Elite Dangerous | System Colonisation Beta Details & Feedback

Once FDev fixes the economy to being influenced by everything in a system that will take care of my only real issue with colonization as it currently is. Not counting bug fixes, I am happy with how it works otherwise. The material costs are about right, but a bit high for t2 coriolis, otherwise everything is about what it feels like it should cost to scale. The megaships helped a ton, those were a great addition and make it feasible to do colonization at scale. I also am probably in the minority here but I actually like the 15 ly colonization range. Colonies should be constantly at the edge of civilization to mimic realistic growth, but also I understand that others want to play without the worries of powerplay. I think anything up to 50 ly range would be perfect for colonization, though new megaships would need to be added to compensate for the increased radius
 
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[galaxy system map]. freezing constant when you selected colony icon , and selected your created station. it freezes the game, until you exit to menu. And redo it all again. can't click it, or press the back button not all the time, just seem random.
 
I'm probably sticking with my little system. Going further out induces space madness in me.

Me too. Going to wait until the gameplay colonization mechanics settle down even before even considering a second system.

Hopefully by that time, the supply chains are better. We're going to need them out there.
 
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Once FDev fixes the economy to being influenced by everything in a system that will take care of my only real issue with colonization as it currently is.
This would be horrible, because you wouldn't be able to get different economies within the same system. If everything becomes system-wide influence on the economy, then all economies will be the same. You would also get economy influence where you don't want it.
 
This would be horrible, because you wouldn't be able to get different economies within the same system. If everything becomes system-wide influence on the economy, then all economies will be the same. You would also get economy influence where you don't want it.
not necessarily
 
not necessarily
I was just about to go post that here, because it's a much more reasonable middle ground. Having defined bounds to the range of influence (as opposed to "economy influenced by everything in the system") is a great idea.
 
This would be horrible, because you wouldn't be able to get different economies within the same system. If everything becomes system-wide influence on the economy, then all economies will be the same. You would also get economy influence where you don't want it.

I thought it already worked like that, in a manner. Where your Big Two economies go to the system's port hub, and anything that falls under that threshold can still be traded at their direct locations?
 
I thought it already worked like that, in a manner. Where your Big Two economies go to the system's port hub, and anything that falls under that threshold can still be traded at their direct locations?
Nope. Or at least, there's no sufficiently developed colony to make a very definitive call... all evidence so far suggests that isn't the case.

It's just the local body where economic influence occurs.
 
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I hope they just do something like you can manually link a settlement/hub/installation to a station to just affect its economy that way. Or use the "local bodies" so you can build a station in a gas giant and use all the moons in orbit to affect the market.

Though it still leaves the question as to: What am I going to do with non-landable planets that are undeniably cool like water worlds, ammonia worlds or earthlike worlds. Imo if you build around a water world and an earthlike world the station should default to agricultural economy, and it should default to terraforming economy if you build it around a terraformable planet. iirc there's no way to get the terraforming economy during colonization, right? Which sucks because those give out the best mining missions
 
there ARE
....and it should default to terraforming economy if you build it around a terraformable planet. iirc there's no way to get the terraforming economy during colonization, right? Which sucks because those give out the best mining missions
there ARE terraformable HMC which also are landable in game! Discovered several of those myself....
 
I hope they just do something like you can manually link a settlement/hub/installation to a station to just affect its economy that way. Or use the "local bodies" so you can build a station in a gas giant and use all the moons in orbit to affect the market.

Though it still leaves the question as to: What am I going to do with non-landable planets that are undeniably cool like water worlds, ammonia worlds or earthlike worlds. Imo if you build around a water world and an earthlike world the station should default to agricultural economy, and it should default to terraforming economy if you build it around a terraformable planet. iirc there's no way to get the terraforming economy during colonization, right? Which sucks because those give out the best mining missions
Or just have installations that can't find a market on the local body look at the next body up until they find one, or have a strong local effect and a diminished global effect.

Or like you said, have planets have their own default market influences - such as terraformable planets generating the terraforming economy.

Or both.

People defending this "well duh it's obviously logical an immersive that this giant starport only produces poo" bring up that single paragraph in the codex about how installations "influence" the local economy and act like we should be able to infer that it's obvious that it should work that way, which is an incredibly flawed argument for two reasons:
  • Saying it "influences" is not the same as saying "this is the sole determining factor", so it's not actually reasonable to expect people to infer the latter from the former.
  • Just because something is "by design" doesn't mean the design is a good design and perhaps people should be allowed to expect good designs.
 
there ARE

there ARE terraformable HMC which also are landable in game! Discovered several of those myself....
Yeah, but you can't turn the station around them into a terraformable economy station. You can only change the economy with facilities and there is no such thing as a terraformable facility, be it an odyssey settlement, a hub, or a space installation.

Maybe you didn't know but "terraforming" is one of the economies present in stations in the bubble
 
as I see it, the point of colonization is to build a new home for your minor faction (BGS) and for PP power.
There is a small problem. BGS is broken. It is broken in PP systems since the PP update. He became even more broken with the update of colonization. Enough time has passed for this to be fixed by the developers, but it is not happening.
And these systems most often had some normal name. And I knew and know where this or that system is from hundred of our systems.
And no less important. 90% of the systems in the bubble were already very useless by all criteria

I have my own personal program for playing, analyzing and developing BGS.
I haven't made a single new name, because I don't want to remember this set of letters and numbers. Without any understanding of where it really is
 
This is a recent announcement from FDev so you may not be aware of it (posted approx. 1 hour ago), but please look at my most recent post before this. It is FDev acknowledging they are working on ways to change this system so that the entire system influences the economy of a station. I think this would count as awareness of really serious problems, do you agree?
Yes, thank you. Of course I read this post from FDEV.
My practice of playing Elite shows that FDEV and Logic are sometimes diametrically opposed. And sometimes they are in different dimensions.
Of course we'll see which crutch they use this time.
I'm not saying this change should be how I need it. But I want me to be able to see logic and consistency.
 
In principle under the CURRENT circumstances, you are 100% correct (besides of the fun finally to be able to do it).
But I suspect it might become an important mechanic during VANGUARD???
I apologize. This is the third consecutive post from me.
Yes, we do not know how well they have worked out the sequence of updates.
Perhaps the next VANGUARD update will indeed provide such features.
Moreover, I am very glad that they began to deal with their brainchild. New ships are coming. New thoughts come. Perhaps the project will start to bring good profits.
But we are playing now. And forced to play Betu.
I am sure that the excitement will soon subside. There will be only ideological people who are ready to carry hundreds of thousands of goods.:)
 
The construction point system is a bit limiting in my opinion. I think removing it and just letting players build whatever they want instead of being forced to build a bunch of useless stuff they dont want/need would be better. Or at least let players skip around it using a one off fee or something.
 
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