Elite Dangerous | System Colonisation Beta Details & Feedback

The color lacks the emphasis that is being built on the ground. On this planet. It's a small thing, but it feels good.
 
Last edited:
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.
 
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.
Two small settlements that I can walk between

two extraction settlements.jpg
 
Could someone explain to me what exactly does the construction point increase affect? I have only colonized one system and built three installations in it (and about to start a fourth), so I haven't even paid any attention to any construction points or how they work. How is the construction point increase hindering your colonization?
It makes building a 2nd t2 or t3 port take twice as many lower tier settlements and hubs to build. This makes it so that a lot of systems will never be able to have more than 1 large port unless you started the colonization with one of the larger ports since it bypasses the point requirement.
 
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, hauling, hauling, hauling, hauling, hauling, hauling, hauling to build it. There is insufficient gameplay variety and a lack of depth to utilize the facilities.
I agree that there is a lack of depth, or Rather lack in showing the Depth of colonization. Missing Menus with information etc.

I find that you are oversimplifying it by stating it's only "Claim a System, Place a Facility and Hauling, Hauling, Hauling..."
Beyond the Hauling and Building we have plenty more we currently don't fully understand. Such as what Does Tech Level Influence, Wealth change, Standard of living, Development, Security change. How does Certain buildings in a single system combine. How to get a System to produce CMM composites, or other material. How can the Player Influence the state of the system, Anarchy, Food scarcity, Boom etc. There is some depth in those systems that we currently don't understand fully.

In time we are gonna learn those. Much like any game. Instead to me I feel that the game does a horrible job at showing the depth of Colonization. Menu's that provide some "Hidden" star system information that players can use to effect their star system. to start I would like a Menu that Shows What all combined buildings provide for my system. Is there low security? is my potential population high, but standard of living low so I can't keep up with the cap? There is currently no menu showing that information. I've made 1 such suggestion before here for a mockup: https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10571183

Not to mention how my system will tie in with the influences we have as pilots in the galaxy.

tldr: There is Depth to the system. We lack proper menus to show the depth. therefore it feels shallow.
 
I've seen the comments about build costs increasing for more than 2 stations and haven't waded in yet but I think I will now.

Most of the complaints seem to be suggesting that it's bad because there's no clear indication that this is how it will work, both beforehand, during and after. I agree with that. But this is Elite Dangerous and I'm amazed some of you aren't already acutely aware that this game doesn't do "in house" very well, in general. That said, I think all of the data should be available in game. Even just deciding whether to build a type of ground settlement demands that you fly to a surface... just to browse the options, costs and related benefits! This is not good.

But... and I stress this again... if there's a game on the planet that heavily relies on third party support (to the point where I'd say most players outright love it for that fact), then this is that game. I don't like it, nor have I ever. But it's just how it's always been and I doubt it'll change with this new feature. Nonetheless... I wish for this to not be the case and so would fervently support better in game data/documentation. I'm just tired of asking for it, having spent years doing so with little success.

My issue with the complaints so far is many have said the above but... it's clear that wouldn't make them happy at all, so why mention it? Like, the paraphrased argument of "this is ridiculous! Why can't we just do what we want? It'd be OK if it was even made clear to us! But it's not!" to me just reads as "I want to do what I want". The part about obfuscation is irrelevant to that person. Hard disagree with that sentiment because I lump them into the below category of complaint.

I think a soft cap, which this is, works better than a hard cap (which some have suggested would be better, but I have no idea why). No one said, before this went live, that we would be able to blithely blast up 25 stations in a system and nothing else, if we decided that would be fun. The feature needs to work well within the framework of the game. This soft-cap means systems will be balanced. You still get the option to build lots of stations if you desire, but you need to balance it. A hard cap of just 2-3 stations wouldn't work either, because then you'd still have players throwing up three stations with no infrastructure to support it. This is obviously aimed at achieving balance across systems, which is based on the game's existing framework. Anyone just saying "let us build what we want!" don't seem to me to be particularly interested in any of that and I simply don't think it's their call. The number of configurations commanders can utilise within their own systems is hugely varied, despite this soft cap. I think asking for the soft cap to be removed entirely is unreasonable and I don't support it.

The only argument remaining is whether doubling the cost is reasonable. And to that... I can't argue either way. It's not my game, it's FD's. They know better than I do as to whether that's right or wrong. I think players asking for scraps (i.e. conceding that the soft cap is required but just want it to be reduced so they can build more stations) are welcome to ask but I fail to see why it's so important, either. That said, if FD agree and reduce the scaling then, cool.

I just don't see it as a huge deal breaker, either way. It is, by far, the lowest concern I have with this feature.
 
Last edited:
Onto Feedback that I hope can be taken constructively and in the best possible light.

