Elite Dangerous | System Colonisation Beta Details & Feedback

There is only one question in this whole story.
And what will prevent the player from separating one or two steps to the desired system and building an outpost in the neighboring system himself in order to take a step from there?
It has to be either a perfect calculation where you win by having a perfect colonization radius, or it has to be a group of players that goes to the goal in NRL mode
 
So if you head to a planetary nebula 1500 LY form the bubble, you build over 100 outposts on the way, and after half a year of work, at the very end, someone comes and colonizes the planetary nebula just before you do. Does that sound ok to you?
There'll be more than 1 system in the nebula. There are plenty of systems to colonise.
I think people should stop being such babies about it personally, sorry.
If you want to do all that work colonising system after system of nothing but one outpost just to get to that system you want so so much, half a year of work if you want, it's just tough. That's how the system works and I'm pretty sure it's how it's intended and I'd be surprised if fdev capitulate to people who think they can call dibs on any system just because they want it.
The only way to call dibs on a system is to purchase a claim, not before. And everyone should have equal right to.
 
There'll be more than 1 system in the nebula. There are plenty of systems to colonise.
I think people should stop being such babies about it personally, sorry.
If you want to do all that work colonising system after system of nothing but one outpost just to get to that system you want so so much, half a year of work if you want, it's just tough. That's how the system works and I'm pretty sure it's how it's intended and I'd be surprised if fdev capitulate to people who think they can call dibs on any system just because they want it.
The only way to call dibs on a system is to purchase a claim, not before. And everyone should have equal right to.
First, a planetary nebula is one system in which this nebula is located. Secondly, the main idea was that only the architect of the system within 24 hours could apply from the system that he had just colonized. It doesn't claim any systems, just that it would have the right to be the first to colonize the nearest system from its own.
 
??? on my system its a half a second - constantly - but that is my experience. If your system reacts slower/erratic then there is no oway around.....
BTW when did you last time clear Windows\temp and \\user\appsata\local\temp?
If these are rather full that can have some effects...
I’ve been experimenting with it today and it seems like if I jump out of the FC commodity market, and into carrier management, and then jump back into commodity market that the refresh completes pretty consistently.

Whether or not that is a time saver over using the inventory tag is another question.

Given the amount of trips needed to create an outpost, I think clearing the FC cargo bug and/or increasing the cargo transfer rate from the inventory screen would be welcomed.
 
First, a planetary nebula is one system in which this nebula is located. Secondly, the main idea was that only the architect of the system within 24 hours could apply from the system that he had just colonized. It doesn't claim any systems, just that it would have the right to be the first to colonize the nearest system from its own.
I think everyone should have an equal right to make a claim. I don't think it's a good idea to give someone special privileges just because they want a particular system.

From what I'm understanding that idea is to give the architect the sole privilege (for 24 hours) of being able to use the claim system of the system they've just attained, so they're able to eventually claim 1 particular system they're aiming for before anyone else.
 
I think everyone should have an equal right to make a claim. I don't think it's a good idea to give someone special privileges just because they want a particular system.

From what I'm understanding that idea is to give the architect the sole privilege (for 24 hours) of being able to use the claim system of the system they've just attained, so they're able to eventually claim 1 particular system they're aiming for before anyone else.
Yes, so that only the architect has the right to submit an application from the current system within 24 hours (or at least within 1 hour)
 
While I appreciate the thought that someone might jump a claim, a determined squadron is going to bring many pilots and a few carriers and quickly go around off your previous system while you're asleep. I've suggested myself locking the colony contact to the architect for 24-48 hours or immediately after the first claim is made, but it's like those lockpicking videos that demonstrate how ineffective most locks are, they only keep honest people honest. There isn't a realistic mechanism that can be used that will stop someone determined to take a system other than using their tactics yourself.
 
I wholeheartedly agree which is why my previous comment was 1/ a fact-finding question and 2/ collating information in a Wiki ...
To wit, regarding my earlier comment about arnorson's that makes all of the composites. Given we don't know how it works and realizing that npcs don't have to follow our rules. It seems logical to some degree, however.

