Elite Dangerous | System Colonisation Beta Details & Feedback

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.
Late to this discussion which is very dear to my heart as I desperately wanted planetary settlements approx. 50km apart for races. Even 100km would have been alright but the 200km I've observed is a bit too much for the average SRV race. To my mind there's two possibilities. It may be that there really is no specific reason for the current limits other than they didn't want settlements on top of each other and simply plucked 100km (in practice and possibly by mistake 200km) out thin air. Or perhaps it's to do with avoiding overlaps in local instancing? Specifically what I mean is, approaching an Odyssey settlement used to kill my old PC's CPU (I'm guessing something to do with all the assets involved and/or generating all the on-foot npc path activity) so it's possible that fdev have set the limit to avoid the game having to bring two (or more) sets of ground asset and npc path generation into existence at the same time (which could potentially have serious performance issues). I'm actually really hoping it's the former and that fdev will lower it a bit.
 
Feedback at it's core can pretty much be summed up in:-
1- The entire system is pretty bare bones. There is a lack of gameplay depth and active mechanics (like mining, trading, combat).

2- It's just a bunch of hauling. Like come on Frontier it doesn't take a genius to tell this will get really old really fast.

3- Poor or outright lack of documentation.

The way I see it and I honestly say it with all due respect .. Frontier needs to make up it's mind. Is Elite Dangerous going to be the focus of development and updates to elevate it to a core live service of the company or .. not?
This halve measures of pushing bare bone updates / "live beta", to keep players engaged, is not going to cut it.
It goes without saying. But if elite dangerous is going to get the focus and resources it deserves to become a profitable live service, it needs more.. MUCH MORE than this.

Seconded. Trailblazers adds cool new colonization and build mechanics, but the shallowness is disguised by massive hauling requirements.

It's just claim a system, place a facility, hauling 10000000x to build it. The novelty wears off. There is insufficient gameplay variety and a lack of depth to utilize the facilities.

The Architect should receive special treatment for building the colony and have a special facility to live in / hang out.

It's disappointing that Frontier calls this "feature complete".
 
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Cap population? Ho much an Orbis station will add to population? 100k peoples. You'll need 10 Orbis stations to get only 1 mln. Compared to systems with billions humans. What you want to cap here?
You have no idea how the population gain is being calculated. Is it a flat gain? Is it a base value multiplied with SoL, Wealth, Dev, Tech?

Does an Orbis in a developed system also give 100k? Or maybe 250k?

We dont know this. Yet...
 
As recommended by the senior community manager, I created an issue: https://issues.frontierstore.net/issue-detail/73254

Happens on orbital construction platforms as well. I suspect it's intentional because if the construction finishes while you are docked and offline, what happens to your ship?

Might have already been mentioned, but if you are landed on a surface construction site and try to quit, you get the 15-second "you are in danger" delay before you can quit. Is this intentional?

It's an extremely small inconvenience, but anyway.

I imagine you will end up at the nearest orbital, or need to use stuck escape to get back to your ship, or maybe it appears on the ground in range of the bases weapons and if you are in a restricted area it get blown up? I think it's intentional.
 
More deeply explained proposition about space stations and ground installations upgrade.
Also, it has 2 types of colonization - being an architector or an owner of the system.
Also, productivity of ground stations should depend on the type of planet and the percentage of resources available on it, productivity of orbital stations should depend on the types of resources in rings and asteroid clusters, plus the ability to import resources from planets.

