Elite Dangerous | System Colonisation Beta Details & Feedback

Main annoying things with hauling:
  • inability to request landing and auto-docking on super-cruise exit
  • inability to place my carrier close to station/colonization ship/planet installation (lucky position allows 1 minute cargo transfer, unlucky position at another side of a planet will lead to 3-5 minutes for cargo transfer)
  • inability to assign keyboard shortcut for super-cruise assistance on/off, auto-docking on/off
  • a need to go (each time) throught 3 levels of menu to choose destination for a route that I'm doing many times
  • slow cargo trasfer between my ship and fleet carrier, bug with lost cargo after buying from carrier
  • inability to order my NPC pilot to transfer cargo from point A to point B (from a station to my carrier, from my carrier to colonization ship, etc)
  • monotonous, tedious, mind-numbing gameplay; I was promised to be an arhitector, BTW.
Im' feeling myself as a monkey. I'm already learned all those keys to press on departure and arrival. And I cannot press them - I have to wait when my ship will be close enough or far enough. This game was designed, in every it's aspect, to make players dull. No documentation, not even a hint on system economics construction. I returned to see what was added in this colonization update, and I saw enough. I'll finish my current station and give up on ED for next few years.
 
Bug?

I selected sites for 3 surface facilities on Monday. Construction facilities for those sites still haven't appeared. My original outpost is offering missions, and some planetary rings now have RES. System population is 5,500. (System is HIP 86672, if you want to check it out.)
 
Great, my T1 planetary port surrounded by 2 refinery hubs now has a refinery economy, and the mission board is active, what could be better......

Unfortunately the commodity market is completely empty. :mad:

Why bother?
 
Logged in and my station is finally up and spinning, however, I've got completed projects reading '0' completion in spite of having a full bar and construction hubs still littering my system. Fun times as always. :p
Have, at this time, support interaction on this very problem (mainly asking for screenshots) as I also have numerous completed constructions (with congratulation confirmation) that still have construction hubs next to them saying they are 0% and in the process of construction even though they show no materials required even after the server tick.
Am now at the point where the mindless boredom of hauling just isn't worth the effort, an incomplete Orbis station that will stay that way and a system full of construction hubs for installations already complete.
Spending countless hours on just one aspect of the game at the expense of the other ways to play isn't the sort of game play I would imagine any player will continue to support for long. I'm not suggesting an instant 'click and deliver' building scheme but expecting players to spend days one just one construction isn't a viable plan (squadrons are not a solution for those that, for one reason or another, choose to play solo) .
 
Colonization Trailblazer megaship Trailblazer Dream is persistently out of Ceramic Composites and Polymers.
Although they appear to be helpful Trailblazer megaships cannot have unlimited supplies as that would flood the market and make the whole concept ridiculous so cannot be considered a successful addition even if it would stop the greedy 'supply and demand' crew (that can actually be taken right out of the equation when you use inara by selecting 'no' to fleet carriers when searching).
 
I don't have time to figure out how things suppose to work, I'm done with mindless and repetitive two way hauling, I'm done browsing hundreds of pages looking for hints if something works or not, I wont be playing your puzzle, seriously their approach is disrespectful - we gave you tools, now you figure out yourself because what we delivered is so shallow and uninteresting so the only thing that will keep you attached will be tinkering, while we hold the documentation and laugh. Enough is enough.

Powerplay 2.0 compared to this well described, we know what to do, what results can we expect. When it comes to colonization we know nothing, we blindly build hoping this
time a station will produce anything else than biowaste.

Why wasting time on such thing. I' quitting the colonization game and I recommend doing same for all cmdr frustrated with current situation.

Seconded, hauling is a boring grind. Fdev won't say whether more activities / options will be added to build facilities.

You are basically telling us:
"look, here is a test case, it takes around 6-30 hours to complete. We don't tell you what the test case is, or what to do, and neither what the expected results are. And here is one sheet of paper with a high level abstract of what the system is supposed to do".
My users would escalate something like this faster than i can count to ten. And THEY even get paid for testing.

So yeah, my level of tolerance has now been exceeded.
I like colonization and find it fun.
But the unprofessional non-communication of this "Beta Test" by Frontier is neither fun, nor tolerable.

Go and test your systems yourself.
I mean, you didn't even test them enough to have the correct landing pads in the settlement descriptions. what? This is just sloppy.
Or actually communicate in a professional manner regarding features, test objects, what it is you want to be tested, how the system actually works. Like, on a basic level.
If you aren't able to do so, we will simply leave again in droves, so that the Elite Dangerous system switch back to an amount of traffic that do not exceed their limitations and break the whole game.

