Elite Dangerous | System Colonisation Beta Details & Feedback

Hopefully after they finish it. Because space trucker 9000 is boring as all hell. They also need to get rid of the arbitrary limit on colonization distance. That would cut down on a lot of waste systems that players dont want to build.

i'd also consider the lack of the ability to build actual player owned (not rented or leased) stations to illustrate that the feature is incomplete. This could coincide with tons of store customizations for both, internal and external use. Optional services could cost recurring money but otherwise it wouldn't have upkeep. No population, it's fully automated at the basic level. Think of it as a stationary carrier with way more ownership and appearance options. Really this would be the core feature of colonization.. the other stuff would just be accessorizing the system their home is in.
 
Overview of Trailblazers Experience
(Week 11)

Current Progress and Objectives
To better contextualize where I am.

Not much progress this week as work has proven to take a lot of time and some other interests have come up. I also put some time on the platinum rush which was nice and has paid for tritium.

I would like to be able to move more cargo at once, but I'll have to wait impatiently for for the Panther Clipper.


Planning Ahead

Now that I see economies popping up for my stations, I need to analyze them and plan out further expansion. The current systems I have are pretty much test places and not really intended to supply much in the way of commodities. Once I get these completed, I'll see about trying to build out an actual depot.

Not much else to say. Just cargo hauling. Friends of mine have stopped caring about Trailblazers and have jumped off of Elite to other games. A nice galvanizing push at the start, but the honeymoon period is over now, so those that haven't been invested in Elite for a long time have dropped off again.


Statistics
System #1 - Orbis Port (Tier 3); 5 Infrastructure; Tier 3 Planetary Port Under Construction
System #2 - Coriolis Port (Tier 2);
System #3 - Coriolis Port (Tier 2);
System #4 - Coriolis Port (Tier 2);
System #5 - Industrial Outpost (Tier 1);

Overview of Trailblazers Experience
(Week 17)

Current Progress and Objectives
To better contextualize where I am.

Some good progress. Delays due to an emergency hospital visit, but things are better now. The ground port is completed, and I have a plan for the rest of the system (plus or minus an orbital or three.) Looking at the amount of work involved, it's pretty daunting. I thought a T3 orbital was a lot, a full system build-up on the other hand..


Trade Opportunities with New Neighbors

As economies have taken off, it's nice to see more options for buying the materials I need (and as I grow my primary system, even local purchases). The only trouble I'm having is that player stations seem to be not oriented correctly, and carrier orbits intersect with station orbits, meaning as I drop out of supercruise on my carrier, I am parented to the station's SOI which has the carrier just fly away.

❕(Might be a bit too loud, sorry about that.. consider reducing volume before playing!)❕

New Markets, Rules Still Unclear
My ports don't seem to be adhering to the economies that the strong links are providing. I have the primary T3 orbital I built originally in Month 1 that appears to have an "Extraction" economy, but the strong link provided by the surface settlement is a military influence that is easily over 50%.

My ground port isn't making sense either. I'll just have to keep an eye on it.


A Long Haul to Work Through; What I Wouldn't Give for a SpaceBrick™
I am desperately pining for more cargo capacity. Looking at hauling roughly 90% of an 800k ton project myself is daunting. I need something that can carry more than 728 tons and the Panther Clipper is hopefully that option. I'm planning on buying that one for sure since I need it, and I need it two months ago.

Looming Distant Worlds 3 Aspirations
I hear that DW3 signups are coming "Very Thoon"™. I'm eager to participate again, but this puts me at odds with the work I have to do in the system. I'll be anticipating a 4-6 month delay on continuing any work here. I'll have to decide where I put my attention. Building up the system and the others, or if I take off and disappear for awhile, maybe assist building elsewhere (though there's no way in hell I'm going to take the IMV Box Cutter out on Distant Worlds 3.)

Statistics
System #1 - Orbis Port (Tier 3); Planetary Port (Tier 3); 9 Infrastructure; ~50 Construction Projects Pending
System #2 - Coriolis Port (Tier 2);
System #3 - Coriolis Port (Tier 2);
System #4 - Coriolis Port (Tier 2);
System #5 - Industrial Outpost (Tier 1);
 
I have noticed that the construction of the primary port for a newly-claimed system is considered a "mission" by the game, and all the materials needed are considered mission materials, which means that they will show up when viewing the marketplace of any station, which is nice.

However, any subsequent construction projects in that system are apparently not marked as missions and, thus, the required materials don't appear in the marketplace view. This makes it much less convenient.