1. Architector:
  • determine construction sites and station types
  • cost (in tons of materials) is rather high (he builds a typical installation)
  • receive profit from delivering construction cargo
  • population varies from minimum (necessary to service stations and settlements) to maximum, determined by the income of the population andproductivity of agricultural farms; can vary from minimum to maximum depending on the level of security and the level of development of the system
  • in the case of such BGS events as pirate attacks, epidemics, etc., underdeveloped stations and settlements can be abandoned and will stop working until they are restored
  • stations and settlements can be improved, increasing their productivity, the number of supported population, the level of technology and security of the system;improvement options are limited compared to the system owners
  • the architect's rights can be transferred to other squadron members
  • the income received by the architect is minimal
2. The owner of the system:
  • the cost of the CC is 100 times greater
  • can rename stations and the system
  • pays for all delivered construction materials in full (construction is entirely at the owner's expense)
  • the initial construction of the station is cheaper (requires less materials, owner build a barebone station) compared to current prices, but the improvement options are significantly higher
  • determines the services present on the station (the same as on an fleet carrier) and pays for their work
  • pays for the work of the station as a whole
  • must pay for the cost of protective turrets and the system security fleet (the larger the fleet, the higher the level of security)
  • pays the salaries of the security service and the pilots of the system fleet
  • can maintain a fleet for mining minerals from rings and asteroid fields, for transporting goods between stations and deliveringproducts from ground settlements to stations; the larger the fleet - the higher the productivity of stations in the system
  • can leave their goods at the constructed stations and settlements of the system (as well as on an fleet carrier), give such an opportunity to members oftheir squadron
  • can order the movement of ships (theirs, security services)
  • can reserve a certain volume of manufactured products (pre-pay, and it will be stored in the warehouse)
  • determines the type of goods produced at the stations (but within the level of technological development of the system)
  • gives small advantages to minor factions (BGS), allows you to spread the expansion of your PP force into the system (regardless ofthe distance to the nearest base)
  • the level of income received by the owner is significantly higher, compared to the income of the architect, but the owner bears the costs ofmaintaining the station and security of the system
3. Improving stations
  • landing on autopilot (initially not available when built by the owner, initially present when built by the architect)
  • advertising (initially not available when when built by the owner, initially present when built by the architect)
  • station defense turrets (not initially available when built by the owner, initially present when built by the architect)
  • maintenance services (repair, refueling, replenishment of ammunition)
  • increase in the station fleet (hangars for security ships, mining, transportation within the system, ships belonging to the owner and members of his squadron)
  • the possibility and types of modules and ships sold on the station
  • you can increase the positive effect (productivity level, level of technology development, maximum population of the system, etc.)
  • you can decrease the negative effect (deterioration of living conditions of the population, deterioration of the security level, etc.)
  • additional services (material traders, tech brokers, interstellar factor, etc.)
  • increase in the volume of stored goods (size of the station warehouse)
  • increase in the volume of goods in the bar (Odysseus)
In overall, being the architector is profitable during system colonization, but will give less advantages and small revenue; being the owner is expensive during the system colonization and initial stations upgrades, but gives more advandages and higher revenue after full system colonization (including stations upgrade).
 
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Seconded. Trailblazers adds cool new colonization and build mechanics, but the shallowness of the feature is disguised by massive hauling requirements.

It's just claim a system, place a facility, hauling 10000000x to build it. There is insufficient gameplay variety and a lack of depth to utilize the facilities.

The Architect should receive special treatment for building the colony and have a special facility to live in / hang out.
To begin with, he should be greeted by an Architect, not a commander.
I'm not even talking about placing a portrait of the Architect's avatar on the main port.
 
Happens on orbital construction platforms as well. I suspect it's intentional because if the construction finishes while you are docked and offline, what happens to your ship?



I imagine you will end up at the nearest orbital, or need to use stuck escape to get back to your ship, or maybe it appears on the ground in range of the bases weapons and if you are in a restricted area it get blown up? I think it's intentional.
This bug has already been encountered. I think it's just moving to the prison station at critical moments. For illegally entering the ship, the builder.
 
This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton tutorial, however thanks to feedback we have been made aware that the screen highlighting this wasn't displaying as intended on the live version of the game. We are looking to get this resolved in a future update.
This is the second reference to the System Colonisation Tutorial. Can Paul link to this please. I have not seen anything with this title ?
 
Might have already been mentioned, but if you are landed on a surface construction site and try to quit, you get the 15-second "you are in danger" delay before you can quit. Is this intentional?

It's an extremely small inconvenience, but anyway.

As recommended by the senior community manager, I created an issue: https://issues.frontierstore.net/issue-detail/73254
I too noticed this and as I was deciding where to land last night before closing the game a thought struck me - I think this might be the non-obvious way they addressed a different issue from earlier. Right after the release many people, myself included, were parking their ship on the colonization ship and closing the game without this warning. Then the construction would be finished, either by another commander or the main commander before closing the game, and the colonization ship would leave. The main commander would then be stuck since the place they landed on doesn't exist anymore and could not start the game without using the "stuck" option to recover things. Knowing this I was careful not to stay parked near the completion so I never had the problem but read many posts about it.

I think perhaps they made the landing a dangerous place, triggering this warning, to prevent getting stuck should the construction finish. If you can't stay parked there (which the message say you'll be moved if you close the game) then you can't be stuck if the colonization/construction ship leaves.

