Elite Dangerous | System Colonisation Beta Details & Feedback

"Do any of the surface ports other than the huge one have a shipyard?" not to my knowledge.
But you got a nice system there!
At A4 and A5 I would build up a Refinery and Mining Industrial economy (respectively and separated). For the Market of Coriolis itself you can take care later.....
And for mining later on an Astro-Base in one of the rings?
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Thank you for your quick replies. I definitely have more space, and the Coriolis came with a shipyard. I am better off than most. Do any of the surface ports other than the huge one have a shipyard?

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A4 : 3-4 refinery , 1 T2 colony/hightech outpost , 1 extraction
A5 : 2-3 industrial hub , 1 T2 industrial outpost , 1 T2 military settlement , 1 T2 agriculture
As for your Coriolis , either a T1 farm or a T2 science/hospital


btw , I built a 37k T2 colony outpost and that one still doesnt have SY. So maybe only the 210k surface port has SY
btw2 , that colony seem to be active now. The system population jump up from 36k to 54k and mission board also active. Lucrative mission last I check ( 40-50mil for sourcing 120-250 commodities). The market still only sell 3 stuffs
 
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Greetings. Review on the topic. Colonization is very interesting, but not in the way it is now.
1. Please reduce the amount of materials for the construction of facilities by 2 times, because it is very tedious to transport such an amount. Since a number of players are against paid NPC delivery (it was possible to deliver NPCs for the beta test, but the cry from these players was sky high), it remains only to reduce the amount of materials.
2. Deadlines. Personally, I don't give a damn about deadlines and distances. My desired systems are 20,000 l.y. away from Sol - building a chain of garbage stations is masochism. I tested only 1 system in the bubble and was disappointed in many ways due to the lack of at least basic concepts of how it all works. I assume that you want to add a colonial module and an additional cargo compartment for materials to the Fleet Carrier (there is a "colonial service" and a "cargo compartment for materials" on the system map in the disabled Fleet Carrier services, but they cannot be connected now), then the delivery time to hell is my problem if this is the case.
Sorry, I'm using a translator.
 
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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.
My God. The Bubble is expanding itself.
 
2. Deadlines. Personally, I don't give a damn about deadlines and distances.
in my opinion it is not about someone's personal preferences, it is about not permanently blocking systems from colonization
if someone makes a claim and fails to complete it, the system will be blocked because the system was claimed, but the person who started the claim failed to complete it because and here enter the reason
 
in my opinion it is not about someone's personal preferences, it is about not permanently blocking systems from colonization
if someone makes a claim and fails to complete it, the system will be blocked because the system was claimed, but the person who started the claim failed to complete it because and here enter the reason
according to FDevs description, upon fail of construction (exceeding deadline) the System should switch back to "free for grabs"
 
but when we do not have timer it would be perm. claim in progress. yes?
for the primary port (after claim) you have that timer. If the claiming architect finished that one, no more timer. If he just decides to not further develope that system - up to him/her
 
in my opinion it is not about someone's personal preferences, it is about not permanently blocking systems from colonization
if someone makes a claim and fails to complete it, the system will be blocked because the system was claimed, but the person who started the claim failed to complete it because and here enter the reason
I wasn't initially interested in the expansion of the bubble - it's boring. I'm interested in deep space exploration, so I don't give a damn about the delivery time. I chose the first system in the bubble to test and understand how it works. By item number 2, I mean the time and distance of delivery of materials - sorry, that's how my translator works.
 
for the primary port (after claim) you have that timer. If the claiming architect finished that one, no more timer. If he just decides to not further develope that system - up to him/her
but we are seaking about this 1st and only timer, when there is station it is at least system of some use - this is in my opinion the reason why we have this first time limit for colonization, not to force players to race against time (although it is a bit, like that if someone rushes to the T3 station at the beginning)
 
..., not to force players to race against time (although it is a bit, like that if someone rushes to the T3 station at the beginning)
well, thats up to the claimant as well, if he/she makes that (from my perspective questionable) descision - good luck :)
 
Can anyone confirm this? As in "What?!"

If true this needs to be clearly communicated, because it is quite a random rule.

Imho a squad mate has a station with economy influence in the second slot.
It's yet another bug, I assume. My first port is in SLOT1 by default, orbiting a body with a Military Settlement, but the economy remains Biowaate fsctory.
 
Biggest issue I have with Trailblazers is the FC jump availability. I've been trying to jump so I can load up my FC with materials and there have been No Free Slots constantly.

Even in the quiet periods when the Americans are supposed to be in bed.

Can we have more slot availability please? More people are FC owners now, so it makes sense.

(Some people have defended the no free slots thing as a game feature, I disagree)
No free slots or no free time slots? These are two different failure states.
 
have since weeks no probs at all to get FC-Jump slots - loop constantly 15:45 min - free slots at Dollar General - ehm Trailblazer Ships? Dunno - dont use them
 
Maybe FDev have designed so monitonic and boring hauling process for colonization to introduce NPC haulers for ARX? Hey, we already agree!
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but when we do not have timer it would be perm. claim in progress. yes?
After the Primary Port is complete the colonisation attempt is successful any further work is purely up to the architect with any timescale they want subject only to the lifespan of the game or themselves.
 
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