Elite Dangerous | System Colonisation Beta Details & Feedback

what we read and what it actually does when we do it is another diff ball game though, people have replicated what npc system has. and no cmm in sight,
Have they though? In, well, every case I've looked at so far where people have said "I did X, which should have done Y, but it did Z instead", I've looked and the answer has been "Actually, you did A, which will do Z".

This case is interesting me, but there's more information needed to work out exactly what's going on.
 
@Paul_Crowther

We need a 50ly range as nobody really cares/wants to plop down outposts every 16lys from the last one
Secondly we need a new hauling ship that helps make hauling less boring/annoying, and no i don't mean a ship with less capacity than the cutter something that has maybe double would need to exist OR let us engineer cargo racks to increase their capacity.
 
Last edited:
Asking for clarification.

Is it 2 T2 Stations/Ports, 2 T3 Stations/Ports, or a mix of either before the "Structure Tax" happens or is it 2 T2's, 1 T2 and 1 T3, or just simply 1 T3 does it?
That makes a difference in planning out systems now.
 
Questions for colonization

1) Has anyone determined what Security, Tech Level, Wealth, Standard of Living, and Development Level do? Do these affect what is available in outfitting at stations in the system or the amount of goods available for sale/demand in commodity marktes?
2) What is the connection between structure/station population increase and the displayed population for the system? It doesn't appear to be linear
3) For economy influence, is the influence uniform for the entire system or does it have a stronger influence on the nearer stations?
4) Once a system or station's economy is set, can it be flipped to something else by building enough structures that give other influence?
5) Once a system's economy is set, do stations with "colony" economy types immediately flip to the system economy or do we need to wait until the weekly tick?
6) How many structure's are needed to set the economy for a system? What happens if you have multiple structures with different influences?
7) Does the type of planet affect the amount of goods produced by surface ports or settlements on that planet? For example does a HMC world produce more industrial or refinery goods than an icy planet?
8) Does the type of planet affect what an extraction settlement exports?
9) Is it possible to make an orbital station that has an industrial economy while making surface ports that have refinery economies within the same system? Or is every "colony" settlement type set to match the system economy type?
10) When a 2nd T3/T2 starport is placed, does the construction point cost increase occur immediately after placement, or after the completion, or after the weekly tick? Maybe it's possible to build without the point increase if the placements are done quickly enough.
 
Asking for clarification.

Is it 2 T2 Stations/Ports, 2 T3 Stations/Ports, or a mix of either before the "Structure Tax" happens or is it 2 T2's, 1 T2 and 1 T3, or just simply 1 T3 does it?
That makes a difference in planning out systems now.
Initial construction doesn't count towards the limit.

Any mix of T2 or T3 ports counts towards the limit, so if you want to build 3 T3 and 1 T2, the build order matters for the eventual point cost (you want to build the more expensive stuff first).
 
Initial construction doesn't count towards the limit.

Any mix of T2 or T3 ports counts towards the limit, so if you want to build 3 T3 and 1 T2, the build order matters for the eventual point cost (you want to build the more expensive stuff first).
I knew the initial didnt count. It was more that all the reports I've seen has stated after 2 additional T2 Stations/Ports is when it increased. Dont remember any mentions of any T3 Structures.


To answer your #10. Its based on placement. Im sure they would have thought of that. Might be why we cant remove structures too.
 
Last edited:
Not sure if I missed it somewhere in the UI of a system however, assuming I have not missed it. It would be nice if we could see the overall stats of the system somewhere, showing security status, tech level status, development status etc. could just be on the normal system map but being able to see it instead of 'guestimating' might change what we choose to build in a system or choose to build next in a system.
 
