Elite Dangerous | System Colonisation Beta Details & Feedback

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.

I know that's annoying. I just sell that stuff to myself via the fleet carrier's market now.
 
So now I've got a few facilities being built how can I see what it is I'm building, because alcohol. I've got 2 orbital somethings left to build and from the materials list they seem to be the same thing and I'm fairly sure I wouldn't be building 2 of the same thing.
Sorted, you need to fly to the installation to find out what you're building and apparently I am building 2 the same.
 
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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.

The other one I built in other system that also a medium sized space outpost is producing small amounts of stuff. The one I'm mentioning does not. Something is telling me there are a lot variables responsible for that and we do not know them. Instead we blindly build to see something is not working at all. I'd like to know optimal requiremens, if there are any, like; preferred planet type, temperature range, gravity, atmo. Or maybe these variables do not count at all and all production is based on bgs bars. If Fdev know's that it would be nice for them to explain us basic things. Now I'm pretty much reluctant to building anything at all. Leaving this colonisation game until things are explained.
 
The other one I built in other system that also a medium sized space outpost is producing small amounts of stuff. The one I'm mentioning does not. Something is telling me there are a lot variables responsible for that and we do not know them. Instead we blindly build to see something is not working at all. I'd like to know optimal requiremens, if there are any, like; preferred planet type, temperature range, gravity, atmo. Or maybe these variables do not count at all and all production is based on bgs bars. If Fdev know's that it would be nice for them to explain us basic things. Now I'm pretty much reluctant to building anything at all. Leaving this colonisation game until things are explained.

I have one well fleshed-out system (more than ten installations already finished), and it contains a T2 agri settlement that neither buys nor sells anything. Other T2 installations in that system (I have two more) do not have the same problem. Just the agri one.
Then I have a smaller colony containing a T2 high tech settlement that also buys and sells nothing.
 
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.
Yeah, it's gotten to the point where I place my stapler on the arrow key so I can sip some coffee and get a quick stretch in. Swingline to the rescue!
 
Yeah, it's gotten to the point where I place my stapler on the arrow key so I can sip some coffee and get a quick stretch in. Swingline to the rescue!
why are you doing that this way? Filling my FC I set the buy orders in market, emptying it I change that to sell (Friends & squad only ;) ) this way you also easily can keep track of how much and what you still need. and setting up the market takes way less time as your triggering with the arrows. in market you use mouse on incremental
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why are you doing that this way? Filling my FC I sewt the buy orders in market, emptying it I change that to sell (Freins & squad only ;) ) this way you also easily can keep track of how much and what you still need. and setting up the market takes way less time as your triggering with the arrows. in market you use mouse on incremental
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Good point, I suppose I could use the market facility instead, but I had some glitchy moments with it in the recent past. Perhaps those glitches have been addressed.
 
Good point, I suppose I could use the market facility instead, but I had some glitchy moments with it in the recent past. Perhaps those glitches have been addressed.
with my 3 FC it works just fine all the time (since TB started). Important as with two of them I support other Cdr which don´t have one
 
I'll add my voice to others calling for a way to change facility types after they have been built. With so little documentation on what effects what I have been hesitant to build out my systems. I think we need a way to change what types of structures you build. I would say if you want to change what type of facility you have built you should get a 50% reduction in the materials required to build the new type.
 
Is it just me, or do the amounts of commodities required for construction keep changing?
I made a spreadsheet, load the exact amount based on that and when I drop it off, I'm short 5 of this, 2 of that, 4 of those... or I have leftovers.
Same here. I even updated the sheet for every commodity after each delivery and still found discrepancies, always less than previously noted never more. My assumption is some one is helping.
 
I have just experienced the bug where I appear to have an extra construction site added to the system after I started my third space farm. Instead of appearing where I clicked it to be (Yellow box) it has appeared in the asteroid belt (red box) and I still have the original construction site available on the map. I have no free construction points available so I cannot test if the extra construction site is valid or not. Thought I'd post it here just in case it helps diagnosis.
I have seen kinda the same bug as well; an extra development location popped up after I clicked building an installation. It is therre currently, but I cant build anything on it.
 
Same here. I even updated the sheet for every commodity after each delivery and still found discrepancies, always less than previously noted never more. My assumption is some one is helping.
There's random variation for each build. You can't use someone else's spreadsheet and expect exact amounts to match. If the amounts change between deliveries then I guess someone else is delivering. I have not experienced any change from the initial amounts in 20 builds.
 
Same here. I even updated the sheet for every commodity after each delivery and still found discrepancies, always less than previously noted never more. My assumption is some one is helping.
There's random variation for each build. You can't use someone else's spreadsheet and expect exact amounts to match. If the amounts change between deliveries then I guess someone else is delivering. I have not experienced any change from the initial amounts in 20 builds.

