Elite Dangerous | System Colonisation Beta Details & Feedback

Man, id be happy with a mass driver on my FC to just yeet stuff directly at the construction site, if april fools will allow it. Its kinda dumb we gotta haul stuff twice. Hella boring too, and haulers can still have their FC loading credits.
 
Why stop at 2000 tons? Why not 20000 tons? Why not 2 million tons?
2000 tons becuase it fits Panther Clipper LX, which was planned for ED long time ago.
And no, it's not my proposal to fix exhausting hauling for colonisation with new ship.
I did many proposals
  • pay NPC (missions, wingmen, etc)
  • upgradable stations, where requirements to build a barebone station will be much smaller
  • use limpets/drones or crew to load and unload fleet carriers parked near station or colonization ship
  • diverse activities (fighting missions to protect convoys, exploration to scan planets to choose better locations, etc)
But I never proposed to decrease materials requirements or add a new ship.
Small cargo capacity addition or decreased requirements (25% speedup) will not solve the problem.
Big changes for cargo capacity will affect all other parts of ED.
 
Since it's April Fools' Day, I'd like my crew, the one from the fighter, to be assigned to one of my ships, another of these crew members to another, and they could be assigned a task, for example, load a ship with cargo x and unload it on an carrier, the game calculates how long it will take, the ship can be captured by pirates, for example, the second crew member is tasked with protecting this ship. You receives messages about such an event, you can join this event. But it's April Fools' Day, and coding something like that would be a massacre ;-))
 
ED's NPC pilots already can drive a taxi. Why do you think that coding cargo delivery will be a massacre and bug-fest?
I'd bet it to be a half-hour job for junior programmer.
 
Since it's April Fools' Day, I'd like my crew, the one from the fighter, to be assigned to one of my ships, another of these crew members to another, and they could be assigned a task, for example, load a ship with cargo x and unload it on an carrier, the game calculates how long it will take, the ship can be captured by pirates, for example, the second crew member is tasked with protecting this ship. You receives messages about such an event, you can join this event. But it's April Fools' Day, and coding something like that would be a massacre ;-))

There must be something wrong with me today - that actually made sense 🤣
 
Since it's April Fools' Day, I'd like my crew, the one from the fighter, to be assigned to one of my ships, another of these crew members to another, and they could be assigned a task, for example, load a ship with cargo x and unload it on an carrier, the game calculates how long it will take, the ship can be captured by pirates, for example, the second crew member is tasked with protecting this ship. You receives messages about such an event, you can join this event. But it's April Fools' Day, and coding something like that would be a massacre ;-))
Plus, of course, you get a notification about attacks and a limited time to travel over to a newly generated instance in order to help your ships fend off the attackers. Throw all coding woes to the wind. :)
 
You don't need to release a bigger cargo ship when you can just adjust the base prices. I highly doubt we're going to get any cost reduction or bigger cargo. People are already developing systems at a crazy high rate despite not enjoying the constant hauling. Also we're still in beta it'd make more sense to release a ship when it goes live and gets fixed than while it's still in testing. We're going to want that new medium ship for all the BGS work using outposts people are doing to flip their colonies. It fits very well with colonisation when you look at colonies as more than just markets for building more colonies. They are semi functional systems that you can do most of the usual game activities in.
It won't get fixed. Little reminder that this mess is what Frontier is happy with. Stations not functioning because they're in slot 1 rather than slot 0, primary ports not functioning when built in slot 0, ports ceasing to function when there's two around the same body, hundreds of people being left with T2/3 stations around worlds that do not support surface facilities, economies and production not interacting because theyre farther than 10 Mm away from each other, and so on and so on.
All this made it through their QA and the beta is for checking "resources and distances".
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It won't get fixed. Little reminder that this mess is what Frontier is happy with. Stations not functioning because they're in slot 1 rather than slot 0, primary ports not functioning when built in slot 0, ports ceasing to function when there's two around the same body, hundreds of people being left with T2/3 stations around worlds that do not support surface facilities, economies and production not interacting because theyre farther than 10 Mm away from each other, and so on and so on.
All this made it through their QA and the beta is for checking "resources and distances".
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he's right, in the last frontier unlocked they are very happy with the current state of colonization including the range (we arent getting more then 15 LY).

expect hardly any changes and as for bug fixes, dont expect those either, they have done their one obligatory hotfix per release, expecting or demanding more is unrealistic.

if they do give more fixes (unlikely) consider yourselves extremely lucky.
 
