Elite Dangerous | System Colonisation Beta Details & Feedback

Mmm I see but given the number of systems to be colonized (and even already colinized) in relation to the number of players, it seems an odd way to calculate. The vast majority of systems will be inactive
A system that encourages you to build 1 colony or a little bubble and use them makes a lot of sense in isolation. The rest of colonisation doesn't support that as you're lucky to get 2 claims near enough that you'd use both. It's also confusing when everyone in the system is happy and you still have 0% happiness so it might need a new name.
 
Mmm I see but given the number of systems to be colonized (and even already colinized) in relation to the number of players, it seems an odd way to calculate. The vast majority of systems will be "inactive"
Yes - you'll very definitely have to be responsible for keeping your own system happy, because the chances of anyone else doing more than briefly appear for 30 seconds in supercruise before hyperspacing on are minimal.

A system that encourages you to build 1 colony or a little bubble and use them makes a lot of sense in isolation. The rest of colonisation doesn't support that as you're lucky to get 2 claims near enough that you'd use both.
Depends where you're claiming - there's certainly a bunch of systems near me that I could take (none of them as strong as the first one I got, but still not terrible) that still no-one else has gone for over four weeks later, and that probably gets more true as you head further from the bubble.

It's also confusing when everyone in the system is happy and you still have 0% happiness so it might need a new name.
Yes - for some reason "Happy" is the default, apparently corresponding to 0% on the weekly report, with "Elated" as a positive level above that, and "Discontented", "Unhappy" and "Despondent" as negative levels below it. (anything below Discontented is extremely rare in practice)

Frontier have never been particularly consistent about how dystopian a setting this is supposed to be, so you can interpret that as "of course everyone is generally happy, it's a post-scarcity high-tech society" or "of course everyone is generally happy, the Water Purifiers are correctly fitted" as you choose.
 
Nah, seems to line up to yesterday, when they added economy influence to planets, now anyone updating the economy of their station by building something is also going to get hit with the planetary influence.

With icy planets giving industrial economy, and a rather strong influence at that, and icy planets being the most common one, a lot of people are going to get blindsided by suddenly having their markets turn industrial.
 
Nah, seems to line up to yesterday, when they added economy influence to planets, now anyone updating the economy of their station by building something is also going to get hit with the planetary influence.

With icy planets giving industrial economy, and a rather strong influence at that, and icy planets being the most common one, a lot of people are going to get blindsided by suddenly having their markets turn industrial.
oh boy, everyone will be happy when their refinery setup bricks, and all their metals go away
I hope you are wrong
 
I hope you are wrong
Conversely everyone who was stuck with colony because they couldn't get anything else will be happy. I suspect it needs some tuning or just the detection of the landable body flag but the change is actually a step in the right direction. If it's deliberate and not just someone accidently pasted industry into the colony market effects.
 
IMO its a good change.

Just should have been around from the start, communicated better, on architect UI......

Not done with the radio silence we currently are under.
 
1.15 is the standard economy influence for an industry station. Once the influence stuff stabilises they'll be fine as it'll just get steamrolled back down by the surface installations. Welcome to beta. Go slow fast, break stuff. It's only been a few weeks with multiple rounds of tweaks so it is going fast despite not being fast enough for most people. Expect more things to break before they're done.
 
and what's the problem? three weeks the system is completely finished - 15 objects without landing planets - all colonies and without population development - this is alpha baby
 
If your system has two or more suns, do all the installations/stations etc effect the whole system or just the bodies associated with the parent star?
 
If your system has two or more suns, do all the installations/stations etc effect the whole system or just the bodies associated with the parent star?
A couple of days ago, the answer was:
- things like "wealth" and "standard of living" are global to the system, so the effect goes everywhere
- economic influence only affects things specifically orbiting the exact same body

Now it could be anything, though.
 
1.15 is the standard economy influence for an industry station. Once the influence stuff stabilises they'll be fine as it'll just get steamrolled back down by the surface installations. Welcome to beta. Go slow fast, break stuff. It's only been a few weeks with multiple rounds of tweaks so it is going fast despite not being fast enough for most people. Expect more things to break before they're done.
There is no undo button. This is not a beta it is on the live servers. There will be no reset of progress done.
If you brick your system its forever. There are limited slots on bodies and around them.
 
But you need industry products!
Sure, but how many of them do you need? A single T1 industrial outpost can supply the entire industrial product needs for multiple simultaneous colonisation projects, or provide plenty of exports to import into stations you want to improve the BGS states of.

If you do want to build an industrial market, it's great - stick it on an ice world and get an instant boost to industrial production and consumption.

If you want to build any other sort of market, it's terrible - previously you could stick down a Colony port, add a few matching influence buildings, and get the economy you wanted. Now if you do that, the icy industrial influence will mean that anything your port produces that's consumed by Industrial (which is most exports of most other economies, apart from Extraction) is likely to get internally consumed by the Industrial component before it gets as far as the public market.



In many respects, it's a good way of doing things:
- it makes the planets available in a system matter for more than just their slot count - now you have to consider what sort of economies the system will actually support and build accordingly, while making "one stop shop" systems capable of producing everything a lot more difficult to find.
- it makes non-landable planets a lot more useful
- it reduces the number of constructions needed to get certain types of economic output

The catch, of course, is that it will break the economic production of a very substantial number of existing stations.

Now, of course, every player accepts that this is Beta, things might change, it's not worth committing time to systems at this stage if the end result matters. But it's still a pretty big change to throw in without advance notice (or, so far, retrospective notice) after a month and give everyone "bug or feature?" questions.
 
Sure, but how many of them do you need? A single T1 industrial outpost can supply the entire industrial product needs for multiple simultaneous colonisation projects, or provide plenty of exports to import into stations you want to improve the BGS states of.

If you do want to build an industrial market, it's great - stick it on an ice world and get an instant boost to industrial production and consumption.

If you want to build any other sort of market, it's terrible - previously you could stick down a Colony port, add a few matching influence buildings, and get the economy you wanted. Now if you do that, the icy industrial influence will mean that anything your port produces that's consumed by Industrial (which is most exports of most other economies, apart from Extraction) is likely to get internally consumed by the Industrial component before it gets as far as the public market.



In many respects, it's a good way of doing things:
- it makes the planets available in a system matter for more than just their slot count - now you have to consider what sort of economies the system will actually support and build accordingly, while making "one stop shop" systems capable of producing everything a lot more difficult to find.
- it makes non-landable planets a lot more useful
- it reduces the number of constructions needed to get certain types of economic output

The catch, of course, is that it will break the economic production of a very substantial number of existing stations.

Now, of course, every player accepts that this is Beta, things might change, it's not worth committing time to systems at this stage if the end result matters. But it's still a pretty big change to throw in without advance notice (or, so far, retrospective notice) after a month and give everyone "bug or feature?" questions.
and what is the release test then, in the delivery of goods and display of images?
 
There is no undo button. This is not a beta it is on the live servers. There will be no reset of progress done.
If you brick your system its forever. There are limited slots on bodies and around them.
It's on the live servers. It is a Beta and they very very clearly told us all that it was a public test period on the live server. So yes it can get bricked and yes it's there forever but you should have known going in that it's not done and subject to change.
 
Back
Top Bottom