I experienced this too. Kept close tabs of each delivery I made to the construction sight and in a few cases at the end I was short of a few units, never more than that.
 
There's random variation for each build. You can't use someone else's spreadsheet and expect exact amounts to match. If the amounts change between deliveries then I guess someone else is delivering. I have not experienced any change from the initial amounts in 20 builds.
To be clear, I am not using someone else's spread sheet. This is a sheet created by me from the list of required materials shown at the construction platform and logging on just now I have seen my first increase. Water was 0 last night and now it's 177.
 
As others have said, we badly need more complete information, specifically about what factors affect economical development and at precisely what proximities. I get home, sit down to play Elite, and I don't want to. My colonization construction has stalled. I don't feel like hauling anymore, especially just to fire blindly into the dark to see if the system will turn out as I intended, or if it will fail from lack of clear direction after several tedious hours of sacrificial game "play." I go to my computer with the intent to grab a different ship and go do something else, but the idea of playing a different game entirely wins out as more appealing. If trailblazers is going to be the theme for the year, it needs to carry itself better.
 
As others have said, we badly need more complete information, specifically about what factors affect economical development and at precisely what proximities. I get home, sit down to play Elite, and I don't want to. My colonization construction has stalled. I don't feel like hauling anymore, especially just to fire blindly into the dark to see if the system will turn out as I intended, or if it will fail from lack of clear direction after several tedious hours of sacrificial game "play." I go to my computer with the intent to grab a different ship and go do something else, but the idea of playing a different game entirely wins out as more appealing. If trailblazers is going to be the theme for the year, it needs to carry itself better.
The store is offering a T9 pre-build, with engineered FSD, power plant, thrusters, and shields. Awfully tempting.
 
Greetings Xaldafax,

I think there might be some confusion in terminology that is adding to the confusion in this conversation.

In colonization, an "Outpost" is actually one of 6 types of small space station, labeled as "tier 1" and having only small and medium landing pads. To build an outpost as an initial starport in a system, roughly 17,500 tons of goods are needed. A typical Type-9 build (with shields) can haul 752 tons of cargo per trip. Thus an outpost takes around 24 trips in a type 9 to be completed.

It sounds like you are building a much larger station. I've personally build one of the tier 2 stations as the initial starport. A tier 2 station requires around 70,500 tons, which works out to be about 94 trips in a Type-9. This might be a tall order for a casual player, but potentially doable in 4 weeks.

If you are building something that takes over 175 rounds trips, you must be building a tier 3 station, which in my opinion is absurdly huge and costs too much. Solo players have completed tier 3 stations, but none of them play casually. I think FDev needs to put a warning on any tier 3 station that says something like "This station takes a huge commitment in time, and is meant mostly for groups of players."

The time extension you request is a hotly debated feature. Building a tier 3 in 4 weeks is a huge undertaking, and honestly it needs more time. That said, the reason there is a time limit is so that players can't claim a system for the sole purpose of blocking another player or faction from claiming it. With that in mind, the initial station does need some kind of time limit to prevent griefers from indefinitely blocking systems. If FDev doesn't reduce the goods needed for a tier 3 station, then maybe 6 weeks is better than 4 weeks?

Honestly, I'm just doing what the game TOLD me to do when I tried to claim a system. It gave me only a few stations I could pick as the required step - picked a basic station that looks like the original stations. I picked one and started gathering... I don't really care if it is an outpost, station, or whatever. It is what they said I had to do to get my system.

I can haul only 384 things at a time and that is with no shield. I've lost my ship 2 times now because of issues and spent HUGE amounts of time this week. TONS more than I ever would have normally played. I still need 31 round trips (which are 3 jumps total) to get the final Steel needed.

Sure, 4 weeks might be an option but not really for casual people. Had I played my normal schedule it would have failed for sure and that really isn't fair at all.

Frontier can either support "keeping casual people" around and still wanting to play in things the game allow or they can push away that group of people to focus on hard core players and turn the galaxy into only their place to have fun... I don't see any issue or game breaking situation with allowing 1 extension. It is ridiculous that it should be hotly debated.
 
When the update released on a wednesday i was able to build my commerical outpost by the next day, it took me about 12 total hours of gametime to do it, that was without the buff. Im 99 percent sure you are not using the full size of the T9. it takes 53 total runs at 400 cargo space to finish an outpost. a T9 with the 2 largest cargo racks has over 500 cargo space
My T9 hauls 384 cargo with no shield. I have no idea how to make it carry more at this point based on what I can and cannot do in the game. I am building the required stations it gave me to claim the first system. It required over 175 runs (something like that) when I stared. I am still needing 31 round trips and I played for many hours more than I ever would each day.

I'll make the month just barely and it is ridiculous that I am not allowed 1 extension. Just ridiculous they expect to lock parts of the game away from people that play casually. Just push more and more people away...
 
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