Elite Dangerous | System Colonisation Beta Details & Feedback

Powerplay was revised to expand the number of ways to serve a Power, and it resulted in a rekindled interest in that game feature.

I think if there was one thing I want to see changed in Colonization, it would be to permit other activities besides hauling to promote the growth of a Colony.

I don't think it would be unreasonable to deposit credits at a Colonizer built facility to purchase construction commodities from other players / NPCs in the same way FC owners can post buy orders.
 
Powerplay was revised to expand the number of ways to serve a Power, and it resulted in a rekindled interest in that game feature.

I think if there was one thing I want to see changed in Colonization, it would be to permit other activities besides hauling to promote the growth of a Colony.

I don't think it would be unreasonable to deposit credits at a Colonizer built facility to purchase construction commodities from other players / NPCs in the same way FC owners can post buy orders.
This.

They wanted a player driven emergent economy when they gave all the FCs markets, its a massive missed opportunity that theres now way to pay players for delivering directly to our constructions.


Another way of making some space for a player driven economy, is by giving bartenders a reason to exist, as right now theres absolutely no use for oddy assets/goods once youve maxed out your suit/guns, there even was some speculation of building schematics being used for colonisation. Theyre not excessively farmable like ship engineering mats and the way to get em (ground mission board) , while not a standout in fps, does provide a nice change of pace after spending days flying a ship.


So yeah, we do need to add a bunch of activities to help drive colonisation, i do believe there are ways to merge the need for player effort in colonisation, providing a variety of activities, and perhaps even avoiding creating commodities from thin air at construction sites while participating in the alternate activities by having em be sent from nearby flush markets. I dont care wether they do it with colonisation mission boards, shipping points or whatever, but implement something so that participating in colonisation doesn't feel like nursing a brain aneurysm.
 
I feel that there should be a system to lock down landing pads for the colony ship because there are times I don't want someone to finish it for me. Also the brewer screen has made it so I have lost a system I really wanted.
I wonder if FD should have given the system architect an "allow 3rd party deliveries Yes/No" option, in much the same way that a FC can accept/deny other CMDRs to land.
 
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.


Agreed on most of your points, but with regards to 2.) FDev are sadly absolutely wedded to the "Grind the same old systems for rank" model they've always had; there are a tonne of obvious design changes that would add more depth and fun to the game but FDev go nowhere near because adding 5 more Elite ranks to the same old content pleases the obsessive-compulsive fans in the community more.

In particular; we already have NPC crews. We have spare ships. We now have NPCs running taxi services for us. We could have them sent out to do missions with our spare ships instead of just eating our profits whilst sitting around (And breaking Elite Combat ranking; I've barely moved through Elite 1 because, I suspect, having crew even in the station is wrecking the rewarded rank for kills...) No Man's Sky is an example of how you could do it; but just think of how much player retention would be helped by allowing us to see our own little fleet build up, whilst giving you reasons to keep, equip and engineer your older ships. And now we have colonisation we could send them out to do trading to bring materials back for us...

I don't have access to the back end code, but having worked in the industry myself a while back, I could probably knock out a design spec in a few minutes;

Have the option to send NPC and Ship to target system, with buy order for goods. Let's say "Take Type 9 with 790 cargo to Cowini, Tombaugh Station, Buy 790 units Aluminium. Return to Construction Site at..." Deduct cash + Handling fees to make direct hauling cheaper. Ship and NPC becomes unavailable during mission.

Add random events, tested against NPCs skills; pirate interception? Test Combat rank, raise it a little if successful... There's your reason to train up and keep more Elite Rank crew too; Fail it, ship gets wrecked, mission has to restart with insurance cost. Speed of mission turn around? Based on NPC Explorer rank, and so on. Now you have a reason to take them out exploring with you...