As a solo player I built a Coriolis straight off the bat. I hauled like a madman for four days, only for my station to be built with no shipyard. I can't even store my T9 closer in my starport/section of the universe. After the haul and the let down, I've somewhat abandoned the system. Until I better understand the economy and the flow-on of other constructions, this "release" is dead for me. I've gone back to the regular gameplay, but it feels a bit soulless now - I can't use my credits for anything I build....
For one of the planetary stations I can't even dock there. I got an instant fine and told I am trespassing... (even though trade and dock are listed in the station services)

Let players use credits to improve/change ecosystem of stations, otherwise, what's the point in just being the builder with no input after the fact??
 
Last edited:
Let players use credits to improve/change ecosystem of stations, otherwise, what's the point in just being the builder with no input after the fact??
To add on to this. I'd like to spend credits to manually link economies to particular ports. To actually be able to influence what nearby structures use which port rather than them being "close" and with hopes and dreams.
 
To add on to this. I'd like to spend credits to manually link economies to particular ports. To actually be able to influence what nearby structures use which port rather than them being "close" and with hopes and dreams.
Part of the problem with that sort of thing is the core suggestion is "Pay credits to make things work different to how they should" (e.g different to the rest of the galaxy), which then leads to a pretty unintuitive game experience.
 
As a solo player I built a Coriolis straight off the bat. I hauled like a madman for four days, only for my station to be built with no shipyard. I can't even store my T9 closer in my starport/section of the universe. After the haul and the let down, I've somewhat abandoned the system. Until I better understand the economy and the flow-on of other constructions, this "release" is dead for me. I've gone back to the regular gameplay, but it feels a bit soulless now - I can't use my credits for anything I build....
For one of the planetary stations I can't even dock there. I got an instant fine and told I am trespassing... (even though trade and dock are listed in the station services)

Let players use credits to improve/change ecosystem of stations, otherwise, what's the point in just being the builder with no input after the fact??
was your station actually deployed or is it still in a construction state look?
 
It would be really useful if each active colonisation ship could generate a mission for non-architect commanders to subscribe to, which showed up in the transaction tab and on the galaxy map together with a real time list of required commodities rather than having to;
go into the galaxy map each time;
and then the system map;
and then the colonisation ship;
and then the build out requirements.
 
It would be really useful if each active colonisation ship could generate a mission for non-architect commanders to subscribe to, which showed up in the transaction tab and on the galaxy map together with a real time list of required commodities rather than having to;
go into the galaxy map each time;
and then the system map;
and then the colonisation ship;
and then the build out requirements.
Awesome idea! We already have a transactions interface showing missions, include the build details in there!
 
what we read and what it actually does when we do it is another diff ball game though, people have replicated what npc system has. and no cmm in sight, or the station do not produce items at all, or totally random results. example The guy above has his industrial settlement producing cmm, the other guy do not, mine do not also. (assuming they all built it on HMCW like i did.)

i do not think asking for some clarification on information from fdev is too far a stretch to accommodate?
Mine is built on an icy moon of a gas giant fwiw
 
Mine is built on an icy moon of a gas giant fwiw
After the the current round of constructions are done I should have 3 Space Farms with the IO Outpost Hub for them, 2 Mining Outposts with the Industrial Hub for them, an Extraction Settlement, an Extraction Hub and a Refinery Hub.

If they don't produce anything after all that I will be wondering what else I have to do.
 
As a solo player I built a Coriolis straight off the bat. I hauled like a madman for four days, only for my station to be built with no shipyard. I can't even store my T9 closer in my starport/section of the universe. After the haul and the let down, I've somewhat abandoned the system. Until I better understand the economy and the flow-on of other constructions, this "release" is dead for me. I've gone back to the regular gameplay, but it feels a bit soulless now - I can't use my credits for anything I build....
For one of the planetary stations I can't even dock there. I got an instant fine and told I am trespassing... (even though trade and dock are listed in the station services)

Let players use credits to improve/change ecosystem of stations, otherwise, what's the point in just being the builder with no input after the fact??
I had the same problem, but built a a tier 1 orbital Communication Station which gives +3 Tech Level and +1 Security. A day after that was finished, my shipyard was active in my Coriolis.
 
Back
Top Bottom