Elite Dangerous | System Colonisation Beta Details & Feedback

Finished tier 1 surfaceport yesterday, now its "planted", but shipyard, goods and missions are still not active. Could it be that stations got planted on thursdays, but really "active" they get after an additional week since they're finished?!
I built a tier one port in the 1st week, thinking it'd be my route to a shipyard and be able to swap from t9 to t8 easily (I don't have a FC). It's still not got one... ended up building a Coriolis instead
 
Finished tier 1 surfaceport yesterday, now its "planted", but shipyard, goods and missions are still not active. Could it be that stations got planted on thursdays, but really "active" they get after an additional week since they're finished?!
Have had a similar problem. My outpost (completed last weekend) should be showing missions after the weekly tick but still nothing. Also the orbital construction platform for my completed Relay station hasn't left the system. I'm going to wait until after next weekly tick and if it doesn't get resolved raise a ticket.
 
Looks like stations didn't complete today, again.
The post about extended maintenance/ new stations operational delay made me think perhaps we are building stuff far too fast maybe FDev will slow things down to a growth rate that the maintenance process can handle by buffing the commodities requirements for all new builds.
 
The post about extended maintenance/ new stations operational delay made me think perhaps we are building stuff far too fast maybe FDev will slow things down to a growth rate that the maintenance process can handle by buffing the commodities requirements for all new builds.
I´d prefer if they put a bunch of more servers to it, that also might improve the situation with the colourful worms snakes
 
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Well this is nuts. I worked hard to get to where I had the points to build a large station. Finally got there and requested one at the white spot at the ringed planet. Crashed with a black adder.
Came back and the game decided I really wanted it at the fourth moon of the next planet.

And I can't cancel it to try to put it where it belongs.

View attachment 422142
This is a known issue. CMDR Mechan did a video on it.
It happened to me yesterday too. I selected star's orbit for a relay and it placed it in the asteroid belt, blocking my future asteroid base. It also created a new slot that wasn't there before. Don't know if it will disappear once the relay is finished.
COLONIZATION ERROR.jpg
 
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It happened to me yesterday too. I selected star's orbit for a relay and it placed it in the asteroid belt, blocking my future asteroid base. It also created a new slot that wasn't there before. Don't know if it will disappear once the relay is finished.

Initiate a construction there (but don't finish it before the relay) to make sure that doesn't happen.
 
Yes - though that does mean that it would need to be a lot of credits.

If your choice is "spend an hour delivering Xt of cargo" or "spend an hour earning Y million credits and also getting rank, BGS, materials, PP, etc. benefits out of it" then the charge for the NPC hauling needs to be a fair bit greater than Y or you'd always pick the second approach and the "haul your own" option becomes pointless.
I don't think it would need to be a lot of credits personally.
The point of a time-gate feature like this is to solve the pain point of personally hauling being unavoidable and obstructive to engaging with other in game systems.

You'd apply some additional cost, of course, but I don't personally see why it should have to be anything more than something like 2x standard Apex fees per 500t and a hazard fee.

Engagement with the haul your own option would depend on the speed of deliveries imo. If it took something like 40 offline hours to receive 10,000 tons (I can manually do ~5000 in an hour personally), I could imagine many players would put in a small part of their play sessions into doing a few hauls in this case, but I feel it'd be fine if someone didn't want to haul at all and just slowly background their progress in exchange for a long wait.
 
Engagement with the haul your own option would depend on the speed of deliveries imo. If it took something like 40 offline hours to receive 10,000 tons (I can manually do ~5000 in an hour personally), I could imagine many players would put in a small part of their play sessions into doing a few hauls in this case,

But even bleeding off your notoriety score requires your character to be online. I can't think of a single ED mechanic that works the way you describe it. Why would FD break the rule and make a big exception in this case?
 
If it took something like 40 offline hours to receive 10,000 tons (I can manually do ~5000 in an hour personally), I could imagine many players would put in a small part of their play sessions into doing a few hauls in this case, but I feel it'd be fine if someone didn't want to haul at all and just slowly background their progress in exchange for a long wait.
Comparing active and passive rates can be very misleading, though.