I checked the minor site. The settlement is the industrial one just like I set up for myself. The minor site appears to be one with a small/medium landing pad of the kind you can walk into so its an oddessey type. Probably industry as well. I don't think there is a refinery oddessey small settlement.

It is possible that this combo gives your ground settlement the ability to make composites. Obviously we don't know.

I started an outpost above the planet I placed the refinery on, but I doubt it will do anything. I do not have the construction points to try to build the small refinery or industrial oddessey type settlement like the one at arnorson's to give it a try.
 
I think it would be nice to be able to add a refinery settlement at level 2 as the only current refinery building is a level 2 hub which requires another settlement/port built for it to be able to impact the economy, yet Extraction has landable options at both tier 1 and tier 2.


I also wonder if extraction and refinerys should be swapped so that you build extraction hubs and then a refinerey settlement to purchase the refined goods. Either way, please give us a landable tier 2 refinery thing.
 
Herewith my initial feedback on the Trailblazers update.

1. Quantity of goods and player time investment required for things that only consume T2 or no constructions points feels about right.
2. Quantity of goods and player time investment required for things that consume T3 construction points is too high. I would argue for somewhere between 50% and 66% of their current costs.
3. For the love of god, tell people how these systems work. To discover on reddit, at 85% construction, that my Orbis station will be a 202kt paperweight because I built it around the star and economies only work at the planetary body level is not a fun experience. At least allow us to connect installations that generate resources to stations that will sell those resources. Being a system architect is a big investment in time and effort, and we should be given enough information to allow us to plan for what we want.
4. Deployment of things when all the required goods are supplied is inconsistent. First station, settlements, installations appear straight away, but others do not. Stations do not always appear in the slot they were chosen for, and folks should be able to choose where their first station is deployed. Deployments should also be cancellable before completion (with the loss of all goods)
5. I like that construction zones on planets have big landing pads - well done for thinking about this ahead of time.
6. I also appreciate the breadth of installations that can be built. The system is complex, nuanced and requires significant planning to make the most of your system. This is a good thing.
7. Build requirements for certain installations are system-wide. Construction points are system-wide. Impacts of building installations appears system-wide. Why are economies not system-wide? If it's to allow different economies on different stations in the same system, then fine, but I would prefer you allow us to connect them individually. Failing that, refer to point 3.
8. The pricing of materials from the construction zone is good, it allows me to fund future expansion, and continue earning a little money as I build.
9. Trailblazer megaships are all well and good, and I like variety, but I will always buy my goods from a station you can park next to - when you're making 500+ stock transfers for a big station, journey time and simplicity counts for a lot.
10. Income from systems should be taxed (not punitively) over a threshold on a system by system basis, not overall. The current level of income feels way too low given the time and effort, but to counter this I would accept a one-time payment for each installation / settlement when you set construction going.
11. I would like to be able to see reports on system installations / settlements and where those goods are being used, and more detail on how the income and score calculation is performed for each system.
12. Fleet carrier jumping - the delays to fleet carrier jump planning need to be further reduced.
13. Naming rights is good, at last I have something else to spend ARX on.
14. Overall the architect system is the one that has gripped me the most. I love it, it scratches the perfect itch for me, but currently is slightly too-high in effort / time terms and too low in reward terms. I have spent money on ARX twice as a thank you in the past month, and you can expect more if you continue to polish / improve the system. Well done.

Integration for future in-game systems:

I would like to propose that player factions should be reintroduced in the coming big squadrons update, and you should be allowed to build stations for your faction. I would like that earnings from these stations should be larger than those from NPC factions, and paid to the player faction but that players should not be paid for the materials delivered, and can instead use faction funds to purchase materials for construction. A single system should be designated as the home system for that player faction (but we should be able to change which system that is, providing we control a station in it)
 
Can we have an alternative approach to the Colony construction?

Here are some numbers for the construction of a typical Coriolis Station:
Coriolis build.png

Apologies for not formatting this table with the Forum tools.

