Elite Dangerous | System Colonisation Beta Details & Feedback

The only FC I've seen selling goods was insulating membrane for 1 million a ton.

When players are distorting the economy like this, there has to be a safety valve of some kind.
That's "participating in the economy", not distorting it.

There's three possibilities for a carrier like that:
- the NPC markets are still pretty full and it's not actually going to sell anything, so no market effect at all
- the NPC markets are pretty full but a long way away, so someone with billions of spare credits pays up to avoid spending ten minutes on a longer round trip. Someone has met a need for an acceptable price
- the NPC markets are empty, Insulating Membrane is worth whatever maximised price someone will pay for it because if they don't someone else will

(We're still in situations 1 or 2 at the moment, and if the initial colonisation rush didn't tip us into situation 3 it's almost certainly not going to happen later either)

TMK that would be ExoBio with around 120 MioCr per hour.
Yes, and I think it's possible to get a lot higher than that with Industrial source cargo missions - some of those are 50 million a time for a single A-B trip, and you can build the infrastructure needed to generate them as part of your colonisation strategy (because the expensive ones take gold and silver, which you're going to be getting anyway - but not needing for construction - from the local extraction or refinery stations you're setting up)
 
I got around that by bookmarking the individual stations I needed with a couple of words first to indicate which economy or particular commodity. Then use the bookmarks from the Galaxy Map whilst the ship is launching to set the destination. No need for Nav Panel!

Yeah, how is one keypress to get to the System Map actually different to one keypress to the Nav Panel?


You can filter the Nav panel down to just stations and settlements which narrows it down enough in most systems, especially since if you do bookmark one the bookmark shows up on the panel.
Load time is saved by using the Nav Panel instead of the local or galaxy map.

I do bulk hauling for colonies, first to an FC and then back to orbital or planetary port. For popular loading sites with lots of supply, usually all slots are filled with other FCs. I expect that if you bookmark something, you shouldn't have to scroll through the list of other FCs or other planetary installations to find your bookmark.

Currently, I do filter out all the stars, asteroids, planets, landfalls, systems, POIs, and SS. That leaves just the FCs and the Settlements. The sort right now is by distance relative to your ship, which may not be the items you bookmarked.
 
Load time is saved by using the Nav Panel instead of the local or galaxy map.
Right, but since you're selecting the target whilst the ship is either leaving the station / FC or leaving masslock, which is dead time where your hands are not on the controls anyway, this makes no functional difference.

Currently, I do filter out all the stars, asteroids, planets, landfalls, systems, POIs, and SS. That leaves just the FCs and the Settlements. The sort right now is by distance relative to your ship, which may not be the items you bookmarked.
Yeah that is annoying.
 
as I mentioned in another thread before - such "gameplay" would be have to be calibrated to the highest hourly income possible, TMK that would be ExoBio with around 120 MioCr per hour.
So that would be (792 x 10 runs per hour = 7920; 120Mio /7920 plus 25% overhead for service plus 10% lazyness-tax) roughly 21.000 Cr per Ton Delivery-Fees, PLUS the average Gal price for that commodity.
On deliveries only, that way an Ocellus would cost you ~ 5.2 Billion Cr on delivery charges only, 6.6 Billion Cr if primary port :) - good luck with that
I am willing to pay 5 billion for Ocellus, even if the NPC delivery will be 25-30 days.
And not as the main port, but to the place in the system that I specify. I can take 22K materials to the main outpost myself.
 
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No megaships on the map. Nap time.
Trailblazers on inara just get me this: https://inara.cz/elite/station-market/732943/

A service station, selling everything needed for colonisation, including insulated membranes and emergency cells, CMM.... It does seem they are added, even if not tagged on map, and with sorta low supply amounts? I wonder if supply is personal and they wont be getting drained in seconds by the ravenous hordes of colonisers. EDIT: Supply shooting up, it might not be an issue after all.

it does seem like they just need to be mapped out by people with EDMC, so they get added to inara and other relevant tools
 
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Good morning,



I have tested colonization on two systems and have come to the following conclusions:

1. There needs to be a window in the system map displaying all relevant information about the colonized system.

This would help with system development and understanding which aspects to focus on to balance different elements of the system.

For example: How do I assess happiness? The level of development? Wealth?

2. Assistance is needed in material delivery starting from the second station onward (i.e., from the first one after conquering the system).

I believe a delivery service system using Bots—where players pay both for the materials and an equivalent amount in credits for delivery—would be great to develop.

For example: I need 100 units of water, I order it, pay 1,000,000 credits for the water and 1,000,000 credits for transport.

Based on the system's security level, this could lead to different failure rates and potential non-deliveries.

For example: In a low-security system, delivery success is 40%, while in a high-security system, it's 80%.

3. The game needs a paid system (Arx) for renaming a system with a name chosen by the player, similar to how station renaming currently works.

There are too many systems with names that are very similar to others.

4. A transport ship is needed that can carry 40% more materials than current ones.

There are too many materials to transport for the stations.
 
The part with the "colony" economies needs to be fixed. The system is very opaque, and the current state will lead to torches and pitchforks sooner or later.

How bad is it? This bad. Filter is "Station Type = Coriolis" and "Population < 100k".

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Trailblazers on inara just get me this: https://inara.cz/elite/station-market/732943/

A service station, selling everything needed for colonisation, including insulated membranes and emergency cells, CMM.... It does seem they are added, even if not tagged on map, and with sorta low supply amounts? I wonder if supply is personal and they wont be getting drained in seconds by the ravenous hordes of colonisers. EDIT: Supply shooting up, it might not be an issue after all.

it does seem like they just need to be mapped out by people with EDMC, so they get added to inara and other relevant tools
Inara shows it as a surface site though? I would imagine they are more likely to be under Brewer Logistics rather than Brewer Corporation, as that is what Trailblazer Echo comes under.
 
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Trailblazers on inara just get me this: https://inara.cz/elite/station-market/732943/

A service station, selling everything needed for colonisation, including insulated membranes and emergency cells, CMM.... It does seem they are added, even if not tagged on map, and with sorta low supply amounts? I wonder if supply is personal and they wont be getting drained in seconds by the ravenous hordes of colonisers. EDIT: Supply shooting up, it might not be an issue after all.

it does seem like they just need to be mapped out by people with EDMC, so they get added to inara and other relevant tools
doesn´t look to bad, if the refresh-rates are adequate
 
I have constructed a small agri settlement, but they are not producing anything at all. What's the problem? Placement, system, lack of other infrastructure? Where all requirements are written and decribed? Do we have to build anything blindly, waste our time to see that no ware are produced and generally such construction was a mistake.
 
I have constructed a small agri settlement, but they are not producing anything at all. What's the problem? Placement, system, lack of other infrastructure? Where all requirements are written and decribed? Do we have to build anything blindly, waste our time to see that no ware are produced and generally such construction was a mistake.
I have the same issue with two Ody settlements in my colonies. I sent FDev support screenshots of those, lets see what they have to say about it.
 
To build a small outpost we need 30 full cargo loads ( using a Cutter) in a Fleet Carrier. To unload them, we have to keep the proper key pressed down for more than 30 seconds each and every time. That's 900 seconds, so more than 15 minutes lost for every outpost build.
15 minutes in which we can't do anything but to keep a certain key pressed down. Why?? It's such an easy fix.
 
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