On arrival at system, wait for system update and then take the resources... but not from the actual in game materials. Why? It would be too easy to break the universal economy with fleets of NPCs; I currently have every ship but the Cobra Mk V for example, if I can send all 41 (outside of my active for 42) to buy all your Aluminium, no one is getting any for quite some time. But you want the economy to still track player activity. So these are, technically, shadow resources; and when brought back, they go directly into construction so never return directly to the economy. What you have, in old MMO terms, is a Gold Sink. You're draining out the player currency, like Fleet Carrier Upkeep does, whilst minimizing economic impact.

And, for extra pizazz... start seeding these NPCs and their mission ships into other people's games. Replace the NPCs in the target system with incoming missioning NPCs; Maybe even have official Player Fleets, or tie them to the Squadron the Player is in, so other players see "CMDR NPC BOB, Employed by UID1" ...

But some deeply weird fans will be along shortly to demand NO! You will sit in your cockpit and do what you've done since the 1980s, because I have more time to waste than you, so I can feel superior by making everyone else try and compete with my OCD. And, sadly, Frontier seem to agree with them.
 
Agreed on most of your points, but with regards to 2.) FDev are sadly absolutely wedded to the "Grind the same old systems for rank" model they've always had; there are a tonne of obvious design changes that would add more depth and fun to the game but FDev go nowhere near because adding 5 more Elite ranks to the same old content pleases the obsessive-compulsive fans in the community more.

In particular; we already have NPC crews. We have spare ships. We now have NPCs running taxi services for us. We could have them sent out to do missions with our spare ships instead of just eating our profits whilst sitting around (And breaking Elite Combat ranking; I've barely moved through Elite 1 because, I suspect, having crew even in the station is wrecking the rewarded rank for kills...) No Man's Sky is an example of how you could do it; but just think of how much player retention would be helped by allowing us to see our own little fleet build up, whilst giving you reasons to keep, equip and engineer your older ships. And now we have colonisation we could send them out to do trading to bring materials back for us...

I don't have access to the back end code, but having worked in the industry myself a while back, I could probably knock out a design spec in a few minutes;

Have the option to send NPC and Ship to target system, with buy order for goods. Let's say "Take Type 9 with 790 cargo to Cowini, Tombaugh Station, Buy 790 units Aluminium. Return to Construction Site at..." Deduct cash + Handling fees to make direct hauling cheaper. Ship and NPC becomes unavailable during mission.

Add random events, tested against NPCs skills; pirate interception? Test Combat rank, raise it a little if successful... There's your reason to train up and keep more Elite Rank crew too; Fail it, ship gets wrecked, mission has to restart with insurance cost. Speed of mission turn around? Based on NPC Explorer rank, and so on. Now you have a reason to take them out exploring with you...

On arrival at system, wait for system update and then take the resources... but not from the actual in game materials. Why? It would be too easy to break the universal economy with fleets of NPCs; I currently have every ship but the Cobra Mk V for example, if I can send all 41 (outside of my active for 42) to buy all your Aluminium, no one is getting any for quite some time. But you want the economy to still track player activity. So these are, technically, shadow resources; and when brought back, they go directly into construction so never return directly to the economy. What you have, in old MMO terms, is a Gold Sink. You're draining out the player currency, like Fleet Carrier Upkeep does, whilst minimizing economic impact.

And, for extra pizazz... start seeding these NPCs and their mission ships into other people's games. Replace the NPCs in the target system with incoming missioning NPCs; Maybe even have official Player Fleets, or tie them to the Squadron the Player is in, so other players see "CMDR NPC BOB, Employed by UID1" ...

But some deeply weird fans will be along shortly to demand NO! You will sit in your cockpit and do what you've done since the 1980s, because I have more time to waste than you, so I can feel superior by making everyone else try and compete with my OCD. And, sadly, Frontier seem to agree with them.

Sigh...

Back to hauling and guessing unsuccessfully. Everything is hauling.
 
