chosen task in 4 weeks, FD or the player? (I had a Coriolis 60% complete on the Saturday after Colonisation was released, I'd looked at the Tier 3 option and decided I was unlikely to complete it alone - as it goes, the squadron helped out on the Saturday and we completed the station - but, I would still have completed well within the 28 days, even solo)
It's going to be a bloodbath in a few weeks when the initial wave of colonization claims start expiring.
Well, enough salt to desalinate the Atlantic, for sure. All by players who chose to build whatever they were building...
 
Yep, keeping in mind it is a very optional feature of the game that grants a solo player next to nothing. So after the initial playing around, learning what its about and the general mechanics I imagine most cmdrs will move on to the next new feature. Or return to their regular gameplay.

Remember PP 2.0? After reaching whatever desired rank why both continuing? For a solo player there is no logical reason at all. Unless the player just likes puttering around which is absolutely fine.
Exactly. My interest in this has been hauling stuff for friends who are setting up places because we just want to build something as a group. Profit and maxing out every body with tier 3 stations doesn't come into it. We just to build something we like the look of, which is probably how this was intended.
 
. A new player who can't even afford a type 8 yet can easily fall victim to biting off more than they can chew with a colonization claim. Especially if they don't have enough experience with the game to understand the gravity of just how big of an effort moving that cargo can be.
Sorta like when the game first started and you bought that next ship, only find out the hard way you need more than E rated modules and that flying without a rebuy wasn't very smart... You licked your wounds, learned from your mistakes and got back on that horse.

No different here... Your mistakes will cost you time only.
 
A new player who can't even afford a type 8 yet can easily fall victim to biting off more than they can chew with a colonization claim.
An aspect of this game is it does not gate most content. So if a new player wants to fly their unengineered class E sidewinder into a HAZ RES site, I believe they can.

I realize the Trailblazing update is the 'New Thing" being released and system claims can be done by any cmdr. There is no gate. Obviously it is a much better idea for a new player to get a decent FSD and Thrusters and some reasonable engineering.

Perhaps you would prefer if content was gated. I don't see the need. If a new player makes a system claim and it expires whoopeedoo.
 
Colonization is NOT a credit sink by any definition. The 25 mil upfront cost is paltry, and after that your actions are all technically generating profit. An ABYSMAL profit compared to anything else that you could do with your time, but a profit. You make a profit over galactic average offloading supplies at construction sites and you get a weekly check from the colony after that. The colonization mechanic is pretty blatantly a credit faucet, just a clogged one with poor water pressure.

What it IS is a massive TIME SINK with the herculean amount of cargo that you need to build a single T3 structure much less fill out a star system. People keep claiming that it's supposed to be a team effort but every facet of the colonization mechanic revolves around a singular player except that third parties are permitted to donate to the cause at no benefit other than the paltry profit that construction sites offer above market average.
As said, park a Fleet Carrier there, buy high and sell low to make the profit worth it for others to engage with. There's your credit sink to potentially balance your time sink.

EDIT; just make sure you complete the buy orders before doing the sell orders or you'll end up in a credit whirlpool as someone buys to sell to then buy again and sell etc...

EDIT 2; actually I think that's moot as I don't think you can set up to buy and sell a commodity at the same time.

EDIT 3; though it might be better to do the unloading yourself as there's nothing to stop a CMDR from taking your low priced goods and selling it to another carrier for even more profit.. I guess the true answer would to be able to hand out hauling missions on your carrier to keep everyone on the straight and narrow. Probably out of the scope of Vanguards, but it sounds like it's step in that direction at least.
 
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Yep, keeping in mind it is a very optional feature of the game that grants a solo player next to nothing. So after the initial playing around, learning what its about and the general mechanics I imagine most cmdrs will move on to the next new feature. Or return to their regular gameplay.

Remember PP 2.0? After reaching whatever desired rank why both continuing? For a solo player there is no logical reason at all. Unless the player just likes puttering around which is absolutely fine.
I think the third option of people who enjoy architecting out their own system will be a reasonable chunk too. I've done most things in this game, apart from long-distance exploration, and for me at this point colonization gives me a great reason to jump into the game and while it's probably going to slow down to a more measured pace, I don't see me getting bored with it any time soon.
 
