Elite Dangerous | System Colonisation Beta Details & Feedback

Hi, since the colonisation is back online I get every couple of minutes disconnected from the server already 40 times today, obviously I checked my internet and rebooted pc, I download next to the game (limit the rate to 200kb) to verify my connection is stable, only the game is losing the connection. Run fast.com next to it and there I have 55Mbps. Error Code Mauve Adder and Opal Cobra, purple Phyton I can not play anymore, so all my open missions will fail, please revert the changes what you did with the connection since it broke my game
 
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So are the constant server disconnections that started 3 hr. ago from this post time connected to something that was done in the UK evening to the servers? Because on https://downdetector.com/status/elite-dangerous/ it looks like it started at 7 my time. I had 6 people on my stream experience server drops.

More likely due to colonisation being re-enabled, thousands of people flying around to claim even more systems, and thousands of colony megaships jumping all over the place.
 
Well I finally found a working colonisation rep but she won't let me claim a system. Just keeps telling the claim was unsuccessful, no explanation.

Happened to me earlier. Someone else probably got in first but the game hasn't updated. I flew elsewhere, claimed a different one and it worked first time.
 
suggestion (probably a repeat of others): Allow people to voluntarily renounce/release system architect claims so others can pick them up (still first come first served, and the original architect’s work would stay unchanged). This way if people are chaining through “OK” systems to get to a “great” one, the OK ones don’t have to languish as single outposts for all time. Key here is voluntary- not saying people should be forced to. Seems like a win win - people get the targets they want and re-opening systems for further development will add some more variety and interest.

Unlikely, as it could turn into a form of system hoarding/gold farming.
 
Now I can take part in Trailblazers I've been doing some research and I don't think the materials required are that bad in infact very reasonable nearly all the small planetary settlements require just over 2800 Tonnes in total medium just over 5500 in total and large just over 8500 thinks that's very reasonable. The same goes for most of the installations lowest are just over 6600 highest just over 10000 tonnes and that's for all the materials required. Yeah when you look at the bigger starports it goes up dramatically but you could easily fill your system with small, medium settlements and installations without burning out infact I think I could build one of the small settlements in a couple of hours same may go for the installations. Just my opinion but doing the research has really helped have found quite a lot of decent info on here, if people weren't obsessed with building the biggest first then maybe they wouldn't burn out so quickly and also realise for the vast majority of things you can place it's easily doable in not a huge amount of time. To a certain degree same goes for the construction points they're a lot of buildings you can place without needing construction points which give you a grade 2 point which then will enable to build something that will give you one or even two grade 3 points that would be needed for the bigger stations. Again this was posted by someone on the forum very very useful taking this into account I don't think the point system is unfair when you build strategically instead of trying to build the biggest first and keep building big but that's just my opinion. Happy designing all o7

The materials required list is called the Construction Requirements Matrix and it's by a chap called Vasja it's posted hear on the forums...
 
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I placed my Coriolis to orbit the sun.

Interestingly it did not put it where I placed it. Instead it created an additional new location in my system. It placed it in the asteroid field.

Edits:
  • Hmmm, I definitely chose Coriolis, because I 100% know I asked for no truss. But there is no way for me to confirm if this is actually going to become a Coriolis or Asteroid base. Except the little icon in the system map is the Coriolis icon. If asteroid base is chosen is the little icon different? (I know it should be, but is it?)
  • The rename function shows me the Coriolis symbol, so hopefully it is correct.
  • The construction site is the same distance from the sun as the navigation beacon. The system map shows two more potential slots towards the sun. I find that interesting. I'm not sure how a stn can possibly be placed closer to the sun.
  • There are a couple sparse asteroids floating around. Hardly noticeable. You gotta look to see any. But I guess it is technically in an asteroid field.


View attachment 421265

To prove I'm not crazy, this is what my system originally looked like.

View attachment 421267
This is a known bug, CMDR Mechan did a video on it. Please add your upvote and comments to the issue tracker here: https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10576264
 
Material requirements are well balanced. Colonization benefints are not balanced with build time requirements. And exhaustive hauling gameplay is not balanced with pilot's expectations. Variety of gameplay process can fix the balance. Contracts with NPC pilots, where you spend money gained from all kind of gameplay activities. Or different kind of gameplay activities that help colonization. Even for the very last CG there were 2 activities - hauling of materials and "Protect Deliveries" with combat. But for colonization we have only hauling. And nothing in return, except ability to name stations.
 
FDev: I think that the Trailblazer and Colonisation is a great addition to the game. Accepting that all Beta testing will have outages, I seem to hit my time available to a significant number of these and the time available to complete the spaceport is shrinking! Please extend the time to complete by a week to allow much needed extra time to complete the hauling needed. Thank you, Cmdr Aldrin
 
So I was able to claim my second system yesterday, so thanks for reopening colonization. Grow the bubble. Then paint it green ;-)

Wanted to do some hauling, but can't play. Repeated Mauve Adders prevent me from reaching my target. After three times in a row flying 45k Ls it is enough.
 
My two pence after I've been building for a while.

