Elite Dangerous | System Colonisation Beta Details & Feedback

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.:)
I was referring to @Paul_Crowther announcement that they patch the market-situation so that Stations in Orbit of a non-landable planet/moon will get their Economy from other places in the System - which should solve a lot of current problems and take out some salt from the discussions here

edit: scratch that - had a different thread in mind
;)
 
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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.
I think I'll wait until the dust settles. Hauling is tiresome, and I don't want to haul until when what I'm hauling for is clear.

As a solo player, I can't compete with groups. If you can load an outpost into an FC, dump it, and repeat, I won't ever catch up.

At this time, I think I'll slow down on the grind, and just maybe play the game...
 
I think I'll wait until the dust settles. Hauling is tiresome, and I don't want to haul until when what I'm hauling for is clear.

As a solo player, I can't compete with groups. If you can load an outpost into an FC, dump it, and repeat, I won't ever catch up.

At this time, I think I'll slow down on the grind, and just maybe play the game...
FWIW, I'm just piggybacking off other colonisation (and there's a lot going all over the place) to just grab a handful of large-ish systems so I can have 20-30 construction projects going simultaneously, then I plan to just build out those systems. It doesn't matter a huge amount if everyone else has moved 5000Ly away since then... if so, then these systems will be a developed clutch of systems in the midst of a pool of nothingness, which is still cool.
 
I was referring to @Paul_Crowther announcement that they patch the market-situation so that Stations in Orbit of a non-landable planet/moon will get their Economy from other places in the System - which should solve a lot of current problems and take out some salt from the discussions here

edit: scratch that - had a different thread in mind
If I understood correctly, they are not fixing anything at the moment.

"We are continuously iterating on the design implemented, and we will continue to investigate ways"

This process can continue as long as they like:)
Let's see what and how they implement.
 
FWIW, I'm just piggybacking off other colonisation (and there's a lot going all over the place) to just grab a handful of large-ish systems so I can have 20-30 construction projects going simultaneously, then I plan to just build out those systems. It doesn't matter a huge amount if everyone else has moved 5000Ly away since then... if so, then these systems will be a developed clutch of systems in the midst of a pool of nothingness, which is still cool.
like that, me and a fellow currently are developing a mini-cluster in and around Col 285 Sector TK-D c13-2,
one hightect/industry, one industry/refining, one Argricultural, one extraction and one industry/extraction.
we are doing step by step, raising those system parallel (also to see if they influence each other - most likely not).
Our aim is to get a base where we can purchase all the stuff needed for further daisy-chaining.
The hightec is promissing already, good tech-market even without any production structures build yet it has a broad spectrum AND supply of tech-goods

edit: chaining out, we will do so every 100 to 150 Ly
 
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.
I apologize if I came off as sarcastic, I was being sincere in telling you about the post from FDev because of how new it was.
 
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.
English is not my native language, but I doubt there are many meaning of the word influence. Stations, ports, hubs, settlements produce and consumes goods, and in this way they influence 'neutral' (colony) stations ecomnomic. And the close they are - the more influence they provide. Just because 'trade routes' are shorter. So, a station on an orbit of a planet will be more influenced by ground facilities placed on that planet. But if there are no facilities on that planet - it will be influenced by others stations and hubs on others stations. How on the earth you see here 'then all economies will be the same' ???!!!
 
Looks like the Insulating Membrane drought is over. Stock levels are rising not only in the Trailblazer Dream in HIP 90578 but in several orbital stations as well.

1000002565.jpg


There are still 176 FCs in the system but the supply is still steadily increasing.
 
What makes you think the colony ships are limited? I've not heard anyone at all mention "I tried to launch a colonisation but the contact said they were out of ships".

If it's the "Concurrent Constructions" number on the map, that's a limit for in-system construction projects - which doesn't much apply to pre-existing systems as they can't have an Architect, but never mind - not for the number of simultaneous colonisations launched from that system. (And it's a per-system limit, not one shared across factions in any way, so someone building with your faction elsewhere won't affect your own projects at all)
Ok, gotcha, it's by design. 😉
Whatever that might change for the bgs of the 'abused' faction on the long term - if at all.
So, everyone can take everyone elses' colonyship and start colonizing a system. Interestingly the one I was referring to 2 weeks ago has not done anything, while another one by someone else is about to finish.