  1. Please reconsider and work to compromise on the increased point cost to either a flat rate increase or a linear one, not just doubling.
  2. Longer term additions can be to add other gameplay loops like generating missions that will reward supplies directly to a construction effort (without the need to haul them over yourself) which will allow things like mining or combat to be used to advance the construction. Think things like rescuing a convoy that delivers supplies or providing mined materials to someone who will turn them into items that get contributed to the construction.
  3. The new Refinery contact is a great new addition as a concept but the conversion rate and the items it is usable for are not very useful as they are widely available supplies. Taking it to the next level could be to introduce the addition of the mining specific materials like Bromellite and Alexandrite etc being refined with things like steel or titanium to create other products like CMMs. This would give mining a more direct boost and keep it player engaged as miners can fill carriers with these ores and then other people can come buy them and do the refining themselves using purchased steel/titanium/etc. This makes it so CMMs cannot be spammed but giving mining a direct usage that drastically can help colonization.
I have been enjoying the system colonization and enjoying trying to plan things out and make something that is mine but there are things that need to be addressed and could be used as jumping off points to even more greater systems.
 
This is my bad, it should say "help screen" rather than tutorial to be clearer. I have now edited the post.
The fact that it wasn't in any screen affected multiple players in planning their system. What measures are going to be in place for those affected.

Also. After probably seeing that large parts of communities feel like it has now been deemed an unnecessary punishment and should be removed. How or what has the Dev team been considering about this point cost metric? Is it considered in the balancing process or won't be touched at all? If not what are you looking for in balancing the Trailblazer update so we can help you better with the testing.

I've seen very negative reactions to the point cost increase when it was found out from those that are against it. Along with discussions of it leaving as is or changing how much it increases from those for it.
 
This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton help screen, 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.
although its understandable as loads of systems would be spammed by Coriolis and Orbis, Sim-Wise it doesn´t make to much sense.
If I get a large System (and there are several with 50 to 100 bodies) gradually populated by building settlements, infrastructure etc. there should be an adequat number of markets as well.
I agree that it makes no sense to have 3 or 4 Markets (Coriolis/Ocellus/Planetary Ports) for a System holding 10K Population, but limiting the number of markets for a System which can hold Millions? Thats the same as if you would say "sorry Guys, just one Oxfam and one Walmart for whole London Area" ;) I guess you get my point.
On the other hand - if one populates a System to that point the increased number of points wouldn´t be a problem I guess......
All the hauling will be....
 
This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton help screen, 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.

Since this potentially important information is not currently included in the game, can you perhaps enlighten us what this is?
 
While the update has been great, i am a bit dissapointed that we can't build a small HUB for ourselves. All we can build are things that are gonna be used by other NPC's. I wish we could build a small home somewhere in our Systems.
I see nothing wrong with the idea that this could be added. I do think it should be limited. I don't think we should just be able to throw up dozens of homes for ourselves. But absolutely one is reasonable.
 
Except you can. When you log back in after quitting, you'll still be landed there.
Oh really. My game told me if I logged out my ship would be moved to a "safe" place. I didn't try it though and instead moved to another place proactively so I knew exactly where I was at. That is very weird then.
 
I don't have a problem with scaling costs for ports. That's understandable. Looking at how many settlements/ports I had planned out with the assumption of no increase would have made for a very busy system.
 
I see nothing wrong with the idea that this could be added. I do think it should be limited. I don't think we should just be able to throw up dozens of homes for ourselves. But absolutely one is reasonable.
The wrong is in the semantics already - IT IS NOT YOUR System !!!
You are only planning/developing it.

Actually, as Architect, I just would build the primary Port and than set up the construction-sites as proposal. If the Factions in Primary Port are interested in that architectural proposal, they will deliver the Mats to establish the Installations - if not, well so be it, I am the architect, not the general contractor.

RP off - off course I develope my Systems - but what I wrote above is what an Architect would do.
 
Last edited:
This system (Costs increasing) is an intended process. This was planned to be made clear in the System Colonisaton help screen, 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.
Intended process, and terrible idea, that undermines the whole point of the feature.
 
Feedback:
- All planetary hubs I've build so far are floating off the ground.
(Not that I care to much, but just a FYI to the devs)
  • Could we pls get rid of the fluff "lights" at the orbital construction sites?
  • Overview panel of what the influences are of constructions. (dynamic)
  • Add landing pads and related gameplay to hubs idc if people are still on horizons. (no one cares about the horizons scan "gameplay" loop)
 
Last edited:
Oh really. My game told me if I logged out my ship would be moved to a "safe" place. I didn't try it though and instead moved to another place proactively so I knew exactly where I was at. That is very weird then.
thats the same message you get if logging out at the Tharg-Sites - and the same result - your ship stays where it is/was
 
Back
Top Bottom