Elite Dangerous | System Colonisation Beta Details & Feedback

STILL no colonization allowed in Colonia? SERIOUSLY? This makes absolutely NO sense. Colonization is of absolutely no use to me since I do no live in the Bubble.
 
the minor influences are destroying any ports from being usable and are also making it bad to build up systems with say security at all.

for the love of god, please give us the ability to turn on or off weak links on the colonisation map for ports.

that way we can build ports to our liking and not have the high security level decimate it.

or a single refinery 400k+ ls away taking all the water from the agri station a CMDR has set up
 
Hello
I have a question. Are the port paintjobs “one-time use” or, as with ships, can I apply them to all ports of the same type once purchased?
Thank you :)
 
So far, I am quite happy with the newest patch.

My "no planet" system with just an asteroid field has a weak link to the research outpost in the system, and sells high-tech goods
My colony coriolis station, which is orbiting a non-landable ice planet started producing industry items as well, and benefiting from the agricultural space installation next to it.
My pirate outpost, which orbits an empty planet is benefiting from agricultural goods from the installation on the moon orbiting the planet which the pirate outpost is orbiting. Still "service agriculture" economy. (Dont as what those "services" are :) )

Things to check after maintenance:
  • what my experimantal "shopping mall" (commercial outpost) orbiting a planet at the fringes of civilization is selling right now, except for being a gas pump.
  • extra goods what my research station is selling , which orbits a CO2 atmo planet
  • extra goods the military outpost sells
 
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I still have multiple inoperable developments in the system I've been building, with seemingly no rhyme or reason as to why (even after multiple "ticks"). Do we have any substantive updates regarding the "docking offline" issues?
 
Overview of Trailblazers Experience
(Week 8.25)

Current Progress and Objectives
To better contextualize where I am.

Work has been completed on System #4. I am going to start putting out some outposts since I've had others envelop my current building area. I want to push further out, get a better chance at a 100-slot system.

Good news, everyone!

Reading the patch notes for next week has galvanized my interest again. Not only is it the complexity I wanted out of building economy chains, but the details have been a huge welcome and helps set me at ease for it. Provided everything works, I'll be back on building up systems once I see what kinds of productivity I have.

Statistics
System #1 - Orbis Port (Tier 3); 5 Infrastructure
System #2 - Coriolis Port (Tier 2);
System #3 - Coriolis Port (Tier 2);
System #4 - Coriolis Port (Tier 2);
System #5 - Outpost - Industrial under construction.

Overview of Trailblazers Experience
(Week 9)

Current Progress and Objectives
To better contextualize where I am.

Work has begun on an outpost to help bridge out of the pocket of other colonization I got caught up in. Work makes this slow. Haven't been feeling well lately, but I'm hoping to be able to pick up the pace again next week, especially since I'll have infrastructure to build.

Business Plan - Updated

Though I'm tempted to stop expanding there and push further out generally. The changes to economies will take some time to get a good understanding of so I can anticipate what will happen, but this level of complexity is what I had expected out of the launch. I will be filling out the systems I built before looking at trying to make a self-sufficient cluster somewhere, assuming I don't end up having to fight people for that space. (It's likely I would...) but I hope I can build enough facilities somewhere to act as a depot for other construction further away from the bubble.

A Coat of Paint, Almost Perfect
I picked up liveries for my stations. The Clinical Yellow is a nice touch. I don't like the Copper/Grey since it seems far too imperial-like, but the matte/sterility of the Clinical Yellow is nice.

Only problem is, it is incredibly difficult to read the station name since the text markings are not inverted (set to black) for readability. Hopefully this is something we will be able to fix later. This is less of a problem on the Coriolis, but a major problem on Orbis.

Orbis.ClinicalWhiteText.jpg



Statistics
System #1 - Orbis Port (Tier 3); 5 Infrastructure
System #2 - Coriolis Port (Tier 2);
System #3 - Coriolis Port (Tier 2);
System #4 - Coriolis Port (Tier 2);
System #5 - Outpost - Industrial under construction.
 
How it works?

1. Coriolis, some facilities around. Strong link only from Ref Hub on the planet surface below. A looot of commodities from other economies around the system. 27 ships in the shipyard. I had 1 stron and few weak links. And multiple economy.

