Elite Dangerous | System Colonisation Beta Details & Feedback

I assume the problem they're trying to fix is people parking around resource hubs and taking up a parking space. They could probably resolve that issue by making the colony hub ships behave like normal megaships, and have them jump around in a loop. Maybe add some variability to the body the hub parks at for any given system, and then parking at a hub for more than a day doesn't matter.
No no, just kick carrier that is sitting three or more hours near a body with all slots occupied if someone sets same body as way point for carrier.
 
No no, just kick carrier that is sitting three or more hours near a body with all slots occupied if someone sets same body as way point for carrier.
Do you really want to double the FC jumps when there is a given popular system? Think about how it would affect the server to do as you suggest.
 
I'd like to introduce regular Privilege Checks, where in any full system, someone with an FC has to forfeit 250m Cr to someone who doesn't have an FC or a T-9 but has somehow managed to build an Outpost in a week because actually guys c'mon now.
Outpost is built in about 6-7 hours of playing time
Coriolis is built in about 12-14 hours of playing time.
I don't use FC. I don't use megaships.
Just my trusty cutter and void. Every day I fly about 3-4 thousand light years. This is my only pleasure in this endless grind.
And I think any restriction of players in their capabilities is nonsense. I do not understand the fuss at all because of the megaships occupied by the parking lots. There are enough material stations in Bubble not to get attached to these inconvenient merchant ships.
If someone doesn't like something, let him put it in neighboring systems.

And again. Because of whining on these small occasions, which are not even reasons, but simple laziness or envy of the latecomers, the main issues that should be discussed here and what really need to be attracted attention are lost.
 
where do you get that Idea from? I did read some post here - but that IMHO was fake-news
If its fake news then no need to worry about it. I assumed it was not fake news since the posts about it are allowed to remain for others to read them. However, here's to hope its fake news :D
 
My 60 year old dad kept telling me that he couldnt jump to a system because there were no slots availalble, now that happens from time to time but i had just jumped into the system and i knew it wasnt full (not even close). So i asked him to share his screen so i could see what was happening. In the fleet carrier navigation menu it allows you to select the starport or outpost or installation and set a jump route to that destination. However, the game goes, uh duh i cant do that! Very minor issue, but it would save me from pulling out my hair....hes tried to this do half a dozen times since....and yes were upping his alzheimers meds :)
 
I hadn't spotted this mentioned but there are a lot of posts so I miss a lot.

I haven't started colonising yet, waiting till after the first 4 week cycle amongst other things, but I have bookmarked a couple of possible systems.
The bookmarks were placed on the body the primary port marker was in orbit about a week or so ago, just checked them today to see if they had been sniped, unlikely, and was surprised to see that the primary ports are now in different locations in one case by a body on a different star.

If this is general behaviour I am more sympathetic about the people complaining about where there first station ended up.

Is this
  • typical?
  • random?
  • on a time tick?
 
An ongoing issue - Transferring materials from FC to ship or even when buying from megaships/FC's you have to relog after EVERY purchase. This is seriously annoying to said 60 year old Dad mentioned above....
 
I hadn't spotted this mentioned but there are a lot of posts so I miss a lot.

I haven't started colonising yet, waiting till after the first 4 week cycle amongst other things, but I have bookmarked a couple of possible systems.
The bookmarks were placed on the body the primary port marker was in orbit about a week or so ago, just checked them today to see if they had been sniped, unlikely, and was surprised to see that the primary ports are now in different locations in one case by a body on a different star.

If this is general behaviour I am more sympathetic about the people complaining about where there first station ended up.

Is this
  • typical?
  • random?
  • on a time tick?
afaik that re-location happened with the last update. in my system it jumped from B4 to A2, which was no problem as both bodies have 6 surface slots :)
 
An ongoing issue - Transferring materials from FC to ship or even when buying from megaships/FC's you have to relog after EVERY purchase. This is seriously annoying to said 60 year old Dad mentioned above....
for FC ongoing since years.....but no relogg required - just go to market again, that does update your ships cargo
 
No no, just kick carrier that is sitting three or more hours near a body with all slots occupied if someone sets same body as way point for carrier.
Nope. Just rent out places in heavily loaded systems. 10 millions per hour. If someone don't want to pay - he may park his carrier in a nearby system and jump force and back.
 