It won't get fixed. Little reminder that this mess is what Frontier is happy with. Stations not functioning because they're in slot 1 rather than slot 0, primary ports not functioning when built in slot 0, ports ceasing to function when there's two around the same body, hundreds of people being left with T2/3 stations around worlds that do not support surface facilities, economies and production not interacting because theyre farther than 10 Mm away from each other, and so on and so on.
All this made it through their QA and the beta is for checking "resources and distances".
I don't think "feature complete" means "we won't fix any bugs".

I don't even think it even means that they won't add new features to it. I think by "feature complete" they meant "it has all the features that we originally planned", in other words, "there are no planned features that we didn't add to this beta". That doesn't mean that they won't come up with new features after the beta launch (eg. based on player suggestions) that they might add later. It simply means that it's not lacking of any features that they originally planned for the release, and it has all of them.

The reason why I think this is that it would sound odd for them to say "this is what you get, we won't be modifying anymore, no matter what". Why would they say such a thing? That "feature complete" is just poorly expressed.

(And yes, that might be a completely incorrect interpretation. I have not seen Fdev specify what exactly they meant by "feature complete".)
 
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It won't get fixed.
There will be some fixes but the system is what they want. Not what we want. I don't expect a new ship at this stage we might get one later because they like money and early access ships but it's not going to be done for the good of the players. I was just pointing out that this beta is about balancing adjustments and material costs are a balancing adjustment. If they wanted it to be faster they'll change it but considering the system can't handle the volume already the chances of easier colonisation are 0.
 
Man, thats awfully unambitious and rather disapointing if they really meant "feature complete" as everything they wanted to put in it, i guess this last year was a fluke, they truly are back to the "minimal viable product" style.... So what are the odds of vanguards being good? I won't judge cause i honestly don't really use the social features of ED, so i dont really care about vanguards unless some exclusive reward gets tied to it.
 
I don't think "feature complete" means "we won't fix any bugs".

I don't even think it even means that they won't add new features to it. I think by "feature complete" they meant "it has all the features that we originally planned", in other words, "there are no planned features that we didn't add to this beta". That doesn't mean that they won't come up with new features after the beta launch (eg. based on player suggestions) that they might add later. It simply means that it's not lacking of any features that they originally planned for the release, and it has all of them.

The reason why I think this is that it would sound odd for them to say "this is what you get, we won't be modifying anymore, no matter what". Why would they say such a thing? That "feature complete" is just poorly expressed.

(And yes, that might be a completely incorrect interpretation. I have not seen Fdev specify what exactly they meant by "feature complete".)
Im not obsessing over the term "feature complete".
I just read what the beta is for, and considering there is no survey form or dedicated feedback form, the issue tracker cant handle the issues and maybe two of the 20 even made it there, and considering there's still open issues from two years ago, there is little hope for the bugs to get fixed.

The end of the quoted post even says, paraphrased, "You can leave feedback but we're only interested in resources and costs".
 
Man, thats awfully unambitious and rather disapointing if they really meant "feature complete" as everything they wanted to put in it, i guess this last year was a fluke, they truly are back to the "minimal viable product" style....

After the ambitious scope of Odyssey, and the disaster that followed - can you blame them?
 
the way to fix that is to have a system whereby things built in orbit can be moved to a different slot or even a different planet orbit. charge credits for the service. but it's not canon or astrophysics breaking to be able to move/tow a station from the orbit of one planet to the orbit of another. that way, if your primary port ends up 200,000 ly from the star, you can tow is back to a better slot. (and is also a solution for fixing systems built before we worked out how economies worked... which is most of them that have been built so far)
Charge ARX for the service. :)
 
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