Elite Dangerous | System Colonisation Beta Details & Feedback

Anyone know what the message 'system link error: Security response unavailable' means?
The reason I ask is every time (a few times it feels like every time at the moment) I drop out of supercruise to reach the construction area for my asteroid base, I am seeing this message and I am still close to the construction area but looking the wrong way (off by about 90 degrees or so). I just wondering if this is a game feature or a bug I need to mention for the Beta (which is why I am asking here).
You normally get that message when there are no system Police available, like in HazRez.

O7
 
Mind a 4 truss Coriolis is 70k+ commodities, not 53k. Even though the ingame screens show no difference.
Only when its the initial port that you build. the second and subsequent Coriolis costs 53k ish. There's a 34% tax on the first Coriolis port for "infrastructure".
The trusses do not change the cost, only whether its the initial port or not.
 
Well, unsure if this is intentional or just an oversight, but League of Reparation is back. Lock up yer... Jamesons?

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Yeah pretty sure this is an oversight in Squadron creation and the "Power of Colonisation" since their homeworld is the mythical "TEST2" system... I've filed it here https://issues.frontierstore.net/issue-detail/73458

For those without context: League of Reparation was a faction introduced, and eliminated, as part of a story arc a few years back.
They functioned like a normal faction, but since Factions can't be removed, they were "hidden" by being moved to the aforementioned TEST2 system. So if you were allied with them before they disappeared, you can align your Squadron to them... and thanks to Colonisation, means you can repopulate them

Or alternately... hey FD... new plot about the LoR rising from the ashes?

(EDIT: And thanks to the small cadre who expedited this build to test this!)
 
So after much thought I am of firm standing that we need a better system overview panel this that way we can see where we are for our systems wealth, current tech level and such. I've looked and I haven't found anything of the sort the only real information we get on our system is the security rating changing as you build stuff.
Also if anybody has figured out how to get their markets to actually start filling up with commodities please let me know either in a tagged message here or in a DM.
I have a running theory that we might be required to completely fulfill a station's first demand list entirely in their commodity market. But that hasn't worked or triggered anything so far.
 
I have read the posts and agree with many of the comments and suggestions.

However my attitude and feelings toward Elite have changed with colonization in a positive way for the following reasons:

1. I seem to appreciate the size, scale and effort to construct large space stations now. I didn't appreciate that before. Every time I land at an existing large station to do business, work on my fleet, or get materials I appreciate the size and beautiful design of the large stations.

2. I am spending more time on my planets discovering the beautiful views of other planets, moons, nebulae, ice, rocks, planetary stations, etc.

3. At first I was rushing to claim systems. Now I am relaxing, enjoying working the two systems I have, taking my time. I have my eye on a third but its ok if I don't get it. I do have one Coriolis after rushing it, but if it takes months to build my next large orbital station or other stations I am good with that, it should take along time. In reality it will take decades when humans do it. I want to enjoy the experience not rush everything.

I hope the development team will make adjustments from the customer comments in this beta. Having worked in software development for years, this beta was in my opinion very successful so far in that it worked with a very high volume of transactions and engagement along with many excellent customer comments and suggestions to make it better.

I also appreciate the well thought out design of colonization. And I commend the development team for their design and build of this game changing colonization functionality. Their experience shows.

I am hopeful the changes they make from their customer suggestions as a result of this beta...will make this a success for us and for Frontier.
 
The biggest complaint I have so far about this system is the fact that when I buy something from a fleet carrier and fill my hold it doesn't actually appear in my hold unless I go back to the purchase screen. This is also new behaviour, so they knew that forcing us to the main menu to load our hold was making us frustrated, but it would be nice if FDev could put the code in the spot where you close the purchase screen. I really don't understand why it works any different than any space station that I buy from.

It would be great if they made it possible to go to your captain's chair on your fleet carrier and use the control panel to change the orientation of the fleet carrier. There should be a way to rotate the entire carrier in space at 15 degree intervals. I have found that when I am loading and unloading my carrier and it is aligned right, it helps with the amount of time it takes to dock and leave to run another load. Additionally, beyond helping with the space trucking this would make it possible to get great views on the bridge and deck.

I still think that it should also be possible to move the carrier in normal space without having to jump it. That should be determined by taking a ship to where you want it to "fly" to and marking the spot with a beacon of some sort.
 
to what end ? you can toil for hours "discovering" trading info around you as you try to be smart about where you're jumping to avoid just blindly wandering around and spend an entire game session getting nothing done but "research" ...or you can use an interface made by someone who cares about their user's time and just shows them where what they want
You could have just said you'd rather do it in the Inara way. That's fine, it's a choice, but it's not the way the gameplay was designed, so shooting holes in the gameplay with Inara is a bit silly.

(but has to use a roundabout crowd sourced third party setup to do so).

it would be one thing if there was interesting and fun gameplay involved in this "research" phase. But it's not. it's just repetitive tedium. The deep screens in the galaxy map are not good interfaces.
I didn't mention a "research" phase like it's a slog of visiting 50 settlements, I just suggested that occasionally you need to hop over one system to make better use of the in-game tools, on the occasions where you run down a blind alley using the UI, which 90% of the time literally tells you where all the goods your looking for are. That's not "repetitive tedium."