Feedback:

Please give architects the ability to remove a facility. Even at the complete loss of time & commodities.

If a mistake has been made it is currently better to abandon an otherwise perfectly good system and start fresh somewhere else.
(Edit: Or just completely give up.)

Horrible Examples:
  • A brand new system: a player places their primary station only to realize it is horrible location for development. What now?.
  • After completing 25% of an Orbis a player realizes it is in a useless location, it is better to abandon the entire system. Even if the system is fairly developed.
  • After +50 hours has been put into colonizing a system with a dozen facilities a cmdr realizes they made some poor placement choices. No fault of their own, they had no idea when building. Now it becomes a better choice to abandon the entire system and start fresh to make a "good" colony. Very disheartening.

In these examples none of the design choices are the fault of the cmdr. They simply did what they thought best at the time. Later, after huge hours of development, trial & error, research on the internet, etc. they have learned better. But much too late.
 
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Please give architects the ability to remove a facility. Even at the complete loss of time & commodities.

If a mistake has been made it is currently better to abandon an otherwise perfectly good system and start fresh somewhere else.
We already have abandoned space stations and settlements. Let FDev mark those incomplete (or even finished) stations and settlements as abandoned. Let us pay to Brewer Corporation to reclaim those installations to free building slots.
 
I've seen lots of people report this on the forum and this is a really clear summary, nice. This is in the Issue tracker but despite dozens of people mentioning it here it has barely any confirmations, so can you all please pile on and confirm:

Have also added a warning about it in the Wiki.
Thank you. I've added my report to it now. :)
 
I thought we could place Horizons settlements - the "Hubs", without landing pads? Is it that some, but not all, are included?
Well, I've since looked for genuine 'Large (+++)' pre-existing settlements in game, and they have large landing pads I could dock at, so I'm inclined to believe that the hubs are not the same thing after all.
 
Is it?

Takes me 4 minutes per round trip of 720t. That's 15 runs per hour or 10,800t.. 21,600t hauled in 2 hours.... so maybe 2.5hr if you program in some fat.
4 minutes per round trip. Is that between a station and your FC, or between the construction pad to the destination supply station and back to your construction pad?

I have a cutter with G5DD, and a pre-engineered SCO. I have an FSD booster for longer range. My max capacity is 648 with the current configuration. I am running shields.

My construction pad is 3.8 kls from the colony star. My target supply station is 37.6 ly away. The CMM Composites are at a surface station 191 ls from the main star. Using SCO boosts, no loops of shame, I am getting a loop transit time of 13 minutes and 33 seconds. So that is 4.5 trips per hour for a total of 2918 tons per hour. The construction pad is in a ice ring.

Please do not gaslight the community about how this is fun, quick, easy work and that 20Kt per hour is easy- unless you are just talking about FC loops, in which case my apologies and we normies just have a different experience of the game.
 
My construction pad is 3.8 kls from the colony star. My target supply station is 37.6 ly away. The CMM Composites are at a surface station 191 ls from the main star. Using SCO boosts, no loops of shame, I am getting a loop transit time of 13 minutes and 33 seconds. So that is 4.5 trips per hour for a total of 2918 tons per hour. The construction pad is in a ice ring.
I find the similar. But I am using a shieldless 784t cutter in a good security system, interdictions very rare. Most of the large quantity commodities need to come from surface settlements. Some orbital stations have smaller quantities, but if someone else is taking them too, they get depleted quick. CMM Composite, Steel, Aluminum, Titanium.

I find the ultimate worst for time is sourcing from surface settlement (dark side) to destination surface settlement (dark side) and also having to travel around the planet for jumping to other system. I try to minimize these situations but often necessary by switching to other sourcing systems.

In the past I tried using the FC as go-between, but I found it was more hassle than it was worth. Often it was on the wrong side of whatever planet I parked it at. Perhaps parking it at the sun would be better. Anyway I find it faster & easier to just go direct.
 
Nope. Just rent out places in heavily loaded systems. 10 millions per hour. If someone don't want to pay - he may park his carrier in a nearby system and jump force and back.
Nope. Humanids with too large credit accounts still can sit afk. Solution is just kick of those to prevent wasting parking slots close to points of interest like Trailblazers.
 
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