Only "The Bubble"?
How about Any Populated System?
Witchhead area? Colonia? Sag A*?
Are those going to be available soon?
And... Same old stations...?
Was expecting something a bit more personal and customizable instead of just adding more of the same thing to the game.... In the same area, since we're stuck in the bubble at 10-15 ly distances.
Hopefully it will get better.
The concept is awesome, but right now, it's just more of the same grind.
Work work, deliver deliver, aaaannnnddd....
Still not yours. But you can pay to rename.
Yay?....
Just one more "same ol'" cluttering up the same ol'...
The bubble is going to become super dense and slightly bigger.
With all the stars in the galaxy, we're only allowed one little spot supposedly to call your own, but.... Nope. Just another regular old station you can't do anything with.

Meh...
 
The bubble is going to become super dense and slightly bigger.
That's like saying the sun is "kinda warm". In the middle of the bubble all the empty systems are gone already.
The bubble is not just becoming bigger, in the end , it's gonna look like a monster whose tendrils are trying to squeeze the galaxy.
 
That's like saying the sun is "kinda warm". In the middle of the bubble all the empty systems are gone already.
The bubble is not just becoming bigger, in the end , it's gonna look like a monster whose tendrils are trying to squeeze the galaxy.
Realistically, Elite doesn't have the decades that would take left in it. By that time if we're playing elite at all, they'll have had to revamp the Cobra Engine, reboot the stellar forge, and write a new Elite with squeezing the galaxy as its core objective. They could call it Elite Domination.
 
Realistically, Elite doesn't have the decades that would take left in it. By that time if we're playing elite at all, they'll have had to revamp the Cobra Engine, reboot the stellar forge, and write a new Elite with squeezing the galaxy as its core objective. They could call it Elite Domination.
Elite Shareholder Value...
 
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.
I completed one of my installations this evening and tried placing another farm in the original slot (Yellow) and I now have two farms in, when I only had one left for farms I was going to place.

1742419193540.png


I am not sure if this means I was always meant to have another slot or if its just luck (unknown computer reason) that determines if you can build in the extra slots based on what you have said and what I have been able to do.

Another thing that is weird is the extra farm (Red) is right on top of the government building I built as shown below:

1742419399378.png
 
Agreed on most of your points, but with regards to 2.) FDev are sadly absolutely wedded to the "Grind the same old systems for rank" model they've always had; there are a tonne of obvious design changes that would add more depth and fun to the game but FDev go nowhere near because adding 5 more Elite ranks to the same old content pleases the obsessive-compulsive fans in the community more.

In particular; we already have NPC crews. We have spare ships. We now have NPCs running taxi services for us. We could have them sent out to do missions with our spare ships instead of just eating our profits whilst sitting around (And breaking Elite Combat ranking; I've barely moved through Elite 1 because, I suspect, having crew even in the station is wrecking the rewarded rank for kills...) No Man's Sky is an example of how you could do it; but just think of how much player retention would be helped by allowing us to see our own little fleet build up, whilst giving you reasons to keep, equip and engineer your older ships. And now we have colonisation we could send them out to do trading to bring materials back for us...

I don't have access to the back end code, but having worked in the industry myself a while back, I could probably knock out a design spec in a few minutes;

Have the option to send NPC and Ship to target system, with buy order for goods. Let's say "Take Type 9 with 790 cargo to Cowini, Tombaugh Station, Buy 790 units Aluminium. Return to Construction Site at..." Deduct cash + Handling fees to make direct hauling cheaper. Ship and NPC becomes unavailable during mission.

Add random events, tested against NPCs skills; pirate interception? Test Combat rank, raise it a little if successful... There's your reason to train up and keep more Elite Rank crew too; Fail it, ship gets wrecked, mission has to restart with insurance cost. Speed of mission turn around? Based on NPC Explorer rank, and so on. Now you have a reason to take them out exploring with you...