I can do 5000t an hour if online and the commodities are all available nearby and I really feel like speed-running a bunch of hauling loops, but I'm usually not online (eat, sleep, other hobbies, etc.), and if I am I sometimes want to do something else than flat-out hauling. So my hauling rate for all constructions combined has been <100,000t since the original release, or an average rate of about 5000t a day. And that's been boosted quite a bit by a few busy weekends.
(Looking at the statistics in Frontier's Galnet article, 5000t a day still puts me significantly above the mean hauling rate for colonisation projects overall in the first two weeks)

So if offline hauling worked at your suggested 250t/hour rate, it'd be hauling somewhat faster than I am over the course of a week, because it doesn't need to sleep. If it then just cost me 2x the Apex fee (close enough to "free" as it is, would be covered by the cargo purchase and sale profit in most situations) then there'd be absolutely no reason for me to haul manually at all.

I could get my system together much quicker - especially if I can set up hauling to multiple constructions or multiple systems in parallel, for a token credit payment out of my billions spare - without needing to do anything myself. Indeed, I wouldn't even need to log in - I could go and play something else for a few weeks and come back to find my systems finished off, given that I have the money in the bank already.



(And we're already seeing that the overall pace of colonisation is considerably faster than Frontier expected it to be, and perhaps considerably faster than most players expected too, so does it really need to be made quicker and easier?)
 
i would like to be able to get npcs to haul for us.... but would be happy if it was in a wing with us at the same time so were only hauling when we were.....

The obvious solution to add some variation however as already requested would be a temporary mission board on the colonisation ship offering us extra tasks to do which would in turn speed up construction as we would be paid in materials.
 
Mechanics that reward not playing the game are probably not great. Working for the factions and getting cargo delivered as a reward would be better. You play and interact with the factions that are relevant you get progress. You fly off and do something else you don't make progress.
 
I could get my system together much quicker - especially if I can set up hauling to multiple constructions or multiple systems in parallel
I'd imagine haul requests would be a one at a time sort of thing; what stops someone stacking them otherwise. As you said, not great for servers and game world pacing etc.
I wouldn't even need to log in - I could go and play something else for a few weeks and come back to find my systems finished off
I think you might be unique in having nothing else to do but colonisation in the game.
You could log out for weeks but I don't know anyone who has done everything they wanted to in Elite; I don't think this would happen.
there'd be absolutely no reason for me to haul manually at all.
I don't actually understand the logic behind this aspect of the architect system in the first place but that's another conversation entirely lol.

Anyway. I'm spit-balling numbers here as I'm not privy to player behaviour stats. Something like delivery times and costs would should ultimately balanced to maximise player retention. Considering haul cost, wait times, and engagement with other game activities as metrics to set those numbers would make the most sense.
 
I can't think of a single ED mechanic that works the way you describe it.
Fleet Carriers?
Working for the factions and getting cargo delivered as a reward would be better.
Missions was something else I liked too, I'd like to see it considered.
Mechanics that reward not playing the game are probably not great.
So you'd consider the item crafting time-gates in pretty much every MMO a reward for not playing too? I disagree with this framing.
The obvious solution to add some variation however as already requested would be a temporary mission board on the colonisation ship offering us extra tasks to do which would in turn speed up construction as we would be paid in materials.
Yes I thought this would be the best approach to varied content that enables different playstyles. Different mission types; combat, mining, deliveries, surface, etc.
Nothing but the text would need to change for much of these too. "[Pirates spotted near construction site.] Eliminate pirates at location to safeguard material deliveries. [3% progress reward]"
 
don't take this the wrong way but you need to learn the game more. this is the other shoe falling with FD making credits so easy that players are getting late game ships without knowing the fundamentals

a T9 WITH class 5 shield (trust me a shield is needed or you will lose a ship and cargo eventually) should be hauling over 750 tons if specced correctly .
I am all for casual players playing elite, I am a casual player now that I have a family..

but there is a lot to learn in elite and you need to do that legwork before expecting the game to be balanced around you imo (again please don't think I am having a dig). but you can easily double your trucking ability.
I bought the pre-built T9. It's wunderbar.
 
Fleet Carriers?

Ah no, not equivalent. Fleet Carriers are just like Megaships - permanent mobile structures present in all modes. Any active functionality like a jump requires the player's intervention. You can't, for example, tell the carrier to keep doing a round of 5 systems until you tell it otherwise.
 
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