2. I finished two instalation around Coriolis - Extrraction and Agri. Everything changed... I had a lot of metals, but ships decreased to 19 and way less variety of commodities (more metals, but no technology, machinery etc.). 3 strong links: agri, ref, extr.

3. After few hours of hauling, nothing changed in the system and "just like that", commodities change to the situation from point 1, and I have now 31 ships in shipyard market, but still can see only 3 strong links (agri, extr, ref)

It is even not about what I preffer, but it looks like some random process.

And other thing - any hotspot in the system don't have resources. 4 hotsposts or platinum, pristine, no platinium at all.
 
One bug I have discovered in my system Col 285 Sector GU-J b24-1 is that the Science outpost Franken Beacon doesn't have a market, instead it acts like a facility and gives its high-tech economic influence to the industrial outpost Hopper Horizons which is built around the same planet. Checked today, same bug still present. Are multiple orbital outposts built around the same planet supposed to behave like this?

Visuals:
1746118072484.png
1746118093940.png

1746118146301.png
 
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Do you really want Colonia to change from 35-40 inhabited systems to 5000 inhabited systems inside 2 weeks?

Plus you'd have to fly to the bubble to get Emergency Power Cells.
Those aren't a requirement until you try to build surface stations. And, yes, if I really had to jet back to the Bubble, I would. I can already do it in 4 hours. Obviously, with a load of rare materials it would take longer, but it's not unbearable. Besides, I've every confidence that FDev would make similar commodity adjustments for Colonia as they did for the Bubble. Again, there is no good reason not to open colonization up. None.
 
Hello
I have a question. Are the port paintjobs “one-time use” or, as with ships, can I apply them to all ports of the same type once purchased?
Thank you :)
Just like ships. If you look at the store, it shows separate paint jobs for each of the four types: Outpost, Orbis, Coriolis, and Ocellus. Once you buy one, you can apply it to as many stations of that type as you built. If you buy a paintjob for your Cobra Mk V, you can use it on ever Cobra Mk V you own, you can't put it on your Cobra Mk III.
 
Do you really want Colonia to change from 35-40 inhabited systems to 5000 inhabited systems inside 2 weeks?

Plus you'd have to fly to the bubble to get Emergency Power Cells.

It just needs slower colonisation progress... one system per week (after fully functional station in Thursday) and big range to avoid crap systems...
 
Again, there is no good reason not to open colonization up. None.
I can think of a few.

1) Colonia is currently interesting in part because it does only have a memorisable number of systems, all of which are small enough that a relatively low amount of player traffic can affect their markets, politics, etc. Colonisation there would instantly destroy all of that; a single T3 starport can produce more of individual commodities than the entire Colonia region has supply of every commodity combined.

2) That'll not last forever, of course, but it's a more interesting story if it doesn't last forever because a massive player project over the course of a couple of years gradually constructed a chain out from the bubble (~5% complete already!) rather than because Frontier pressed a button and now it's just there.

3) The "bring in squadron faction" feature will let people add Federal/Imperial/Alliance factions to Colonia. Which sounds like normal player-emergent "annoy the locals" stuff, until you remember that the nearest superpower detention centre will be 22,000 LY away so failing an Odyssey mission can be extremely consequential. That's already starting to be inconvenient for some colonies a lot closer to the bubble.


(I guess what I'm saying is that I expect Frontier to enable it next month, to continue their usual pattern of "find gameplay opportunities I like and bring in a new feature which makes them completely impossible to continue with".)
 
Those aren't a requirement until you try to build surface stations. And, yes, if I really had to jet back to the Bubble, I would. I can already do it in 4 hours. Obviously, with a load of rare materials it would take longer, but it's not unbearable. Besides, I've every confidence that FDev would make similar commodity adjustments for Colonia as they did for the Bubble. Again, there is no good reason not to open colonization up. None.
Apart from ruining the character of Colonia.
 
Those aren't a requirement until you try to build surface stations. And, yes, if I really had to jet back to the Bubble, I would. I can already do it in 4 hours. Obviously, with a load of rare materials it would take longer, but it's not unbearable. Besides, I've every confidence that FDev would make similar commodity adjustments for Colonia as they did for the Bubble. Again, there is no good reason not to open colonization up. None.
Colonisation is still a broken mess under development. That's a great reason to not expand it yet. It'll likely be enable galaxy wide once they actually get it to work reliably.
 
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