That being said, I understand that this might introduce a complication, as you may have multiple simultaneous construction projects at the same time, and the "mission items" feature of the market view doesn't distinguish between them, so it would be unclear for which one a particular commodity would be for, so if you have more than one going on, keeping track of them would still be difficult.

Thus, the idea came to mind: Enhance the market view such that if the commodity is for a construction project, it somehow shows which one. Maybe use different colors or something to better distinguish between them? Or perhaps the icon could have a number on it, indicating which project it is for, or something. (Of course the same commodity could be applicable to multiple construction projects, which once again introduces complexity to the UI, but I'm just throwing ideas here.)
 
Would be nice to annotate cargo stored on carrier, if it is needed for construction, or can be sold to local station.
"Transfer" window and "manage stock" does not show that information, so I should start selling it to see through market, or click through maps which reset filter on each re-open...
 
Many people have commented about having no control over which minor factions have influence in the systems they have colonized.

I don't have a problem with that (as I have only very minimal experience and knowledge about the BGS), but I am curious to know what decides it. In a system that I recently colonized it says that the faction "Pro-JDP League" has 60% of influence and owns my primary port. According to Inara this is a player faction, not an NPC one.

I highly doubt this player faction came to my system and did some BGS'ing to get 60% influence and my primary port (particularly since Inara shows that their influence started from the very beginning, a couple of weeks ago, and has remained unchanged since). So how was their "ownership" of my system and primary port decided? Completely at random?

(I suppose I could try to influence the BGS on my own and put some other minor faction on the top, but as the population of the system quickly raises, it's my understanding that it will become harder and harder to do solo, as the effects of doing missions is inversely proportional to population size, if I understand correctly.)
 
(I suppose I could try to influence the BGS on my own and put some other minor faction on the top, but as the population of the system quickly raises, it's my understanding that it will become harder and harder to do solo, as the effects of doing missions is inversely proportional to population size, if I understand correctly.)
Yep, best way to do BGS after 1st port constructed. Which means you lose time till server reset.
And then, faction owners will come and will make a mess in your system :D
IMHO, "BGS manipulation" should be removed at all. It feels not natural when we have huge star groups controlled by the same faction while others there suffer, including "natives".
 
I highly doubt this player faction came to my system and did some BGS'ing to get 60% influence and my primary port (particularly since Inara shows that their influence started from the very beginning, a couple of weeks ago, and has remained unchanged since). So how was their "ownership" of my system and primary port decided? Completely at random?
It's the faction of the Colonization contact you happen to use.

Covered in full in the Wiki:

(If someone spots a mistake let me know)
 
Ah... I didn't think of that. I suppose it makes some sense.

"You are using our colonization contact residing in our station in our system? That automatically makes your claimed system ours as well. Consider it a tax."
It is more like

"Thank you for the sweetener of 25,000,000 credits for that we have decided to let you design the facilities in our new system. We will even allow you to have some minor rewards once our system is up and running. By the way if your squadron is associated with a faction we will allow that faction to have a small presence in our system.
 
This happened to me after I placed a Tier 2 (Coriolis) station, while having two other unfinished Tier 3 ports (Orbis station and Planetary Port - Hera) in the system. Though I cannot tell you for certain if that's the actual reason. It is possible however, as you might have already seen or attempted, to get back to positive values by constructing and completing relevant facilities that award those points.

Before:

View attachment 432976

After:

View attachment 432977

What I'm thinking is: the point doubling (which I initially thought as x2, not +2, the latter being what I've seen in-game) is recalculated erroneously for one or both Tier 3 ports. From what I can tell it took 3 of the Tier 2 points, (when it should've taken the entire 5) and 6 Tier 3 points. (5 - 3 = 2) and (1 - 6 = -5) respectively.

Hope this helps.

Thanks for the patient and thoughtful reply.

My system is in exactly the situation you mentioned, I have 2 unfinished Tier 3 ports and I also started a Coriolis. I can confirm that my Tier-2 Construction Points were also not deducted properly when placing the new Tier-2 port, but in my case the cost of the Coriolis was 7 and only 5 were deducted (leaving 2 remaining when it should have been 0 remaining), and the 6 Tier-3 points were deducted resulting in the image I posted.

 
Last edited:
I have noticed that the construction of the primary port for a newly-claimed system is considered a "mission" by the game, and all the materials needed are considered mission materials, which means that they will show up when viewing the marketplace of any station, which is nice.