On arrival at system, wait for system update and then take the resources... but not from the actual in game materials. Why? It would be too easy to break the universal economy with fleets of NPCs; I currently have every ship but the Cobra Mk V for example, if I can send all 41 (outside of my active for 42) to buy all your Aluminium, no one is getting any for quite some time. But you want the economy to still track player activity. So these are, technically, shadow resources; and when brought back, they go directly into construction so never return directly to the economy. What you have, in old MMO terms, is a Gold Sink. You're draining out the player currency, like Fleet Carrier Upkeep does, whilst minimizing economic impact.

And, for extra pizazz... start seeding these NPCs and their mission ships into other people's games. Replace the NPCs in the target system with incoming missioning NPCs; Maybe even have official Player Fleets, or tie them to the Squadron the Player is in, so other players see "CMDR NPC BOB, Employed by UID1" ...

But some deeply weird fans will be along shortly to demand NO! You will sit in your cockpit and do what you've done since the 1980s, because I have more time to waste than you, so I can feel superior by making everyone else try and compete with my OCD. And, sadly, Frontier seem to agree with them.
You want all that but Fdev can't even manage to put our constructions in the slot we chose and even when they manage that, it could turn out to be something totally different than the construction you chose.
My system is on hold until both of these bugs are fixed and we have some solid documentation.
Not wasting another minute on my system until we actually know what we are doing.
 
Just completed another installation, Brewer screen came up, but ingame it does not say completed but 100% and the construction thingy is still there. If I try to land there, though, Scarlet Krait, all the time 🤷‍♂️

O7,
🙃
 
The new bottle neck... Insulating Membrane.

I'm find 8-10 at a time.

Anyone else?
Try one of the new megaships (if it's worth the haul to get to one)?
I had to hit two sources for them last time I needed them. I did better than 8-10 at each, but that was last week (and it wasn't a terribly big deal because both sources were in the same system).
 
I completed one of my installations this evening and tried placing another farm in the original slot (Yellow) and I now have two farms in, when I only had one left for farms I was going to place.



I am not sure if this means I was always meant to have another slot or if its just luck (unknown computer reason) that determines if you can build in the extra slots based on what you have said and what I have been able to do.

Another thing that is weird is the extra farm (Red) is right on top of the government building I built as shown below:
Oh, that may also explain why my medical installartion is on top of my asteroid base too :)
 
Realistically, Elite doesn't have the decades that would take left in it. By that time if we're playing elite at all, they'll have had to revamp the Cobra Engine, reboot the stellar forge, and write a new Elite with squeezing the galaxy as its core objective. They could call it Elite Domination.
Nah.. It would be called Elite Expert. Just like how they skipped Elite Deadly.
 
Only "The Bubble"?
Currently yes maybe because of Beta.
How about Any Populated System?
Witchhead area? Colonia? Sag A*?
Are those going to be available soon?
Maybe going to become available, soon might be optimistic.
And... Same old stations...?
Of course, after all it is colonisation not basebuilding.
Was expecting something a bit more personal and customizable instead of just adding more of the same thing to the game....
Many were having convinced themselves this was going to be basebuilding.
In the same area, since we're stuck in the bubble at 10-15 ly distances.
Hopefully it will get better.
Well at least some increase of range but as they seem to want BGS and PP to work I doubt we will get the sorts of range some are hoping for.
The concept is awesome, but right now, it's just more of the same grind.
Work work, deliver deliver, aaaannnnddd....
Still not yours. But you can pay to rename.
Yay?....
Just one more "same ol'" cluttering up the same ol'...
The bubble is going to become super dense and slightly bigger.
With all the stars in the galaxy, we're only allowed one little spot supposedly to call your own, but....
Really not even that we are not big and important to anyone but ourselves.
Nope. Just another regular old station you can't do anything with.

Meh...

That's like saying the sun is "kinda warm". In the middle of the bubble all the empty systems are gone already.
The bubble is not just becoming bigger, in the end , it's gonna look like a monster whose tendrils are trying to squeeze the galaxy.
Sounds about right except given the scale it is going to be a long time before the monster looks like anything other than a parasite on the galaxy.
 
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