My opinion on the matter is that the current system is akin to predatory mortgages and that the small upfront claim cost undersells the amount time and effort that is needed to transport tens to hundreds of thousands of tons of material to a star system. A new player who can't even afford a type 8 yet can easily fall victim to biting off more than they can chew with a colonization claim. Especially if they don't have enough experience with the game to understand the gravity of just how big of an effort moving that cargo can be.

It's going to be a bloodbath in a few weeks when the initial wave of colonization claims start expiring. There are already players begging for assistance with construction of their initial station and those cries will only increase in number and desperation as the threat of falling short and their work evaporating before their eyes draws closer.
Well, I would suggest that players can afford to spend 25 million on colonising a system are in most cases going to be the sort who already have the credits to have at least a T-7/T-8. The prevelance of stations in the game means no one can be surprised that the massive thing with 40 docking pads that we can all see is kilometres long, is going to need a fair amount of metal to build. Personally if I was coming at this as a new player I'd be building the smallest station possible, and then only after having an A rated hauling ship that could do it.

This is actually why I think FDev have got the 25 million amount right. Trivial to most, but enough so that anyone who can't afford a medium cargo ship to actually build anything is likely to be put off until they can afford the right tool for the job.
 
Who is to blame if they cannot complete their chosen task in 4 weeks, FD or the player? (I had a Coriolis 60% complete on the Saturday after Colonisation was released.
70% on my Asteroid station which I didn't realize until later requires more materials than a Coriolis.. I thought the shell of the asteroid would reduce the amount lol. I'm currently loading up my carrier for my last full trip, I'm pretty confident that I'll be done by the end of the weekend. And that's solo, because that's how I roll(o).

I do also agree 100% that it's on those who initiated the construction of the shiny Tier 3 station if they didn't look at the requirements properly, though to be fair, I know what it takes to fill a carrier and unload it so I knew what I was taking on and knew that it was definitely going to be an effort, but a doable one. Though after finishing my base, and checking helping my son out with his outpost if needed, I think I will see if I can help out with Ida and aid getting some more CMDRs over the finish line before the time is up.
 
I do also agree 100% that it's on those who initiated the construction of the shiny Tier 3 station if they didn't look at the requirements properly, though to be fair, I know what it takes to fill a carrier and unload it so I knew what I was taking on and knew that it was definitely going to be an effort, but a doable one.
I did look at a T3 and decide I might not finish it in time...
Oddly, most of the hauling I did wasn't in loading and unloading my FC (twice the work), but, instead, jumping with my cutter to & from the supply systems. I probably saved a tiny amount of time in doing this, but it was much more fun than just shuttle work, with added bounty vouchers from the NPCs who wanted a slice of my tasty cargo!
 
I did look at a T3 and decide I might not finish it in time...
Oddly, most of the hauling I did wasn't in loading and unloading my FC (twice the work), but, instead, jumping with my cutter to & from the supply systems. I probably saved a tiny amount of time in doing this, but it was much more fun than just shuttle work, with added bounty vouchers from the NPCs who wanted a slice of my tasty cargo!
I did a carrier load first and lost at least two hours vs flying directly to suppliers, and it was much more pleasant to load and unload once, as you say. Carrier-owner experience worked against me. This wasn't like a CG with a localized shortage near one dropoff point and plentiful supplies further out. The demand points are distributed everywhere, and the supply was feast or famine everywhere as well. The carrier was no help.

The lack of choice over port location was an unexpected blow, though. If mine had been much further out, I would have still needed the carrier.
 
An aspect of this game is it does not gate most content. So if a new player wants to fly their unengineered class E sidewinder into a HAZ RES site, I believe they can.

I realize the Trailblazing update is the 'New Thing" being released and system claims can be done by any cmdr. There is no gate. Obviously it is a much better idea for a new player to get a decent FSD and Thrusters and some reasonable engineering.

Perhaps you would prefer if content was gated. I don't see the need. If a new player makes a system claim and it expires whoopeedoo.
There's quite a lot of content that's gated in Elite in all fairness.

I think people who play the game for years and have everything unlocked forget this - wiping one's account does have a sobering effect.

To your point though, Colonisation is surprisingly accessible, if you ignore the required time investment. For example, I expected the initial claim amount to have at least another zero added, and delivered commodities to be "donations" rather than yielding profits.
 