I am not willing anymore to pump hours upon hours into the game without any clue what is actually supposed to happen, or when, or whether it did, or whether it works as planned or doesn't.

Maybe they don't know the answers yet. The background simulation was designed many years ago. Do those people still work at Fdev? :geek:
 
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I have two Orbital Construction Sites that have spontaneously started themselves in my colony HIP 79059. Each is next to a completed Installation that I did do. Is anyone else seeing constructions spontaneously start themselves? Does anyone know how to delete these things? I did not start them, but they're occupying valuable orbital station locations.
 
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why not try a regular market?
Exactly. I'm actually enjoying the gameplay of sourcing the components I need. If the megaships have enough of everything for everyone it only contributes to the boring grind, because each trip is exactly the same. It's interesting as a solo player having to compete with the FCs that are grabbing everything they can get their hands on, and needing to look for alternate sources when required.
 
naaa, from my experience all will be good. Had placed a Agri Settlement on top of a steep peak, the guys just bulldozered off half the mountain until the construction did fit - so. like RL.....
looks cool though - and for anyone who for BGS or whatsever reasons wants to attack - on foot or SRV - that will become quite impossible with ~70° slopes and 0.5 g.....
hi
just to confirm i got back on and as said... the entire area has been smoothed out and the base looks sensible.
it is however a double edged sword however as the entire reason i built my mine where i did was for a silly RP reason to have a min almost ontop of a large crevice which has now been mostly filled in. oh well i will place next one better.
 
There is clearly a close link between FCs and Colonization. The quality and character of the Colonization game experience is significantly different between those with and without FCs. I don't really see FCs as pay to win, more like old guard vs. new player in game advantages.

As an honest request from a player wanting to engage with Colonization, I would like access to a stripped down version of an FC that has only the capacity to haul, and fuel and repair, my cargo carrier ship.

What would be the minimum cost to secure such a tool?

Should FDEV offer a less costly FC alternative to increase accessibility to Colonization for newer players?
 
So currently I have 2 planets with surface facilities. 1 with 4 slots & no orbital slot and on that one I have
-T2 refinery hub
-T1 industrial outpost , this one has nerve agents (chem), cmm composite (industrial mats) , aluminum (metal )
-T2 science outpost , this one had HN shock mount on the market last tick but now gone
-T2 agriculture settlement, no market output

The other planet only has 2 slots
-T2 refinery hub
-T2 colony outpost , this one has nerve agents (chem) , polymers (industrial mats), bismuth (metal)

why the different in the output goods ?? Is there any way to determine which goods is produced ?
for ex : to get steel/titanium need 1 extraction hub 2 refinery hubs on same planet & with the system total point of x tech y development z wealth ???
 
So currently I have 2 planets with surface facilities. 1 with 4 slots & no orbital slot and on that one I have
-T2 refinery hub
-T1 industrial outpost , this one has nerve agents (chem), cmm composite (industrial mats) , aluminum (metal )
-T2 science outpost , this one had HN shock mount on the market last tick but now gone
-T2 agriculture settlement, no market output

The other planet only has 2 slots
-T2 refinery hub
-T2 colony outpost , this one has nerve agents (chem) , polymers (industrial mats), bismuth (metal)

why the different in the output goods ?? Is there any way to determine which goods is produced ?
for ex : to get steel/titanium need 1 extraction hub 2 refinery hubs on same planet & with the system total point of x tech y development z wealth ???
I can only go by my own experiences - https://forums.frontier.co.uk/threa...these-numbers-do.634214/page-54#post-10589724

6-slot HMC planet - 4 refineries, 1 tier 2 industrial hub, 1 tier 1 civilian surface port. Steel and titanium didn't appear until after I completed the fourth refinery.
 
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In a thread on Reddit, Daftmav (of well-deserved Colonisation spreadsheet fame) said this:

"btw I think FDev did that because the research structures increases the Tech level quite a bit. Which determines what services are available at stations like universal carthographics and shipyard etc. so Tech is worth stacking up on. (FDev support has mentioned this in support tickets, apparently it's around 35~40 tech level to get all services unlocked)."

Can anyone confirm what tech level they have in a system with a shipyard in it please?
 
I think it would be a great option to be able to trade construction points for deliveries of commodities.

I’ve got 8 t3 points and I’ve no intention of soloing an Orbis/Ocellus.

I’d like to trade each of those points for like 1,000 tonnes insta-delivery of steel somewhere.

Or trade down t3 points as I might do another Coriolis. So like a material trader but for construction. 2 t2 points per t3 converted or something.
 
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