Elite Dangerous | System Colonisation Beta Details & Feedback

For what it's worth I'm still waiting for a resolution to "Two planetary outpost construction sites got placed inside of each other when I only got the successful placement message once and meant to place only one, after two placement failures", in my first colonized system. It wouldn't have been a great build even under old rules but the main reason I have not gone back to it is because of that. And I have not committed to building even one of those two sites, partially because I can't land - with a large ship - at the one that I actually want because they're overlaid.
 
I don't know how the opening post in this thread could be any clearer:
because its a discussion forum about a feature in beta.
if ever there was a time for players to voice their opinions and suggest improvements that would be it.

and besides its not like historically FD do not have form for changing things after the fact after community pushback, even stuff which they were happy with (and to be clear not always for the better imo )!.
 
... and subjective views on colonization should not stop what is now an objectively bad design (while it previously was at best something everyone was indifferent to) from being changed. I'm not exactly sure what kind of logical sense it even makes to have only a very specific part of your interstellar society producing emergency power systems.
It makes a lot of logical sense to have a constraint like this to keep us lot on a tight leash whilst Trailblazers is in what FDev call "Beta." Would not surprise #mepersonally if there was some sort of "good news everyone, Sirius have put the design in the public domain" news announcement once it's out of Beta.

Also gentle reminder the real world frequently has these pinch points, we just don't hear about them until it goes wrong (or unless you happen to be a risk professional who needs to know for the day job). We're having this conversation on kit with a very thin number of suppliers for some of the vital components. If TSMC and FoxConn went away tomorrow believe me we'd know about it pretty fast.
 
Also gentle reminder the real world frequently has these pinch points, we just don't hear about them until it goes wrong (or unless you happen to be a risk professional who needs to know for the day job). We're having this conversation on kit with a very thin number of suppliers for some of the vital components. If TSMC and FoxConn went away tomorrow believe me we'd know about it pretty fast.
Don't get me wrong, I understand this as a general business thing and specialization into different aspects, but frankly, the idea that emergency power systems in an interstellar society are only produced in a very specific area, that strikes me as ridiculous. Thargoid Titan takes over that area? Well, no more spare parts, replacements or new production for that until it is removed I guess...

Anyway, the feedback should still be useful for when the beta phase is over or Frontier deems it the right time to let everything become fully self-sufficient than to rely on the Bubble for that one very specific commodity.
 
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It makes a lot of logical sense to have a constraint like this to keep us lot on a tight leash whilst Trailblazers is in what FDev call "Beta." Would not surprise #mepersonally if there was some sort of "good news everyone, Sirius have put the design in the public domain" news announcement once it's out of Beta.

Also gentle reminder the real world frequently has these pinch points, we just don't hear about them until it goes wrong (or unless you happen to be a risk professional who needs to know for the day job). We're having this conversation on kit with a very thin number of suppliers for some of the vital components. If TSMC and FoxConn went away tomorrow believe me we'd know about it pretty fast.
The reason why the TSMC chip foundries in Taiwan are so geopolitically important, and why there is a massive effort to diversify the manufacturing base outside of Taiwan.
 
On a thread about system population a few people have reported major population drops after completing a Coriolis, is this a known thing?

It happened to me this week. My little system (outpost, surface port, couple of Ody settlements and some installations) was sitting on 10 million population, after completing the Coriolis this dropped overnight to 2.7 million. Adding the Coriolis had lowered the system from High Security to Medium Security so I presumed it was something to do with that (all other stat effects from the Coriolis are positive). Within a day I built a new security installation which lifted the system back to High. The next day the population grew from 2.7 million to 2.8, so it seems no-one's in a rush to come back (or it wasn't security that was behind the sudden drop in the first place). And it's stayed on 2.8 million for the last couple of days.
 
I have an issue with really fast outpost construction sites. Both are orbiting the same moon and both deserve ticket for speeding (it looks like around 700 speed). Is there any police around to catch them and lock them up in one spot?
 
I have an issue with really fast outpost construction sites. Both are orbiting the same moon and both deserve ticket for speeding (it looks like around 700 speed). Is there any police around to catch them and lock them up in one spot?
Other than waiting for Frontier to fix the issue (they seem to be aware of it but the last major patch + two server-side fixes did not have a fix yet)… not really much you can do about those.

On a thread about system population a few people have reported major population drops after completing a Coriolis,
One question I’d have in this regard is what that planetary port (in your case) is, though assuming a T1… if it was not on a planet which has a population-boosting characteristic - though those might be difficult to measure in any notable way outside of water and Earth-like worlds (no idea about terraformable HMCs) - is it possible the game merely realized “Wait, this system has too high a population for the structures built in it” and completing that Coriolis merely made it update to an accurate count?

One of mine with a couple installations, a Coriolis, outpost and planetary outpost is sitting at around 1.4 million (figure from yesterday) with medium security. It saw a slightly bigger jump after finishing the planetary station and (just before that) the security station which raised it into medium. The two could potentially have a correlation, outside of just the planetary outpost’s population boost. However it was nowhere near as significant an increase (was at around 900k prior to completion of the two builds) as your decrease…

Ignoring that the colony systems seem to have extremely high production even at relatively smaller sizes - 1.4 mil with four refinery hubs and baseline plametary industrial produces enough polymers on my surface outpost you’d need to have a CG-level influx to possibly drain a market - so those swings are unlikely to have an actual practical effect.
 
