Elite Dangerous | System Colonisation Beta Details & Feedback

What a complete dog's breakfast. No rollbacks, sure, just fundamental reworks so that everything done becomes something entirely different.

That's why if anyone still has a reasonably working system after the planetary influence feature dropped - don't touch it. Wait until it's reasonably understood how the new mechanics really work.

Use a second system as a testbed before making those same changes in your primary.
 
That's why if anyone still has a reasonably working system after the planetary influence feature dropped - don't touch it. Wait until it's reasonably understood how the new mechanics really work.

Use a second system as a testbed before making those same changes in your primary.
Except for my latest expansion, I'm not building anything new. I'll finish off my current projects.
 
Except for my latest expansion, I'm not building anything new. I'll finish off my current projects.

Same, just completing some low risk but necessary installations in my primary - which is carefully planned.

How my secondary will look like, I have no idea 🤣 But I'll do my best to make it viable.
 
What makes me really angry is the quite arrogant manner in which FDev refuses ANY communication and feedback, specifically when we are doing THEIR job - which Beta-testing is!

It's a 42 thingy.
As soon as people figure out what it is, it changes into something completely different.

In theory, I still have a ground T3 to build.
In theory, it wouldn't matter that the T3 would have only 3 products in its market.
In theory, the 3 product problem would be fixed at some time in the future... right?
In theory, the rules may change a few times until I'm done with the T3, so I might as well continue.
But I don't know what would happen to a T3 on a rocky body with a carbon dioxide atmosphere and life.
And I don't know what would happen with the rest of the system.
And I don't know if there's still a way to turn a million tons of cargo into something I'd like.
 
What really makes me angry, is the fact, that FDev calls the whole thing "feature complete".

Maybe it is "feature complete", when the "feature" planned to release was "make players claim systems and build stuff in it".

But as ED is a rather complex game with lots of possibilities to fiddle things around, there is just not enough information and ingame-tools available, to really make colonisation a viable extension to the base game.

We get so much information and ingame "hands on controls" on things like "how to customize ships to the max" and get the tools to do so (huge outfitting markets with hundreds of different items to put on a ship, lots of different ships available with varying stats, engineering to futher push stats, and - most importantly - detailled numbers of how things change when equipping items to a ship, do engineering, etc.). So we can really look at what we get and review it later in the ships menu in great detail (jumprange, shield power, etc.), also.

And yet for colonisation we just get a handfull of ingame menus, buttons and a bunch of stats what we don't really know what they are meaning just to let us hope, what we are presenetd with really plays out as promised in the long run (aka after hitting the "build" button). With - at the moment - no chance to really get a glimpse of the real numbers of the systems we are trying to evolve. Not on a facility level, nor on a market neither on system level.

And I'm just talking about usability and information here and not even addressing just plain bugs that could lead to completely brick a system like facilities not being placed to the spot we initially started them after finishing the build.

I'm just feeling sad at the moment, as I really was eager to do colonisation. For the moment I just finish one more primary settlement, I have ongoing, and leave it be until "beta" is somewhat over.

In the meantime I will most likely just try to get the systems I already colonised to have my favourite minor faction the controlling one. Oh wait... In the systems I want to influence there are no ticks happening since over a week to change factions, as BGS seems to be broken somewhat, too, after introducing PP2.0 and getting even worse after introducing colonisation...

Well, guess I will ship grumpy old tards to Sirius Atmospherics then... ;)
 
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Anyone else finding the quantities of build materials changing as you complete other outposts in the system? I thought I'd just taken the numbers down incorrectly the first time, but it just happened again.

I added two new installations. Made a note of the quantity of each material in a spreadsheet. Also made the total of each a buy order on my fleet carrier.
Jumped FC to Kilikis and collected the stuffs.
Jumped back to my colony.
Unloaded to one installation.
Now I move over the other install, and the requirements have changed.

Its a mining outpost, Phorcys variant. The one I completed was a Security Installation, Nomos variant (which appeared as a scientific something in the nav panel when it was first completed)
CommodityOriginal QtyNew Quantity Req'd
Liquid Oxygen1028998
Water7370
Food Cartridges5250
Fruit and Vegetables1818
Ceramic Composites8684
Insulating Membrane129128
Polymers215220
Geological Equipment2625
Power Generators99
Water Purifiers2222
Aluminium921955
Copper5254
Steel21412229
Titanium16281560
Bioreducing Lichen172179
Computer Components1313
HE Suits1313
Muon Imager4344
Robotics6062
Resonating Separators2222
Grand Total67236755

Of course, now it means I cannot complete the installation with what I have on the FC. It's not a huge variance - but it messes everything up.

