Elite Dangerous | System Colonisation Beta Details & Feedback

Whew.... that is going to create an absolute mountain of bad information being reported by people and more-or-less mean that nobody can really say what inputs have done what to their system for weeks. Honestly, I think you ought to pause again on new claims and new constructions and let it catch up. I don't see good things ahead like this.
I fully agree. We should stop with all beta-testing and debugging the mechanics because of this declaration - for the next weeks (and i am sure it will take longer than two - some of my markets are still offline after three weeks) we will not be able to gather reliable datapoints.
 
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Excellent, now we know exactly what was changed. Any updates on the plan to make orbitals around non-landable planets have an economy, since the original and functioning plan was scrapped?
 
I fully agree. We should stop with oe beat-testing and debugging the mechanics because of this declaration - for the next weeks (and i am sure it will take longer than two - some of my markets are still offline after three weeks) we will not ne able to gather reliable datapoints.
Well, there is the CG to partake. Even CG is not for PP2 only - it is for all.
 
the basic Idea to use planetary specs to give (even with a 1.15 Inf) orphaned markets an economy is fine - there is just the "If"-clause missing - if is landable AND has slots -> don´t apply!
Still not perfectly ideal imo when planet types apply dual economies, and you don’t necessarily want a dual economy. Thematically at least, I don’t want to have tourism on my Orbis around a water world, and there are also functional consequences of that tourism economy eating up agricultural produce (without providing anything in return because what does tourism sell besides the colony economy byproducts? nothing I’m aware of certainly …) that I don’t want either.
 
The right choice would be to leave the current system.
Remove industry pressure from everything.

Actual good system,better then the original idea.
The idea in itself was a better solution that the 'Poop Factory' Colony Economy-Plague.
But Communication and Execution have been the main issue in this case.

Also, Industrial for Ice Planets is somewhat questionable, as it most likely the least desired one and we have Industrial Outposts, both for Ground and Space.
I think what they should have done, is to allow us to build Stations directly with a specific economy instead of the current system.

Simply add the appropriate versions to the list of stations you can build and make facilities boost their output (like Refinery Boosting Industrial Production Rates and Extraction Boosting Refinery Output).
The important part here is to communicate this up front and offer a solution for existing systems (worst case: by involving support doing manual adjustments to the owners desire).

And just to stress this, if this has not be made clear:
Communication and Documentation is absolute key to this. This is not a 'nice to have', but a requirement for anything and any hope to turn this mess into a success.
 
The idea in itself was a better solution that the 'Poop Factory' Colony Economy-Plague.
But Communication and Execution have been the main issue in this case.
I re-iterate my statement from some pages ago - all that is just tinkering with the symptoms and absolutely un-necessary - the root-cause for that whole desaster is FDevs descision that primary-port location is pre-determined by Stellar Forge and not choosen by player.
I´d really like an explanation from FDev why they deem this absolutely necessary.
If the position is coming from Forge or from player-input shouldn´t make any difference to the program....

@Paul_Crowther mind to explain?
 
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I re-iterate my stament from some pages ago - all that is just tinkering with the symptoms and absolutely un-necessary - the root-cause for that whole desaster is FDevs descision that primary-port location is pre-determined by Stellar Forge and not choosen by player.
I´d really like an explanation from FDev why they deem this absolutely necessary.
If the position is coming from Forge or from player-input shouldn´t make any difference to the program....

@Paul_Crowther mind to explain?
They should simply allow us to pick the economy we desire, by letting us build the station with said economy in the first place, then all of this would go away in an instant.
They also need to do what the inital UI claimed and allow for system wide effects (Security, Tech Level, Development Level, Standard of Living), so you can boost those with stuff without it killing your primary port economy.

In the end, there is so many ways to do it better, that I actually wonder how they came up with this bad solution in the first place.
 
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They should simply allow us to pick the economy we desire, by letting us build the station with said economy in the first place, then all of this would go away in an instantant.
They also need to do what the inital UI claimed and allow for system wide effects (Security, Tech Level, Development Level, Standard of Living), so you can boost those with stuff without it killing your primary port economy.

In the end, there is so many ways to do it better, that I actually wonder how they came up with this bad solution in the first place.
How long is an "instantant"? :)
 
I haven’t watched it so can’t be sure but I’d guess it was whatever mechan's RARRRR TRAILBALZERS BRICKED RARRRR video was about (OK, I added the RARRRR's myself).
Frontier confirmed the issue and that it was a mistake.
It will also seemingly take up to 2 weeks for all the effects to be reversed.

And frankly said, without Mechans work, I doubt we would have gotten this much attention to the issue and such a quick reply.

I do not know the guy nor am I a follower, but I am thankful for him bringing this to FDevs attention, as I currently have the 3rd attempt going on to get a useful station with a specific economy according to the rules laid out in the meantime by FDev and this change would have screwed me over for a 3rd time.
 
I am beyond frustrated at this point. I was carefully planning a refinery station only to discover it has a heavy industrial influence. A week goes by, and so I'm like "well I will lean into this and make it an industrial station", put down a T1 industrial planetary port only to find out you're taking it back out again. Now I have gimped my station with the planetary port.

I think you should consider adding an abort button to facilities that are not yet fully constructed. I am not alone in this.

And for the love of god, tell people how this stuff works, and run changes past people before you deploy them!
 
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