Nevertheless, I wanted to do something similar to test and 'hijacked' a coloniziation ship from an NPC faction (which is obviously used by other players as well), expecting our faction to be inserted as the 3rd faction, as promised, which did not happen and unfortunately resulted only to

Squadron Faction not appearing alongside Colonization Faction


https://issues.frontierstore.net/issue-detail/72330

Searching the forum for this topic with several different combinations of words, I could only find one thread by the OP of this issue, nothing really in this 242-pages thread (at time of writing) and am wondering if even more are experiencing this...
 
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A week ago I have claimed new system and this time I've opted for T3 station for the simple reason of it granting best initial population. My progress right now is a little above 30% and I have set my goal to deliver 1 FC cargo of commodities to it per day (which is 13k). At this rate I should be able to complete construction within required 4 week time but using carrier as intermediary basically doubles amount of hauls. Both of my systems have primary port located far away from main star (~200k ls 1st, 350k ls 2nd).
I must admit it will be close call If I fail to keep up with schedule due to various RL time reasons.
The 1st thing that comes to my mind is to expand carrier capabilities by allowing direct trading in market interface using carrier cargo hold as I have mentioned few times ago.
The 2nd thing would be construction of special facility which would import goods as long as player is online (or just to update number of imported goods when any other player enters system) once proper funds are deposited.
The 3rd thing would be to allow construction site to transfer goods directly from fleet carrier cargo bay. Player would still have to find materials and stock up carrier with them but at last final transfer could be done in the same way as modules or ships are being transferred around.
 
My progress right now is a little above 30% and I have set my goal to deliver 1 FC cargo of commodities to it per day (which is 13k). At this rate I should be able to complete construction within required 4 week time but using carrier as intermediary basically
Why only 13k? I use my Carrier as well, but for the max. 25k. As long as we are in the Bubble, we don't need al those other services on the carrier.
 
How? You cant hijack or take over anyone's colonisation ship, you can interact and deliver materials but that helps the system architect.

O7
I am the system architect and used the colony ship of another faction and not my own. 😉
Used the word "hijack" as it is not my "own".
 
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A week ago I have claimed new system and this time I've opted for T3 station for the simple reason of it granting best initial population. My progress right now is a little above 30% and I have set my goal to deliver 1 FC cargo of commodities to it per day (which is 13k). At this rate I should be able to complete construction within required 4 week time but using carrier as intermediary basically doubles amount of hauls. Both of my systems have primary port located far away from main star (~200k ls 1st, 350k ls 2nd).
I must admit it will be close call If I fail to keep up with schedule due to various RL time reasons.
The 1st thing that comes to my mind is to expand carrier capabilities by allowing direct trading in market interface using carrier cargo hold as I have mentioned few times ago.
The 2nd thing would be construction of special facility which would import goods as long as player is online (or just to update number of imported goods when any other player enters system) once proper funds are deposited.
The 3rd thing would be to allow construction site to transfer goods directly from fleet carrier cargo bay. Player would still have to find materials and stock up carrier with them but at last final transfer could be done in the same way as modules or ships are being transferred around.
13Kto FC? Man - go to a FC admin system and get rid of all the installtions you don´t need for hauling.
I stripped my 3 FC and they have a capacitiy of 23,6 Kto each....
 
A week ago I have claimed new system and this time I've opted for T3 station for the simple reason of it granting best initial population. My progress right now is a little above 30% and I have set my goal to deliver 1 FC cargo of commodities to it per day (which is 13k). At this rate I should be able to complete construction within required 4 week time but using carrier as intermediary basically doubles amount of hauls. Both of my systems have primary port located far away from main star (~200k ls 1st, 350k ls 2nd).
I must admit it will be close call If I fail to keep up with schedule due to various RL time reasons.
The 1st thing that comes to my mind is to expand carrier capabilities by allowing direct trading in market interface using carrier cargo hold as I have mentioned few times ago.
The 2nd thing would be construction of special facility which would import goods as long as player is online (or just to update number of imported goods when any other player enters system) once proper funds are deposited.
The 3rd thing would be to allow construction site to transfer goods directly from fleet carrier cargo bay. Player would still have to find materials and stock up carrier with them but at last final transfer could be done in the same way as modules or ships are being transferred around.
Folks need to remember this was aimed at cooperative play for groups to build and expand the bubble, they gave us outposts that can be soloed casually in 2 to 3 days so you could claim your system.
If you want to build anything after that its going to take time or help.

O7
 
Do the Megaships have "everything" required for the different builds? It's a fair trip for me to make of they haven't.
I may even buy an FC if they do.
 
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