Hopefully you issue will be responded to to clarify if that is what's going on and the intended mechanism.
 
google translate.

In my opinion, the upgrade is good, but the point about doubling the price of a new station is absurd. If it stays that way, colonization will be useless for me. For a single player, this approach is not feasible. I think that if you're doing something only for people in groups, there's nothing for others to do. The size of resources is already gigantic, but if they also increase, then excuse me, I don't sleep, eat or go to work, but only to transport tons of goods here and there. It's absurd.

I hope you reconsider these absurd decisions and don't forget that there are other players in the game, not just groups of players.
 
Overview of Trailblazers Experience

Current Progress and Objectives
To better contextualize where I am.

I have completed a Tier 3 Orbis in a system and have three constructions completed with a fourth to be completed this evening. I am working on flipping the "owning" PMF to mine since the originating beacon was from someone else. This is to be completed prior to constructing another orbital or surface port.

Primary Port Construction
  • It was not readily obvious where the originating port was going to be.
    • Recommendation: A different highlighting or contrasting color in the architect view should be used to indicate starting port.
  • Because of the first point, it was not readily obvious that you needed to supercruise to the System Colonisation Ship (SCS)'s location to see it jump in. I missed its arrival.
  • The construction interface does not show a tally of original amount needed and delivered, just the remaining amount. This meant I had to build my own tracking documentation in Excel/Google Sheets.
  • While I appreciate being able to check in on the status via the system view for my colony, it takes a lot of steps to get there, which meant I had to rely on my spreadsheets far more than in-game data for progress.
  • Resolved: CMM Composites were an awful experience to get originally but the increases for stockpiling and production helped a lot.
    • Recommendation: If you want a material shortage to add hauling/sourcing challenge, please consider orbital materials rather than planetary. That said, we are seeing shortages of Emergency Power Cells and some other materials lately, so we will see how it goes with time.
  • Docking at the SCS was frustrating as it often did not offer a pad on the side I arrived on.
  • With the completion of the port, the SCS disappeared when jumping out rather than properly jumping out. (So I missed the arrival and departure.)
  • I really like the musical stings for completions.
Supporting Infrastructure and Planning
  • Since it appears we cannot change/remove/upgrade planned construction, it is important that we are able to plan.
  • The increase in construction point costs were not obvious.
    • Recommendation: Items that can cause construction point cost increases should have a contrasting text warning architects in each construction description.
  • The statistics for various infrastructure do not readily define themselves, but this may be an intentional vagueness to let people figure it out.
  • I am terrified that putting down a construction plan will either give me the wrong construction, or be placed elsewhere.
  • Docking at an installation construction site will occasionally cause the Autopilot to try and merge with the central pillar leading up to the habitation ring.

I eagerly await being able to claim another system.
While the moment-to-moment hauling isn't exactly "fun" since it's repetitive, I am having a blast working on planning and building my current system.
 
Just curious, what did you build?
a small pirate port, a large port , nav beacon and comms array , now on the govt building. but seems i getting stuck on that one or trying to get out of the instance. :)
 
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Hey folks,

Just to assure you, your feedback is being gathered and shared. It would make our lives a lot easier if you are able to keep that feedback clear and concise, just so we can better get your message across.

Obligatory reminder that this is a Beta, which means things may not always work as intended. We do intensive testing in house but our teams are bound by the mortal constraints of individuality and have not yet harnessed the power to create multiple clones across the multiverse. There are some things that only testing on a large scale can bring to light and that's what the Beta is helping us with. We've already had some great reports and feedback so thank you to everyone so far.

When we have updates to share we will let you know.

On another note, if you encounter what you believe is a bug or issue please immediately report it on our Issue Tracker as this will help investigations proceed more quickly. Likewise if you encounter any account issues please speak to our Support Team so they can help you out.
Howdy is there any info on how long the "Big Pause" is gonna last, even a hint would be greatly appreciated o7 and cheers

Think of it this way would be one more person to help you test lol ;)
 
The color lacks the emphasis that is being built on the ground. On this planet. It's a small thing, but it feels good.
 
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I think perhaps they made the landing a dangerous place, triggering this warning, to prevent getting stuck should the construction finish. If you can't stay parked there (which the message say you'll be moved if you close the game) then you can't be stuck if the colonization/construction ship leaves.
Except you can. When you log back in after quitting, you'll still be landed there.
 
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