Firstly, great addition, really enjoyed building something permanent

Pros:
  1. Leaving a mark in Elite, love the idea
  2. Materials for construction are about right I feel. I am a space Dad, limited time, but I've managed to build an initial outpost, two planetary bases and a couple of those orbital thingies.
  3. Well fleshed out for a beta
  4. Good choices in what to build, you can literally do it your own way
Cons:
  1. There is SO much information that is obscured. If I build an {insert structure} here, what can I expect to see? What does a +10 to living standards actually mean?
    1. Shipyards in a Coriolis for example- we think you get one when tech level is high enough but....it's just educated guesswork
    2. List of materials on a structure that you're currently constructing- needs to appear in the 1 key menu under Transactions
    3. Why aren't missions appearing in my space station? What do i need to do to rectify/ boost this?
    4. How do I boost the amount of 'stuff' I have on sale in the Commodities screen?
  2. So many QoL improvements are needed, but this is a beta and I am confident you are listening and will start to implement these after, rightly, the bugs are squashed.
All in all, enjoying it!
 
Zrzut ekranu 2025-03-15 015159.png

After clik on the system in claim contact I can't see any details here.... multiple stations/accounts, the same problem.
 
A few bugs:
1) The indicator used to tell you when you are close enough to exit supercruise to reach a location (turns blue etc) is happening further out than it should when I reach locations. I might not have reported this one since its nice leaving a little quicker than I should however, I was trolled by this today it turned blue then changed its mind and I had to re-enter supercruise again to drop out a few moments later to finish my journey. I certainly need it to be consistent when deciding if I am close enough to reach a location (I am not sure if this relates to the Beta or not but it is a bug I have experienced frequently for construction sites).

2) The gravity well symbol indicating you are going to fast in supercruise needs reworking especially relating to construction sites. First issue I have with this is, I have done a tiny over boost of supercurise to get me going (around 1C) and had the sun directly to my back and a construction site maybe 7 light seconds ahead and it says gravity well, this to me makes no logical sense since the sun is definitely the only gravity well that matters in this instance and is directly behind me. Anyway the actual bug is the gravity well message is appearing when I have not done any boosting at all while traveling to the same construction site (described above). This makes me think the constructions sites are not working in a way this feature was made to interact with.

3) The escape trajectory for construction site close to stars is actually pointing towards the sun at times, which I am certain is incorrect (As shown in the picture). I will also add that its happened twice while building my asteroid station so probably not the most important issue.
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4) Naming stations, I've seen that several people have stated they cannot name stations. I have tried to name two stations, the first one worked fine and showed instantly. The second one I have tried to do today on my military outpost, which was the first outpost I created and this has not shown like the first (the ARX has been deducted). While I do not know if this is a bug yet since I have to wait the 4 days and several hours to know for certain. I wonder if the issue is with renaming the initial station used to claim the system. I thought I'd mention this just in case it helps with diagnosing the issue with naming stations.
 
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2) The gravity well symbol indicating you are going to fast in supercruise needs reworking especially relating to construction sites. First issue I have with this is, I have done a tiny over boost of supercurise to get me going (around 1C) and had the sun directly to my back and a construction site maybe 7 light seconds ahead and it says gravity well, this to me makes no logical sense since the sun is definitely the only gravity well that matters in this instance and is directly behind me. Anyway the actual bug is the gravity well message is appearing when I have not done any boosting at all while traveling to the same construction site (described above). This makes me think the constructions sites are not working in a way this feature was made to interact with.
"Gravity well" means that your current speed is higher than the fastest you could accelerate to from zero without SCO.

This is mainly caused by gravity, but there's also always been a smaller effect for stations, signal sources and other deep space POIs so that your choices for reaching the 1000 km drop window aren't "30 km/s" or "a substantial fraction of lightspeed". Presumably this effect isn't caused by gravity but by some other analogous interference with your FSD. Having done a fair bit of testing, the construction sites don't behave any differently to a normal station or signal source in this respect.

So as you approach the construction site, it's pseudo-gravity will take effect and bring up the message - especially if you've used any SCO boosting to accelerate before that point.

(But this is rather too long an explanation to fit into a HUD indicator, so it just shortens it to "Gravity Well")
 
Smaller systems seem to get no shipyard, if not accidentally (since we have had no detailed information about it) build to an obscured system.
We do already know that high-population systems get more good stuffs. That's been part of gameplay since... I don't know. But before Horizons, even. I'm willing to suspend disbelief to the point a single Cmdr can command resources to build one Outpost, but building an asset and capability sufficient to run a shipyard is going to take time. Seems reasonable you don't just get one straight away.

In fact I spend a lot of my time visiting relatively large systems thinking I will be able to swap ship only to find there's no working shipyard where you'd really expect one. This isn't new to Trailblazers.

My Feedback: What an abysmal design choice. Fdev should be aware that setting up a just a homestation might be something people want to do.
They spotted the need for a base and shipyards several years ago and gave us Fleet Carriers.
Not everyone is interested in building a huge system.
So buy a Fleet Carrier. If you spent the time to build an Outpost doing exobiology instead you'll easily afford one.
At least enable these features for the architect...
Otherwise it is simply disrespecting player time.
So they are enabled. You just need a well-established system to get a shipyard. Buy a Fleet Carrier meanwhile.
 
Just completed the medical facility today, but it looks a bit funny, and I cant enter the settlement now :) .
Probably it would be in the correct place next Thursday.

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- "Dear Cmdr. Larssen, may I know who gave you an architect's diploma? The newly built Medical installation is blocking the entrace to the asteroid spaceport!"

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me: - "My plans are correct, officer. It is the civil engineers who built it in the wrong place! It should have been built 3 Ls away!"

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Is it intended by FDev that the BGS tick for conflicts is at best guess every other day now? Or is it a side effect of overloaded servers?

It's hugely frustrating putting effort into winning conflicts and seeing no outcome for that day.
 
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