However, any subsequent construction projects in that system are apparently not marked as missions and, thus, the required materials don't appear in the marketplace view. This makes it much less convenient.

That being said, I understand that this might introduce a complication, as you may have multiple simultaneous construction projects at the same time, and the "mission items" feature of the market view doesn't distinguish between them, so it would be unclear for which one a particular commodity would be for, so if you have more than one going on, keeping track of them would still be difficult.

Thus, the idea came to mind: Enhance the market view such that if the commodity is for a construction project, it somehow shows which one. Maybe use different colors or something to better distinguish between them? Or perhaps the icon could have a number on it, indicating which project it is for, or something. (Of course the same commodity could be applicable to multiple construction projects, which once again introduces complexity to the UI, but I'm just throwing ideas here.)
Yes, I was thinking along similar lines: maybe allow as to mark one project as "active" and show "Required for active project: XXX units. Total required: YYY".
 
Thanks for the patient and thoughtful reply.
I try!
My system is in exactly the situation you mentioned, I have 2 unfinished Tier 3 ports and I also started a Coriolis. I can confirm that my Tier-2 Construction Points were also not deducted properly when placing the new Tier-2 port, but in my case the cost of the Coriolis was 7 and only 5 were deducted (leaving 2 remaining when it should have been 0 remaining), and the 6 Tier-3 points were deducted resulting in the image I posted.
I'm glad we found a consistent pattern between the two and got it (tentatively with the current sample size) figured out. I appreciate you making a report on the issue tracker.
 
To help us in our balancing we will be using this thread for you to share your feedback on the following areas:

  • Amount of resources required
  • Amount of time/distance taken to complete tasks

Halfway through this thread, I jumped back on this original feedback request, but I don't remember what I posted. After the hype for the Panther Clipper and the reveal of its actual stats, my feedback has changed.

Distance? Space is big, can't be helped. Time? I guess every ship (but the artificially capped Corsair) follows the same math, and space is big. Hard to really even consider this. Resources? Way too high. Reduce them by 50%, at least. They should be scaled to the biggest cargo capacity, and now that we know what that is, I can gauge correctly - the current system is too tedious. If it's intended for only squadrons to reasonably complete building out a system, attach colonization contacts to the Vanguard update and make it properly squadron only. Otherwise, scale it to match your average player, not average group.
 
I try!

I'm glad we found a consistent pattern between the two and got it (tentatively with the current sample size) figured out. I appreciate you making a report on the issue tracker.
If you find a spare 5 minutes at some point and can add your screenshots / info from your previous post to the Issue Tracker report that would be appreciated.
Thanks again
o7
 
Hello FDEV,

here is my feedback about System Colonisation

My expectations of the update were as follows.

I actually thought that we could build outposts all over the galaxy
. These will then be used as a
stopover for commanders exploring the
depths of space. A kind of rest stop where you can refuel your ship or carrier
, carry out repairs and meet other
commanders.

What did we get instead? The opportunity to build an outpost a few
light years (17 LJ) directly next to the bubble
which is more or less completely useless.
Also, the earning potential in relation to
is disproportionate to the construction effort. That's
around 2,000 to 200,000 credits that you earn per week.
I don't even get up in the morning for that.

As it is now, I don't see any point in building these stations.
The outposts only make sense when you're free to choose your location.

Regards

PS.: I hope you will fix this limits in the future.
 
When it comes to colonization, I think there are two main changes that would go a long way toward making the architecting experience better:

1. Mixed commodity markets should behave a little more like real commodity markets, mainly in that local supply and demand don't completely cancel each other out. Local demand should not always get first priority when it comes to depleting local supply, only a portion of the overlap. The "market price" (average between buy & sell prices) should be based on where the supply & demand curves intercept. Cmdrs buying & reselling a commodity at the same location will still lose money based on the spread. Overall, this change should make it much easier to obtain commodities that are normally cancelled out easily (though it will be expensive).

2. A portion of excess market supplies should be bought & sold by npc traders to construction sites. This will generally be slower than an individual Cmdr sourcing, delivering, & selling themselves, but it will allow system architects to still make progress on their system (though without the financial reward) while focused on other gameplay loops. The rate of background contributions should be based on distance:
- same body >> different body same system >> different nearby system (similar to strong links, weak links, and trade routes)
- if fdev's desire is to make it not completely automatic, then maybe allow Cmdrs to contribute subsidies to pay for those deliveries
 
Back
Top Bottom