I did look at a T3 and decide I might not finish it in time...
Oddly, most of the hauling I did wasn't in loading and unloading my FC (twice the work), but, instead, jumping with my cutter to & from the supply systems. I probably saved a tiny amount of time in doing this, but it was much more fun than just shuttle work, with added bounty vouchers from the NPCs who wanted a slice of my tasty cargo!
The only thing I could figure that a fleet carrier might do for you is if you're doing multiple stations in the same system where you store rarer items. Or if you need to switch to another ship but haven't yet built a station that has a shipyard.
 
I did a carrier load first and lost at least two hours vs flying directly to suppliers, and it was much more pleasant to load and unload once, as you say. Carrier-owner experience worked against me. This wasn't like a CG with a localized shortage near one dropoff point and plentiful supplies further out. The demand points are distributed everywhere, and the supply was feast or famine everywhere as well. The carrier was no help.
It can depend on the location of the supply port and the construction ship. My particular locations work out well as I'm literally parked above the surface depot and can do a round trip from the carrier and back in less than 5 minutes, and same for dropping off too. But I can totally understand why that might not sound appealing and the one pick up and drop off does sound good at this stage for me too, so even though I think it's working out as I initially found a pretty good spot, I will do some timing to be sure, if there's a system within one jump distance that can fulfill my material requirements. Though my T9 isn't equipped to deal with pirates, but it would make it worth dismantling my AX Cutter and use that instead if it works out.
 
There's quite a lot of content that's gated in Elite in all fairness.

I think people who play the game for years and have everything unlocked forget this - wiping one's account does have a sobering effect.
Some modules are gated. Some ships are gated. Some systems are permit locked.

What activities are gated?
(Often you need the correct ship or modules to be effective, but ANY cmdr can enter these activities. No restriction)

  • Entering a HAZREZ site?
  • Fighting Thargoids?
  • Visiting a Spire site?
  • Flying around a busy CG in Open?
  • Traveling to Beagle Point?
  • Engaging in PowerPlay
  • Traveling to a Planetary settlement, regardless of danger. (obviously need Odyssey for some).
  • Community Goals

There might be some activities that have gated entry, but I can't quickly think of any.There must be some. But generally not.

Edit:
It is an obvious design choice that the game allows players to make bad choices.
So yes, someone that does not have the means can make a system claim and try to build a huge Artemis space station. And fail.
 
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This may be a controversial or unpopular opinion, but I really think the barrier to entry for Colonisation has been set far too low. 25 really is pocket change to claim a system. And we make a profit hauling the commodities required. Personally I think taking on a full system should be a substantial commitment and the claim price should be more like 500 mill.

Apologies to the newer commanders that this would effect, but I'm not sure it makes sense for commanders just out of flight school to be a able to take on managing a system and building stations. It should be a goal you should want to work towards as you build your rep and wealth in the galaxy.

The current expansion has been crazy. Within a week commanders colonised 8000 systems and built 15,000 stations. A check on Elite wiki tells us that before now the full bubble was 20,000 systems and 66,000 stations. That means that within about a month we will have doubled it's size. The current bubble took like 1000 years to build! The current pace is both game breaking and lore breaking and just doesn't make sense.

Having system claims actually cost a substantial amount of credits will also give us something to spend our fortunes on. Most commanders are billionaires with nothing but an FC to really use them for after you reach a certain point in the game.

I think currently it's just too easy to claim systems and build stations. It really should be an expensive endeavour that requires thought on where to lay the claims. Not just have commanders claim everything in sight because they can.

It actually would be kind of expensive but they give you a refund when you hand your materials into the colony structure being developed lol

Before they made it any more expensive however I would think that they need to first be more profitable. My first paycheck was only like 4,400 credits. I think, for having had a tier 3 Coriolis, and having just completed my agricultural settlement, it should have been more profitable based on the starport alone. Since then, I've built three other settlements. I'm not expecting the paycheck to be much more than 50K, which is laughable compared to fleet carrier maintenance costs. I was hoping for an income that would help offset that.

If they work on the income aspect, they can help make settling the single system a little bit more of an evolved and detailed process. They could do this by making it so that you first have to build tier 1 settlements then wait for the returns in order to save up for tier 2 settlements. Once you've constructed tier two settlements you wait for those settlements to generate their income put those credits towards upgrading them to tier 3 status etc.
 
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