Elite Dangerous | System Colonisation Beta Details & Feedback

The industrial port is a dangerous idea... you risk a hybrid industrial/ Refinery economy which will consume its own products for the most part.

I'd go either:
Hub: Refinery on surface, and outpost: commercial; or
2x hub: Refinery on surface, and coriolis in orbit

Reason for 2x hub for coriolis is that there's some evidence bigger facilities need more influence to form an economy.
Thanks for the clarification
 
The industrial port is a dangerous idea... you risk a hybrid industrial/ Refinery economy which will consume its own products for the most part.

I'd go either:
Hub: Refinery on surface, and outpost: commercial; or
2x hub: Refinery on surface, and coriolis in orbit

Reason for 2x hub for coriolis is that there's some evidence bigger facilities need more influence to form an economy.
By the way, do you think there will be a difference in requirements between Coriolis and Orbis. These are large spaceports, but they belong to different grades of construction
 
Greetings Pilots!

can You please advise me? I claimed a system and started bringing construction to Coreolis port but...I noticed only now that in the system is only 2 stars and no planets at all... it means I have to look for another system to reclaim or planets will be visible onnce I built starport? thank You
 
Greetings Pilots!

can You please advise me? I claimed a system and started bringing construction to Coreolis port but...I noticed only now that in the system is only 2 stars and no planets at all... it means I have to look for another system to reclaim or planets will be visible onnce I built starport? thank You
I mean, sure, there won't be much you can do, but you can still do stuff with a system like that.

You can cancel it back at the colonisation contact though.
 
Greetings Pilots!

can You please advise me? I claimed a system and started bringing construction to Coreolis port but...I noticed only now that in the system is only 2 stars and no planets at all... it means I have to look for another system to reclaim or planets will be visible onnce I built starport? thank You
If the system previously had more bodies, try using the full spectrum scanner (FSS) and remap the system. If the system never had more bodies, you can always renounce your claim and go claim another system. If you aren't sure, you can lookup the system on EDSM and see how many bodies it is supposed to have.
 
First: Only 20 Systems can be claimed per User , a Squadron can claim 100-200, but this squadron requires at least 10-20 Members,
because I think that too many claimed Systems and claimed too fast have a negative Impact on Power Play 2.0


Second: I would like to see with a small symbol when this system has been claimed by a user/Squadron or is part of the "old" Bubble
 
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My system seems to be bugged, whenever I complete a project the construction platform seems to stay in the system. The installations do eventually appear but I haven't noticed much uptick in my population and the build points are not refunded to allow me to build other things.
 
First: Only 20 Systems can be claimed per User , a Squadron can claim 100-200, but this squadron requires at least 10-20 Members,
because I think that too many claimed Systems and claimed too fast have a negative Impact on Power Play 2.0


Second: I would like to see with a small symbol when this system has been claimed by a user/Squadron or is part of the "old" Bubble
I don't like it. This is an update for solo players as well as social players. Squadrons already have enough advantages with the extra manpower.
 
Colonization alone is very difficult and I would like to be able to change the location of objects already built or under construction. It would be very much to untie everyone's hands.
 
Yes, that's for sure. Doing tests in the same conditions is very expensive. Time spent with a non-obvious result. These guys expect too much from us, while the information on their part is minimal...
Yep... this is a disadvantage of having a live beta. I can't remember if it was a livestream or a post about it, but I almost got the impression this wasn't the preferred way forward.

Either way... even just a couple days of a closed beta test with low tonnage would have surfaced a bunch of these issues really fast and also allowed for the necessary "toying" with the mechanics. That's the hardest part of this... the overhead of experiments is just so big.
 
I don't like it. This is an update for solo players as well as social players. Squadrons already have enough advantages with the extra manpower.
That and a player can expand whatever faction they like. Any squadron-based bonuses or individual limitations are just a bad idea all round.
 
The Trailblazer megaships are a mess. They only way to see or select them is from the Navigation Panel, but it's bugged. If you do select the megaship before hitting supercruise, there is a good chance that after hitting supercruise the selected target would completely change, and you'd be heading towards something else, and not the megaship.
This might have something to do with the fact that these megaships are not coded in as fleet-carriers, but as Signal Source.
How hard is it to code at least this thing right?
 
