Elite Dangerous | System Colonisation Beta Details & Feedback

They had to do it because entire systems were getting locked up in pointless wars and the BGS basically froze.

Not related to the quote, but:
View attachment 421600

... with a further 2000 available. First station I visited. Guess thats the next three outposts, or one-third of an Orbis sorted in 5 minutes...

Insulating membranes are fine.
So it's a new change? Having to own an asset? I'm assuming only one of the factions needs to own a system?
 
Suggestion:
Can we get a filter in the Navigation panel on the ship that can show only the bookmarks?
Or sort all of the bookmarks for a local system to the top of the list regardless of distance
Or leave just the bookmarks and let us filter all other items off

The reason is that with all of the hauling that needs to be done and systems with high supply of materials, there are tons of FCs and possibly other settlements in between the source and destination that need to be scrolled through. Save me some clicks and key presses please by allowing filters or sorting. Time is money and hauling is the game.
 
So it's a new change? Having to own an asset? I'm assuming only one of the factions needs to own a system?
New as of... Odyssey I think? I can't remember... it's a few years at least.

So the problem was, a pretty regular setup for systems is: Controller =~60%, other factions ~10%. The other factions were getting locked up in wars over no assets at all (owing to the close proximity of ~10%ers, , and the controlling faction's influence was soft-locked as the entire system's remaining influence was caught in those wars.

You can still get churn, but at least it's over assets these days.
 
Bug needs fixing: We need the loading of cargo bug fixed when purchasing from an FC. This slows down the offloading process to the construction site and if a commander forgot to double check his cargo hold, it means possibly needing to log off and on to refresh the cargo.

Steps to repro:
1. Dock at an FC
2. Buy items from commodity market on FC (happens most frequently when you fill your cargo hold)

Result:
Items don't appear in cargo hold inventory right away. Commodity market screen does not show a change in cargo hold count. If you get to the construction site, the cargo still has not appeared in inventory and you cannot transfer anything to the construction site.

Workaround:
Have to exit commodity market screen and re-enter it. If you forgot to do this while on the FC, you need to log out and log back in for it to appear. Then you can transfer it to the construction site.
 
One nice thing. Its been a week or two and still no pizza boxes or garbage all over the floor.
1742175471372.png
 
Trailblazers has been a lot of fun, but here is some feedback that i would like to see enhanced in future releases:

1. More options for building stations; one option can be the mechanic we currently have in place, pay 25M cr and fetch materials. Another option could be to pay alot more and all materials are gathered already. This would assist credit heavy groups to establish shorter build times and actually start building roads out to the black
2. Interface in one of the panels that shows the current amount of mats needed for each build you have active
- +100 if that view can be shared with friends
3. Enable System Colonization contacts outside of the bubble
4. Jump range increase to 25LY, months ago i wanted 100 but i get it now...just a small increase and i think we are good :)
5. A better understanding of the BGS system and how players can optimize their systems to increase population, wealth and change the Economies of their systems

o7

*Great work so far this is amazing
 
4. Jump range increase to 25LY, months ago i wanted 100 but i get it now...just a small increase and i think we are good :)
Actually, I myself am not completely sure whether I agree with this common sentiment.

When system colonization was first announced and described, they confusingly presented it in a manner that sounded like new claims could only be done after the thursday server maintenance after you have finished colonizing your previous system, meaning that a chain of colonization could only advance once per week. Which meant an advancement of 10 Ly per week, which would mean that getting a chain of colonized systems to a distance akin to Colonia would take literally decades.

However, when the feature was eventually published it turns out that was just a misunderstanding, and you can claim your next system immediately after finishing your previous one. This means a chain of colonized systems can be built as fast as you can finish systems. Which especially for a group of dedicated players can be very fast (a matter of just a couple of hours, if not even faster. A large and dedicated-enough group could probably finish a system in under an hour, I would surmise.) And, indeed, these chains have advanced at an amazing pace since the feature was published.

Thus, there's literally no need to actually increase the range for colonization (especially since they upped it to 16 Ly already). The advancement is really fast as it is now.
 
A large and dedicated-enough group could probably finish a system in under an hour, I would surmise.) And, indeed, these chains have advanced at an amazing pace since the feature was published.

Thus, there's literally no need to actually increase the range for colonization (especially since they upped it to 16 Ly already). The advancement is really fast as it is now.

I have to agree. You don't even have to continually chain systems to reach your intended target, just ride on what other people are doing and then branch off from there.

The only thing that will slow the rush at this point are Emergency Power Cells, long supply lines and fatigue.
 