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One question I’d have in this regard is what that planetary port (in your case) is, though assuming a T1…
Double checked, you are correct, it was a T1, a scientific planetary outpost. System's got nothing special, it's just a few icy landables. While checking just now I noticed that the population had ticked up to 2.9 millions, so at least there's some movement. Will see what happens over the next couple of weeks.

Not the end of the world, I was just curious since I wasn't expecting a Coriolis to have a negative population impact, the previous bits & bobs I'd added to the system all seemed to make it more popular.
 
I have an issue with really fast outpost construction sites. Both are orbiting the same moon and both deserve ticket for speeding (it looks like around 700 speed). Is there any police around to catch them and lock them up in one spot?
I don't know what the issue is in the game, but in reality if you lower the speed of something in orbit you lower its orbit. Lower it enough and you aren't in orbit anymore.
 
I don't know what the issue is in the game, but in reality if you lower the speed of something in orbit you lower its orbit. Lower it enough and you aren't in orbit anymore.
We can assume that after dropping out of supercruise mode relative speed vs target is matched. If I had ability to use acceleration to match speeds that wouldn't be a problem but we have fixed speeds in game... which means that if I put thrusters to 100% it means going with fixed speed not fixed acceleration:)
There are two partial screenshots of the same orbital construction site, made more or less 30secs apart.
 

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Exactly. The stats are different. While carefully planning your system you can decide from which stats your system benefits more. Do you want to push SoL? Wealth? Development level? Then pick one...
Thanks Commander. What Im saying is that the only difference between those 2 is happiness and that is with commerical outpost. Both have colony economies, so why would someone would like to install a colony outpost instead of commercial outpost? There should be a plus side to a colony outpost in comparison. Probably there is a typo in the chevrons..
 
We can assume that after dropping out of supercruise mode relative speed vs target is matched.
That's the root cause of most of these issues: when you drop out, you're being matched with something other than what you intended. Typically it's something like a binary partner of the body that the structure is based around, or another station that was passing close by at that particular moment.

One solution is to wait for the construction site to move away from whatever is unintentionally grabbing you when you drop out.
 
A subjective list of issues (compiled as feedback not complaint: 3 months into the update I'm having lots of fun with Trailblazers, and still building...)

1. Ground port + Orbital issue - the ground port greatly reinforces the planetary economies in Orbital by sending them up again through Strong Links, all with their own bonuses (this is by far the worst thing I encountered)

2. Planetary override economies are too strong (base is 1.0 vs 0.4/0.8 for strong link); add body features economies to this (geologicals etc.) to get the scale of the problem

3. Shipyards not appearing in stations - I have Tech Level 58 and my Coriolis has no shipyard, looks like all tech bonus has been assigned to my primary port (outpost); new update for this has just been announced though, looking forward to this

4. Security Station and Relay Station automatically add Military and Hi-Tech economy to all markets in system; please remove Military economy from Security Station (there are already 5 other sources for this) and add Comms Station as pre-requisite for Security Station (aside or instead of Relay Station)

5. Reiterate on the Weak Links design - I like the idea in general (some player influence on this would be welcome though), but why are these applied to stations with built-in economies? My asteroid bases have only a few extraction commodities because of system-wide Weak Links (and you can't really reinforce them with Strong Links because there are too few slots in rings).

6. Construction depots (and final stations) are all placed too close to body exclusion zones. I don't have a single Coriolis or Orbis that is placed far enough to easily navigate to in supercruise (I do manage, I choose a path to end up perpendicular to orbital planes before engaging SCA, but that's not the point). I don't know the exact rule for NPC stations (body size/gravity?) but I just made a tour on some of them - there is at least some variation in their placement, not the case with mine.

(7. No markets in some settlements - not encountered myself but definitely a serious issue confirmed by other players)

Thanks for all the work, I really enjoy Colonisation, and Panther Clipper Mk2 will double my interest :)
 
I don't know what the issue is in the game, but in reality if you lower the speed of something in orbit you lower its orbit. Lower it enough and you aren't in orbit anymore.

Yeah, the root cause of this is twofold. One is, if you have a station super-close to a body, it'll go fast. This really didn't happen in the seeded universe but it definitely happens in the "orbital slot" logic.

The second cause is the flight model(s) as experienced by the Cmdr make a lot of assumptions about frames of reference and will change that frame of reference to suit the circumstances and the as-designed player experience. At orbital cruise heights there's an implicit assumption that orbits will be slow and another assumption that the Cmdr wants their relative speed displayed relative to the body, not the station.

You could have a station that was heckin' fast in some of an orbit, if that orbit was high eccentricity. In fact that is how you change from one circular orbit to another...
 
2. Planetary override economies are too strong (base is 1.0 vs 0.4/0.8 for strong link); add body features economies to this (geologicals etc.) to get the scale of the problem

theres nothing wrong with this at all, the strength is fine, especially for one slot only planets you cant do anything else with really.

the solution is simple, allow the architect to block economy types at the port they dont want, leave the body strength itself alone.
 
I'd like to see the Asteroid Belt restriction tweaked. As of right now you can ONLY make an asteroid base there, which eats up potential orbital slots and forces you to include one or more if you want to get a complete system. I'm fine with those being the only proper port there, but installations like Mining stations or Security stations also make sense to have orbiting in the asteroid clusters, plus it increases flexibility if you want to have a complete system with all slots filled instead of them sitting there with one unusable orbital slot for lack of build points
 
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