Elite Dangerous | System Colonisation Beta Details & Feedback

Ok so it was your colony ship and you expanded from another faction?

O7
No, it was the colony ship of another faction (14 I Orionis Indie Union) and according to what I have read (and hopefully understood correctly and have seen elsewhere) 14 I Orionis Indie Union + some other factions would be settled to the new system, amongst which my faction should have been one. Which it wasn't.
 
Here's my beta feedback after the first 24 days:

The lack of knowledge on how colonization works and the expectations set in advance is problematic and limiting my play
  • On the "live"-streams it was very easy to get the impression that we would be free to build what we wanted in each part of the system. Instead there is a very intricate system of trying to make us build more or less like stellar forge. Unless Fdev are technically restricted, I feel this could be loosened up for the enjoyment and creativity of the player community.
  • The huuuge >200k commodities haul need for a Tier 3 station was a big surprise for me. Coming from wingmissions with a few thousand commodities needed, this was a huge step, our somewhat casual group can't commit to these huge loads IRL. It's just something for a small number of dedicated groups, not something that can let the game grow with new or casual players.
  • Colonization points was only mentioned in one very vague sentence in Frontier Unlocked (in Nov I think). Needing to build structures I don't want or need is poor game play and perhaps questionable design. Especially when we are talking about 10's of hours of work for multiple unwanted facilities. Even if construction points were in the Codex, it was vaguely and poorly described and lost in the initial gold rush created by Fdev themselves. I think the points requires excessive work and creates a lot of waste facilities in the systems.
  • Colonization points multiplier just multiplies the design problem of colonization points. I don't find any value in it. With colonization points, we are being asked to build more in the same system, with the multiplier, we are being asked to build less in the systems.It's pretty contradictory.
  • After 24 days it is at best murky how the effects work of the facilities built. System economy, station economy, production influence. Normally I like figuring stuff out but when it is related to a 300 return trips hauling in the games biggest ships to build one station to "experiment" around, it's a terrible respect of my or our groups time playing the game.
  • The lack of information in the beta is keeping me from properly testing the system expansion mechanic, because the time committed is real even though colonization is beta.
Things that could/should be improved or changed:
  • Freedom in placing the primary port. The current locked down placement makes the pre-decided placement another factor in filtering out potential systems by removing another 80% or more of the candidates. It effectively adds 5x or more to the scouting time for new systems to colonize. Optionally but worse, increase the range from a colonized system to increase the chance of finding a suitably nice system to colonize.
  • Skip the colonization point multiplier. I can't find any value in this contradictory mechanic. Let people build a lot in each system if they want, surely that is more fun than the outpost bridge type systems with just a single outpost?
  • Needing colonization points is just a crutch for the fact that we players don't see the value in each type of facility. Let us know more about how the system works and make us want to build the surface hub or the space farm instead of more or less forcing us. Reduce or remove the colonization point requirements.
  • I think the Tier 3 hauling need should be lowered to 50% or less without any huge impact on gameplay. Assuming you can make it work technically with a higher percentage of Tier 3 ports.
  • Finding markets that sell specific goods in Galaxy map. It's a three stage process and a lot of clicking now and still limited to about 20 ly. It's time to make this easier. As a VR player it sucks going to Inara or other third party tools while playing.
  • 5 000 ARX for naming one facility is too much. I won't pay you 50 000 ARX to name all my facilities in just one of my systems. I think 5 000 for naming rights for all facilities in the system would be nice. I don't pay for any naming as it is now, but would pay for every system if cost 5 000.
  • Being able to automatically get a new name for a colonized system that has a sequence name. Even if I don't get to name it myself, just something that I can communicate to other players or more reliably remember for myself. ARX for naming as an option would be fun. Treat these names as for fleet carriers, an alias for a random/sequence name.
  • Auto-dock algorithm around construction sites and planetary ports.
  • Good images, before starting construction, of what each facility looks like when completed. Also be clear on which are landable and what services they could have for players. Make this info visible both when starting construction and during construction.
  • An easier way to track progress and remaining needed commodities for each build. Maybe a "link" item from Missions in left hand ship menu to the system map with the construction site selected? Or just make constructions missions that are outside the 20 mission limit.
  • Understanding on how we as players can build production in our colonized systems outside the original bubble. This will enable us to start mini bubble colonies, understand how to logistically support bridge projects etc.
Things that are good or good enough
  • Claiming mechanic and cost
  • Workload for Tier 1 and Tier 2 facilities.Arguably an astreroid base could need less commodities than a Coriolis, but it's no dealbreaker.
  • Assets for construction sites
  • Being able to place planetary facilities exactly is super fun!
  • Having the possibility of deciding how to develop a system (with caveats above)
 
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why would you even need a satellite as a requirement for a tourist settlement? A lot of these hard requirements for structures don't make any sense, you can build a normal ground base no problem without needing anything. So why? I think that any of these requirements that are not logically required should be removed, which seems like most of them to be honest. And this construction point system is a bit rubbish too. As it stands if you want a mining settlement on a planet you need to build one other planet outpost/space outpost for every one, and thats just for a basic one. So how about removing that too and just letting players build whatever they want instead of being forced to build a bunch of useless stuff they dont want/need? Or at least let players skip around it using a one off fee or something.
The installations are not useless, think of them as blocks of code that make the system do certain things.
 