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then what is it?
I agree with your statements. However, I actually assumed it was aimed at the PVP players being able to defend a section of space and explorers to be able to launch exploration easier into other regions of the galaxy. (Aside from the obvious become immortal for as long as the game lasts and an additional revenue stream for naming stations).

As for why the dev's might make resources easier now, the main reason I would assume is they want to check balance and they cannot do that if people struggle to find resources during the beta. The first shortage will have given them probably all the data they needed around shortages but they also needed to see what the general demands will be once the initial excitement dies down and what kind of resources will be 'best' for building stations. They might also be helping people out so they don't loose their 25 million investments as people might have rushed in without thinking and end up loosing it otherwise.

Anyway those are my thoughts on the why's without assuming things will stay as they are in the future.

Thinking on finding resources in game it would be nice if the construction ships sell menu showed prices on stations where these goods are sold like the normal commodities market does. This would aid in finding resources however, would also need an indication somewhere when looking at a station on a map what kind of dock is present L, M or S.
 
It's time to punish unscrupulous commanders who empty-handedly occupy carrir's parking slots.

So, if there is some CG, or other points of interests like Trailblazers supply ships some unscrupulous commanders put their fleet carrirers just for nothing to waste parking slot to close acess for close parking at point of interest for other healthy players.

Just to cause mischief. So, if there is no way how players can solve that issue like demolishing carriers of such ghouls there should be other solution.

Example: carrier loading time is maximum about two hours for one player, so let it be three hours parking time limit. So, when this limit is exceeded and other player requests jump to same body carrier which exceeds that limit should be raparcked to nearest system with free slots, so on.
Or, siplier way: if a carrirer is parked near body with high carrirer traffic it should be automatically reparcked by exceeding 24 hour parking limit.

But the best and my favorite way to punish such afk scoundrels is auto carrier decomission.
It's time to stop allowing people the opportunity to commit such mean things.

 
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Greetings Commanders,

With the launch of our Trailblazers update we will be bringing System Colonisation to Elite Dangerous! The launch of System Colonisation will be as a live Beta for the feature, allowing us to review data and make adjustments over time. This is a significant update to Elite Dangerous and whilst we are very happy with the feature we do understand that some fine tuning may be required initially.

Though this is a Beta it will be on the live version of the game and any actions/progress made will NOT be wiped unless a significant issue is identified. Here is a brief explanation of how the Beta works:

✅ What the System Colonisation Beta is
  • Feature complete
  • All actions/resource payments made are final and will not be refunded
  • A period where we can monitor data and make balancing adjustments

❌ What the System Colonisation Beta is not
  • A work in progress
  • There will be no progress wipes
  • There will be no resource refunds

The aim of the Beta is to gather data and feedback specifically focused on resource balancing. We are happy with the System Colonisation feature itself and whilst we are always happy for you to share your feedback the aim of this Beta is aimed firmly at resource balancing and not changes to the feature itself.

To help us in our balancing we will be using this thread for you to share your feedback on the following areas:
  • Amount of resources required
  • Amount of time/distance taken to complete tasks
As always you are welcome to share additional feedback on the forums or to raise an issues you encounter on our Issue Tracker.
What about a exponential grow of price/resorces for each 15 Ly increase?


Up to 15 Ly - Current cost
15 -30 x2 cost
30-45 x4 cost
45-60 x8 cost

Posibilty of NPC passive flow of resorces and a slider to boost up the price paid (0-100%) for those resources, money that the architec would set on a pool beforehand to pay this bonus for PC's and for NPC increase the passive amoun they contribute

For system economy I suggest take into account distances in LightSeconds between stations and surface settlements for generating resources, but they should affect in some way the system economy, example:

Station and settlement: 0 to 10k Ls -> 100% production
Station and settlement: 10 to 20k Ls -> 90% production
Station and settlement: 20 to 40k Ls -> 80% production
Station and settlement: 40 to 80k Ls -> 70% production
Station and settlement: 80 to 160k Ls -> 60% production
Station and settlement: 160k+ Ls -> 50% production

A money/resorces sink in this game where the economy were so static woukd be nice.
 
Hi,

the game is still crashing all the time when I want to use the SC Suite to place a settlement, put it on trigger 1 or 2 in combat or analyze mode no change always crashing in VR tried non VR still crashing
 

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