Thus, there's literally no need to actually increase the range for colonization (especially since they upped it to 16 Ly already). The advancement is really fast as it is now.
The problem is not the speed - the Problem is the Range (which actually is 15 Ly NOT 16 Ly).
With that range you hardly can reach places above/below y: 500/-500 as the average Star distance thins out up/down there its more near to 20-25 Ly, yes so unless FDev wants to bake a pancake, an increase is necessary

edit: and I strongly suspect that all them Commanders which daisy-chain out (including myself) quite quickly will discover that their "perfect" Target System will not be able to be developed to a functioning and prosper economy (no matter which type), unless they develope the intermediate Systems in the chain as well - as a Systems economy will depend on the macro-economy it via trade-routes is connected to.

So a lot of frustration and salty rants ahead "...Trailblazer is not working - I did haul so much to develope yet I dont even have a Shipyard in my Ocellus....", when those architects just forgot about the basics of infratructure management.
 
Last edited:
The problem is not the speed - the Problem is the Range (which actually is 15 Ly NOT 16 Ly).
With that range you hardly can reach places above/below y: 500/-500 as the average Star distance thins out up/down there its more near to 20-25 Ly, yes so unless FDev wants to bake a pancake, an increase is necessary
I'm not favorable to a global range increase for colonization but i would be favorable to bind the range increase to the colony development level itself, more a colony is developed, more it become capable to sustain long range colonization project, and I would have no problem at all that a fully developed colony would be able to go above the 60+ Ly range or even more.

This may also force CMDR to develop there colony instead of doing a long line of just outpost and nothing else.
 
I'm not favorable to a global range increase for colonization but i would be favorable to bind the range increase to the colony development level itself, more a colony is developed, more it become capable to sustain long range colonization project, and I would have no problem at all that a fully developed colony would be able to go above the 60+ Ly range or even more.

This may also force CMDR to develop there colony instead of doing a long line of just outpost and nothing else.
Now there's a reason to build up.

The balance point would be making sure that scales in a way that is cheaper, but not too much cheaper than just spamming outposts.

Maybe even cut down the initial deployment costs of the first station, based on development level of the system... so that it makes it more feasible to go "build this system up first, and then starting with an Orbis in the next 10 systems is slightly less daunting.
 
I'm not favorable to a global range increase for colonization but i would be favorable to bind the range increase to the colony development level itself, more a colony is developed, more it become capable to sustain long range colonization project, and I would have no problem at all that a fully developed colony would be able to go above the 60+ Ly range or even more.

This may also force CMDR to develop there colony instead of doing a long line of just outpost and nothing else.
like that - for many reasons (see my last post above).
Better even would be if the range is flexible, meaning in a system given the claimabke systems are not an euklidic Ball, but in all directions tossed to the nearest star - might be 3 LY might be 30 LY, limiting that to the next 8-10 Stars maybe?...
 
Now there's a reason to build up.

The balance point would be making sure that scales in a way that is cheaper, but not too much cheaper than just spamming outposts.

Maybe even cut down the initial deployment costs of the first station, based on development level of the system... so that it makes it more feasible to go "build this system up first, and then starting with an Orbis in the next 10 systems is slightly less daunting.
Yup that a good idea.

I would also add something, to kill from the root the spawn of "trash colony" with just an outpost, disalow completely a newly formed colony to be used to launch a new colonization as long a treshold of development level have not been reached.
 
Last edited:
Very hard to find Insulating Membranes. Even when visiting stations that carry a higher number of them (like 70 wow!), by the time you get there they are all gone. Waiting 10 minutes and trying again at the same station, gives you 2 - 12 at a time. See attached screenshot

1742183446722.png
 
Very hard to find Insulating Membranes. Even when visiting stations that carry a higher number of them (like 70 wow!), by the time you get there they are all gone. Waiting 10 minutes and trying again at the same station, gives you 2 - 12 at a time. See attached screenshot

View attachment 421634
Check Teng Yeh system, high pop and 9 refinery port available (both space and ground), our squad source the vast majority of the building material there.
Agri market also available and even high tech from the local Mahon fleet (if you have the Mahon pledge).
 
Last edited:
Yup that a good idea.

I would also add something, to kill from the root the spawn of "trash colony" with just an outpost, disalow completely a newly formed colony to be used to launch a new colonization as long a treshold of development level have not been reached.
That's where I've suggested a 10% utilisation of available build spots before you can claim a new system (based on your claim). That way, if getting in range of somewhere is your goal, you're unaffected if you're jump system is a unary, binary, ternary, or any of then with just a planet or two.

When looking for a rim system, so many big systems with a single outpost and nothing more.
 
Back
Top Bottom