Most of the rest of the post seems to be attacking this "research" straw man, so I will just reiterate the actual point: if you play the intended trading game, it's quite good fun as a goal itself.

And Trailblazers has shown a whole bunch of players that this can be the case.

And it doesn't matter now that the economy is nonsense as a whole - again - Trailblazers addresses that, because it wants you to find Composites. It doesn't care how much you pay for them. It reintroduces the gameplay of finding them. It will continue to be broken for say Rare Goods or Platinum but that is not of the slightest relevance to Trailblazers or my point about Trailblazers and trade.

I shouldn't have to navigate into the galaxy map to deal with trade. I should be able to, right from the commodity board, get a list of nearby sources (that i can actually land at in my current ship) and click on them from there to plot a course and be done.
You can literally actually do that, in the UI we have now. If you have criticisms of the game, you need to base it on facts about the game, not... whatever you're railing against here.

And when they dont carry barely any stock and you've now wasted valuable time with nothing to show for it?
Right, but you can infer how much stock there will be from the clues like population.

SInce the rest of the post is either attacking the research straw man, or just plain ignores features which actually are in the UI, I'll stop now, except for one point I agree on: it's very stupid how difficult it is to find out the size of landing pads.
 
The star fills the entire view from my Construction Ship (which is pointing right at it when you're on the landing pad!) And I'm in the fourth slot out.
View attachment 421384
That's why I picked a Scientific Outpost. Gonna get a lot of science done with THIS many photons.

EDIT: 6.8ls out from the primary. Mercury is about 193ls. Surface temp of this star is about half of the Sun, but even so, yikes.
I guess that is why orbital stations require insulating membranes.
 
The star fills the entire view from my Construction Ship (which is pointing right at it when you're on the landing pad!) And I'm in the fourth slot out.

That's why I picked a Scientific Outpost. Gonna get a lot of science done with THIS many photons.

EDIT: 6.8ls out from the primary. Mercury is about 193ls. Surface temp of this star is about half of the Sun, but even so, yikes.
My Coriolis construction platform is 1.64 Ls from the sun. The system map shows two spots closer, but I haven't tried placing anything in them yet.

Construction Platform.png
 
I'm willing to suspend disbelief to the point a single Cmdr can command resources to build one Outpost
You are playing a game in which you can buy not just one but a whole fleet of spaceships and travel from galaxy to galaxy. There is a lot of suspension of disbelief here - because it is a game.
The point is, do you think that whole expansions should only be available to the few or to everyone who obviously want to play the game.
I believe that it is more fun to be able to do all the things in the game without them being a chore.
 
Can we please get the ability to select the slot our carriers jump to in the target system/body?
By far the most annoying thing about colonisation is the carrier always jumping to the other side of the planet for literally no reason.

In a similar fashion, please make the colonisation ships just do a simple check of "does this ship approach from Port or Starboard" and assign a pad on the "correct" side.

I'm fine with hauling ~250k tons of stuff to build a stubby Orbis that's a "proper" Orbis' redheaded stepbrother, but gosh darn it to heck some of the RNG elements drive me up the wall :ROFLMAO:

Edit:
Oh and make the "transfer all" button default for the colony ship construction services interface.. also no reason why that shouldn't be the case.
Player built stations also aren't facing the right way like "normal" stations do, which would be nice to see "fixed" (not sure if this is intended or not 🤷‍♂️ )
 
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Hi All :)

I've recently built a Coriolis station (with help from other players) but I've not proceeded further with the system build. (until I've fully understood the building structure).
One thing puzzles me though, I notice the station is not rotating (well it wasn't last time I looked), hence there's no artificial gravity in the station (I debarked my ship and had a look round).
Is this normal and if so will it automatically change to rotation at some point?

Jack :)
 
The biggest complaint I have so far about this system is the fact that when I buy something from a fleet carrier and fill my hold it doesn't actually appear in my hold unless I go back to the purchase screen. This is also new behaviou
This is an old bug that has been in the game for some time - but, if using the market(s) on your FC is not a regular thing, it would go unnoticed.

It was fixed once, briefly, following an update, but 'broke' again the next and has remained so.

This affects both normal market and secure storage.
 
One thing puzzles me though, I notice the station is not rotating (well it wasn't last time I looked), hence there's no artificial gravity in the station (I debarked my ship and had a look round).
Is this normal and if so will it automatically change to rotation at some point?

If the station is complete construction wise but not all functions are active yet then it might be that you'll have to wait till the Thursday tick for everything (including gravity) to come alive.

Is the concourse still under construction and mostly devoid of NPCs?
 
If the station is complete construction wise but not all functions are active yet then it might be that you'll have to wait till the Thursday tick for everything (including gravity) to come alive.

Is the concourse still under construction and mostly devoid of NPCs?
Yeah... it's feeling like the active game loops for colonisation are realtime (such as finishing prereq facilities etc)... but bgs things like markets, missions etc need to wait till thursday because (probably server syncs and stuff)
 
Hi,

after the disconnection problem with the server was gone in the afternoon it is back again today, not so bad like yesterday that every couple of minutes the, but connection is gone, but still I am in the middle of a fight and the connection is breaking down, so whatever you did with colinisation and the connection, please increase the retry counter or the timeout to compensate the bigger server load.
 
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