PS Frontier: It would be really good to be able to see what settlement actually are from the system map (be it map mode or construction mode, whichever makes sense). Given some items cannot be landed upon, how else will we know what we built? Also - how will we know if an error occurred (I built x, but got y instead....like my security thingy and scientific label when it was completed. All it says in system map is a generic 'Installation [typo by the way, missing an 's'] are faction-owned orbital facilities. These structure are of vital importance to local factions, providing benefits to system infrastructure. They can be targeted by opposition forces, making them a good place to find mercenary work' <- like great, that tells me pretty much nothing.
 
Maybe it is "feature complete", when the "feature" planned to release was "make players claim systems and build stuff in it".

But as ED is a rather complex game with lots of possibilities to fiddle things around, there is just not enough information and ingame-tools available, to really make colonisation a viable extension to the base game.

That's always been the case and yet I'm certainly not the last person to have been playing ED since 2014. Tools were developed by the users, game mechanics had to be found out for yourself and since PP2.0 there are things that work today, work differently tomorrow, no longer work at all the day after tomorrow but do for someone. I feel sorry for poor Paul. What is he supposed to announce when even the programmers are despairing of their own project?
 
Anyone else finding the quantities of build materials changing as you complete other outposts in the system? I thought I'd just taken the numbers down incorrectly the first time, but it just happened again.
Where did you get the amounts from? From the construction menu when selecting what to build? Those get a random factor/initial port tax applied to them.
I copy the amounts from the list that's shown in the system map after starting construction and returning to my FC, and in 24 constructions its not changed once, but having said that I've only done concurrent construction of more than one installation a couple of times.
 
I copy the amounts from the list that's shown in the system map after starting construction and returning to my FC, and in 24 constructions its not changed once, but having said that I've only done concurrent construction of more than one installation a couple of times.
them you are lucky.
I also transcribe from the Sysmap-Info into a spreadsheet, setup my FCs demand list, deliver and sometimes (I think 4 times over the last weeks) exactly upon the last delivery required, suddenly numbers change and you are short of 10 to Steel or two Microcontrollers or something like that.
My guess is thats FDev´s take on construction-site theft ( a RL problem)....
 
LIke a Refinery Hub on an icy moon next to an extraction settlement. Why would i build that, when the refinery stuff just gets gobbled up by the inherent industrial economy from the moon.

Wait, please explain: to build a Refinery Hub on an icy moon next to an extraction settlement only to be gobbled up by the inherent industrial economy is one thing,
and building a Refinery hub on an icy moon alone, to be forcefully turned into industrial economy is something different.

Is it still possible to build Refinery stuff on icy moons, only them, to stay as refinery economy?
 
I built an extraction facility and a refinery on a HMC planet. It’s been two Thursday maintenance cycles and the refinery is still offline. I built a agricultural facility on an icy planet that my primary star port orbits. The start port is industrial with a full list of industrial commodities for sale. This is just my opinion but I’ve seen so many people saying that their refinery has problems that I’m thinking they don’t want us to have working refineries past a certain point in order to slow down the expansion rate, but that’s just my thoughts on that
 
I just started building an mining outpost in orbit next to my Orbis, which is 75%Industry, 25%Agri (built before the new changes). The planet underneath is rocky, so my guess is the Orbis will become a mix of Refinery, Industry, Extraction and Agriculture. Maybe. It's not like I can loose anything.

And a little bit off-topic, something weird is going in my system (just jumped in with a fully loaded carrier), looks like I got a ghost planet:
Screenshot_0028.jpg


Screenshot_0029.jpg
 
It's mindblowing how bad FDev are at communicating, it shows absolute contempt for the player base and is completely disrespectful of players time.

I had just started construction of a pure refinery system, luckily only half way through a refinery hub on an icy moon and I hadn't started the Coriolis. That Coriolis would have ended up with an Industrial/Refinery economy because of the icy moon.

I'm not building anything else for the foreseeable future.
 
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