Elite Dangerous | System Colonisation Beta Details & Feedback

hey fdev - it is time to fix the issue where purchases from FC markets don't show up in your ship until you visit another market. This is v.annoying with Trailblazer as Construction Services when building a new location don't count as markets so you can often end up having to go back to the FC in order to have the goods show up.


Coming up on three years for this ticket now. Please don't let it hit three years (y)
 
Real question, how do we decide which model of asteroid base if we have 2 type of ring on the planet?
so far i can tell i see nothing desscribing about it. i provide some screenshot about it if anyone could give me insight in how that would be really helpful 🙏


luckily i got icy asteroid field where i originally wanted to plant the asteroid station but maybe this could be a consideration for the future update alongside the orbit positioning bug fix 🫡
 

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But this is the problem. I figure in the current state of the economy... paying NPCs to do, say, and outpost, should cost no less than 10b credits... 100b for an ocellus.

That's valuing based off an ability to earn 1b per hour (which is less what some can do).

Edit: is the average player going to be pulling that in? No way... and that's the problem with the botched economy and it's impact on the game.... we've got some people saying 25m is too much for a claim, some saying 1b should be a minimum.
I am one of those who are for the second option.
Claiming the system should be expensive!
There is no normal use for credits.
Without bragging, it doesn't make sense in this game, but I don't do ANYTHING to earn credits in the game, I average about 1b a week.
I don't really do anything for it.
Because if credits had any normal meaning and use, I would do this 1b for one hour.
And other than that i give away a huge amount of bribes and donations in the game. I think at least 300-500 million per week.
I believed (as usual in vain) when FDEV was told that colonization would cost substantial credits.
But it turned out that colonization costs only a lot of time for a dull game of mule..

The proof is slightly lower in the screens. Over the past two months (what Inara shows)
My pilot multi-billionaire with 12.5b
Let him carry at least 10% of what I need to carry, since he takes 10% of my income
 

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Real question, how do we decide which model of asteroid base if we have 2 type of ring on the planet?
so far i can tell i see nothing desscribing about it. i provide some screenshot about it if anyone could give me insight in how that would be really helpful 🙏


luckily i got icy asteroid field where i originally wanted to plant the asteroid station but maybe this could be a consideration for the future update alongside the orbit positioning bug fix 🫡
Снимок экрана 2025-03-05 191955.png

My lone asteroid.
I got caught in the gap between the rings:)
But interestingly, this is still considered an asteroid field.
Despite the fact that there are no ordinary asteroids around, when flying from the station and choosing the wrong vector, I will constantly be in the area of the gravitational field
 
hey fdev - it is time to fix the issue where purchases from FC markets don't show up in your ship until you visit another market. This is v.annoying with Trailblazer as Construction Services when building a new location don't count as markets so you can often end up having to go back to the FC in order to have the goods show up.


Coming up on three years for this ticket now. Please don't let it hit three years (y)
In fact you don't need to visit other markets. Just close it and re-open it and this will do. But the fix will be pretty much appreciated.
 
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It would be nice to have access to the galaxy map view 'System Claim Mode' (1st video here) at all times. During this pause I have been researching potential systems and this mode would have been useful (as restricted as it is) if only to give a view of the 15LY radius. In it's current state the galaxy map is not very useful for this purpose, mainly because we cannot add multiple filters.
 
View attachment 421090
My lone asteroid.
I got caught in the gap between the rings:)
But interestingly, this is still considered an asteroid field.
Despite the fact that there are no ordinary asteroids around, when flying from the station and choosing the wrong vector, I will constantly be in the area of the gravitational field
Ah yes, I built mine like this as well, and not much asteroids around my base, only 3 spinning around it.
 
A question to devs:

I am making a medical facility, but the required combat stabilizers are illegal in most systems, and hard to come by like H.E. suits, so I had to buy them from a Stronghold ship.
Luckily, when they scanned me, they didnt give me a fine, but gave me a small warning , regarding the locals :)

1741953460591.png


I mean; I am building a medical facility, not a pirate hideout or a secret weapons installation. Why the illegal material needed? :)

Question 2: Someone mentioned how solo commanders can cope up with squadrons. Maybe blocking simultaneous builds in the same system will slow a group down; ie. cant start another facility before 1 has been built.
 
The problem is the economy is a busted waffle in terms of balance.
If FDev whould want to fix economic, it shell make a money sink first. Colonization is a perfect way to make pilots spend their money. Together with colonization, FDev should fix those mission stacking, Robigo missions, gold delivery missions and others ways to make big money quickly. Instead they invent more and more activities that do not use money - engeneer materials, odyssey goods, now colonization hauling. Probably, next they will invent Vanguard Points, which will allow to improve ships even more, but of cause, those points will not be sold for money. :)
 
The claim price is fine. To implement real credit sink they need to add option to pay for npc delivery of materials.
The price can be x3 or x5 of galaxy max price. You can make the deliveries be timed slowly.
Give us an option to tick a material on creation. Hauling is really boring, even if you could skip 50% its still massiveTIME SINK.

Add renaming of sytems for arx.
 
The claim price is fine. To implement real credit sink they need to add option to pay for npc delivery of materials.
The price can be x3 or x5 of galaxy max price. You can make the deliveries be timed slowly.
Give us an option to tick a material on creation. Hauling is really boring, even if you could skip 50% its still massiveTIME SINK.

Add renaming of sytems for arx.
Or you can pay the patron faction to deliver goods with a cooldown period. ie. 25 Million for 1/10 mats, every 1~2 days.
And in the end; "unfortunately, pirates attacked the haulers since it was a low security system, and only a quarter of materials made it" :)

Kinda makes sense, or else why put security installations anyway?
 
A "medical facility" eh? Like, a dispensary of Totally Legit medicine for Totally Legit "patients", for sure.
Sssh.. , not so loud... I didnt install a security installation just for that purpose. After combats, either side has to go somewhere to get healed. Now, can I make money just by giving them 1~2 paracetamols and send them away? ;)
 
After Building a chain of ten systems/stations for our faction, about 30 installations etc including large ports and trying to figure out how that all functions together, one whish i would have for the final version of this:

Let us be able to destroy and abandon a facility and rebuild something new.

We havent yet figured out the mechanics here and we are trying a lot out. I am fine with all the hauling and grind, but not to be able to destroy an installation and replace by something else is hard. We may end up with lots of crappy build systems in the first instance.
A bit of a shame....

Thanks FDEV. By all feedback, the new feature is supercool and really enjoyable.
 
We need this type of UI to help us on the builds so we can tell what we need to build for whatever direction we wish to take the system and to see what the status of the system is currently in. This would provide not only guidance on a build but also quality of life and extend gameplay further if we can can get direct feedback like this from the game.
Proposal_for_FDEV_to_their_new_colo_effort..jpg


Otherwise we are blindly building random things and have no idea why we can not unlock specific things and no idea if we are close enough or not to unlock a feature.
This also will stop people from building nothing bug the maximum giving building in attempt of hoping it works and seeing systems looking the same with little to offer.

If we can have a feedback like above, it could tell us "oh we need 3 points to unlock a shipyard" so we build a smaller building to give that three points in "tech" for example instead of placing a 3rd large same building. Adding us a chance to build variety of buildings without fear of running out of space.

Also a deconstruct button is needed, even if this takes an entire week or until maintance restart to remove the actual building, at that point we can cancel it if we want to keep it.
 
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