Now I realize that some commanders could reduce my time estimate, and that the construction facility actually pays you for the materials you drop off. I also realize that the galactic price averages I pulled fluctuate and may be higher in the vicinity of the construction sites.

I am proposing that an option to purchase a facility with in game credits be made available with a reasonable time gate based on in game hauling averages be applied.

For the construction of a Coriolis for example, a fee of 200 million credits payable to a colony broker at the first Colonized system station (built in the conventional way) and a 6 week time gate before installation of the station be applied.

This would allow players that are not truckers to engage with the game in the various activities they enjoy, participate in colonization, and give hauler enthusiasts an advantage (lower construction costs, more rapid Colony constructions placement) in the colonization process.

I am finding the strategizing about sequencing all of the construction types to be very interesting, but am experiencing pretty significant burnout on the hauling. Thank you for this update!
 
While I appreciate the thought that someone might jump a claim, a determined squadron is going to bring many pilots and a few carriers and quickly go around off your previous system while you're asleep. I've suggested myself locking the colony contact to the architect for 24-48 hours or immediately after the first claim is made, but it's like those lockpicking videos that demonstrate how ineffective most locks are, they only keep honest people honest. There isn't a realistic mechanism that can be used that will stop someone determined to take a system other than using their tactics yourself.
The essence of such a system, in my understanding, is to give the system architect a guarantee that the goal he has been working towards for a long time will not be intercepted by a player who has made practically no effort.
In any case, the group of players will be forced to make much more logistical and organizational efforts to occupy the system that the architect was aiming at, starting from one of his previous systems, and therefore, in my opinion, still has all rights to try to claim what the architect was aiming at, because their (architect & player group) efforts will be approximately equal.
To sum up, I would like to note once again that this measure of protection should mainly be from those who have made no or too little effort to build the architect's previous system and are literally feeds off his work.
 
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'm solo too, atm, but got a time-tested carrier featuring a bar, plus a whole lot of stuff. Would be honored to be helping at catching up 🫡

Just drop me a note.

O7,
🙃
 
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Ok and I tried to explain why I don't think that's a good idea.
Maybe when you find a nice wee system with a bunch HMCs, an ELW, some ringed GG and moons with biology that you can claim once you have created the link to it by colonising an intermediate system only to find that seconds after hitting the confirm button someone else has sniped the system you might change your mind on that.
 
Calculation: 10 mlns per trade flight is around 50 mln credits per hour. Fleet carrier costs 5 bln, so it's equivalent about 100 hours of gameplay or 500 cargo delivery flights. Assuming that Ocellus is 5-10 times bigger, compared to a fleet carrier, it should cost around 20-50 billions or 500-1000 hours of gameplay or 2000-5000 cargo delivery flights.
Well, maybe it's a bit incorrect to compare Ocellus and fleet carriers directly, as it's incorrect to compare an aircraft carrier and an oil tanker just by ship displacement. In any case, Ocellus must consume much more metals and others raw resources, compared to current requirements.
 
Maybe when you find a nice wee system with a bunch HMCs, an ELW, some ringed GG and moons with biology that you can claim once you have created the link to it by colonising an intermediate system only to find that seconds after hitting the confirm button someone else has sniped the system you might change your mind on that.
I don't think so, there are plenty of other systems.
 
So if you head to a planetary nebula 1500 LY form the bubble, you build over 100 outposts on the way, and after half a year of work, at the very end, someone comes and colonizes the planetary nebula just before you do. Does that sound ok to you?
Does it sound OK that 100 outposts ago, a player who decided they wanted to build in that planetary nebula would object to anyone else doing so, and should be supported in this claim?

I personally think that sounds pretty toxic.

EDIT: And before anyone clutches their pearls...

"Give me 20 billion credits (carrier transfer), and I will not place colonization beacon in system, that you have targeted'. Just for fun, money is dust in this game, and people who did things like that know it.
... this, if true, is also toxic behaviour and doesn't belong in the game.
 
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Industrial planetary port was not placed on the planet after completion. Not talking about being fully deployed after the thursday tick, but the building itself has not been placed after completing construction.
 
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