  • I think the Tier 3 hauling need should be lowered to 50% or less without any huge impact on gameplay. Assuming you can make it work technically with a higher percentage of Tier 3 ports.
I think, a better solution whould be upgradable stations. I.e. for 50% you get a barebone station, and you can add more system points (security, population, productivity, tech level, etc) and station services (invite technobrokers, increase max storage for produced goods, etc) with upgrades. In this way players will prefer to upgrade 1-2 stations to max level, instead of placing dosens of Tier 1/2 facilities to get Tier points needed to build yet another Ocelus.
 
No, it was the colony ship of another faction (14 I Orionis Indie Union) and according to what I have read (and hopefully understood correctly and have seen elsewhere) 14 I Orionis Indie Union + some other factions would be settled to the new system, amongst which my faction should have been one. Which it wasn't.
Righto, why would your faction be one of them? Is it close by?
From what i gather:
Faction 1 = Controlling faction in the system the architect placed the claim
Faction 2 = 2nd place faction from that system
Faction 3 = The faction (if any) the architect/squadron is aligned with (in my case Guardians Of Harmony)
Faction 4 = Random Anarchy from the system 1 and 2 are from

This so far has been the case in six systems i have claimed.
Does your faction fit into this?

O7
 
Righto, why would your faction be one of them? Is it close by?
From what i gather:
Faction 1 = Controlling faction in the system the architect placed the claim
Faction 2 = 2nd place faction from that system
Faction 3 = The faction (if any) the architect/squadron is aligned with (in my case Guardians Of Harmony)
Faction 4 = Random Anarchy from the system 1 and 2 are from

This so far has been the case in six systems i have claimed.
Does your faction fit into this?

O7
Most recently, no.

My last system to complete I started from Dukes of Mikunn, and Faction #3 was Mercs of Mikunn, which is not my aligned faction.
 
I already built 9 sites and can give some feedback on build process:
1. It's more engaging to search different commodities rather than hauling megatonns of steel.
2. Unlikely that your colonisation effort will attract other players because they gain almost 0 profit for hauling commodities compared to other activities.
3. Some bugs and flaws in Fleet Carrier does not make overall process easier.

My proposals:
1. Lower quantity of steel,CMM etc but require more various commodities (like emergency power cells) so more logistics thinking and less grind.
2. Give Architector option to invest credits in construction site so other players will receive bonus for each item they deliver. For example site reuires 20000t of commodities and Acrhitector invests 600m creds, so players (including Architector himself) will receive 30k creds per 1t.
3. Fix bug https://issues.frontierstore.net/issue-detail/46211 and make improvement https://issues.frontierstore.net/issue-detail/73535 - this will make Fleet Carrier usage less annoying.
 
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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
button
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 just tried using the market commodity on my FC again, and those glitchy moments I recalled resurfaced. The issue I have is I buy the stuff (from my FC), and then it takes a few moments for it to appear in my cargo hold. I think it's probably quicker (and definitely less confusing) for me to simply transfer the cargo using the inventory [4] panel.

It would be great if 1 of the 2 fixes/improvements take place:

FDev addressed the odd lag in cargo appearing in hold after buying from the FC commodity market.
-or-
FDev speeds up the transfer rate when using the inventory panel.

The issues are not game breaking, but the fixes would improve my quality of life while trucking.
 
Righto, why would your faction be one of them? Is it close by?
From what i gather:
Faction 1 = Controlling faction in the system the architect placed the claim
Is that always the case, or if you had a (historic Bubble) system with say two Coriolis owned by different factions, could you determine the faction of the Colonized system by using the appropriate Contact?

God help me I'm going to sift this thread and get some stuff into the Wiki ... the Faction section was pretty skinny half an hour ago, I have just embiggened it:
 
Is that always the case, or if you had a (historic Bubble) system with say two Coriolis owned by different factions, could you determine the faction of the Colonized system by using the appropriate Contact?

God help me I'm going to sift this thread and get some stuff into the Wiki ... the Faction section was pretty skinny half an hour ago, I have just embiggened it:
This is still a Beta, i wouldn't get over excited until its all figured out, all we can keep doing is sharing information.

O7
 
The colonization feature turned out to be quite exciting, but there is one thing that breaks a person's ability to build his own "colonia bridge", as was said on one of Frontier Unlocked streams - the lack of a temporary exclusive right for the system architect to apply claim for the next system, which leads to its loss for the architect. During the time when player cannot play the game due to certain reasons (work, sleep, cleaning, etc.), another player can complete architects station and apply for the system that the architect was aiming for, not only with the purpose of taking it for themself, but also with the purpose of blackmail, which has already happened in the game several times. It would be quite nice for the architect to have an exclusive right to apply for the next system for a certain, insignificant period of time after the initial station is built (approximately 24 hours from the moment the station is completed).
 
The colonization feature turned out to be quite exciting, but there is one thing that breaks a person's ability to build his own "colonia bridge", as was said on one of Frontier Unlocked streams - the lack of a temporary exclusive right for the system architect to apply claim for the next system, which leads to its loss for the architect. During the time when player cannot play the game due to certain reasons (work, sleep, cleaning, etc.), another player can complete architects station and apply for the system that the architect was aiming for, not only with the purpose of taking it for themself, but also with the purpose of blackmail, which has already happened in the game several times. It would be quite nice for the architect to have an exclusive right to apply for the next system for a certain, insignificant period of time after the initial station is built (approximately 24 hours from the moment the station is completed).
I fully support this proposal
 
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