Elite Dangerous | System Colonisation Beta Details & Feedback

There should be no issue with cancelling an incomplete construction.
Agreed, some third parties might be upset that their deliveries were wasted but they will have made a profit from them unless they were foolish so it isn’t a big thing.
Maybe all constructions should delete after a certain time with no deliveries.
Primary ports do that anyway but it is a game where we can play at our own pace in the main and unless that time was in years it probably isn’t a good idea for all subsequent constructions.
 
o/
I'd like to suggest Volcanism on it's own no longer causes Industrial influence

Industrial is already quite easy to obtain, from a variety of surface settlements and the incredibly common Icy world. It also tends to devour key station building resources such as Liquid Oxygen, Semiconductors, and Ceramic Composites.

Volcanism already generates additional Extraction economy as well, and having your station economist look out the window, see volcanoes, and go "Yes time to assemble all the machines" feels like a bit of a stretch compared to Extraction (easily accessible materials) or Bio sites Agri/Tourism/Terraforming.

If you want to keep the two economy types, Tourism is a better option, as is High Tech from studying the planet's geology IMO! :)
 
There should be no issue with cancelling an incomplete construction. Maybe all constructions should delete after a certain time with no deliveries.
We don't really know how the planetary generation/star system generation works under the hood. It may be that once the generation seed is altered, there is no going back--and the seed is altered at the very moment a new facility is placed (that is, these lower levels of the game consider a facility "complete" as soon as the player places the construction site, even if zero tons of cargo is delivered). Do we have any precedent of Fdev completely removing a station or surface port from game? The only occurrence I can recall that resembles removing something "static" from a star system is relocation of Cocijo, but maybe Titans are/were more like megaships/carriers*?

*As far as I can tell, megaships and carriers don't actually orbit the bodies they are located at; stations do--as indicated by the presence or lack of orbit lines and the fact that if you approach a station in a fast orbit, you can see it moving away from the center of screen if you're outside of its 1Mm influence radius; but I have never seen this happen with my carrier. I can't recall Maelstroms/Titans having orbit lines.
 
Do we have any precedent of Fdev completely removing a station or surface port from game? The only occurrence I can recall that resembles removing something "static" from a star system is relocation of Cocijo, but maybe Titans are/were more like megaships/carriers*?

Jaques.

It would be weird if they altered the procedural seed for anything, though. It seems much easier to go Procedural Seed + Station @ XYZ + Settlement @.... etc. It also seems with the limited orbital slots, they might have made it even simpler, with "Station in Slot 1" or whatever. Moving/destroying is probably possible, if not easy on the backend, especially if it was locked around weekly maintenance, like FC decommission.

It seems likely the complexity of the local economy (and nearby systems possibly) plus the tier point system makes or breaks the idea of deconstruction. It opens up to abuse/exploits, building Tier 3s and then ripping out the foundation. Complex enough logic could protect against that, but, especially at this early stage, it adds a lot of chaos. Maybe post-beta or Colonization 2.0.
 
The mission for the construction of your primary port is awesome- It's such a nice quality of life feature to have it highlighted on a market to see how much you need to buy of what commodity.

Has Frontier considered expanding that little feature? As in, making it usable for secondary constructions? So far it's only a thing for your primary port. I understand it would defeat the purpose if you do it with every construction, I just wish I could do it with one construction at a time.

And it would also be nice if it could be integrated with your own carrier's cargo hold. It's just so nice not having to cross reference a spreadsheet...
 
It seems likely the complexity of the local economy (and nearby systems possibly) plus the tier point system makes or breaks the idea of deconstruction. It opens up to abuse/exploits, building Tier 3s and then ripping out the foundation. Complex enough logic could protect against that, but, especially at this early stage, it adds a lot of chaos. Maybe post-beta or Colonization 2.0.
Instead of deconstruction i'd prefer to see something like retrofitting structures, and possibly cap it to once per week/month per system. Definitely open to abuse if you can just redo the station economy over and over and over again, but something like "You can swap out an installation for another once every week or two in each of your systems" would let players undo mistakes or slowly adjust their systems to fit with new rules. Eg i could swap out a space farm for a comm relay in one of my earliest systems to allow the outpost to do things.
Surface sites stay in the same location, cannot do this with proper ports, etc to further limit menace behavior
 
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.
Started with my first system to test the gameplay. Fully agree with Marvel Master!
The current stage of building colonies is either for hard core gamers or sqadrons - not for conveniance gambler like me. Wasting hours of my (less available) free time in boring ressourcing within the bubble is not my cup of tee. (Don't get me wrong, but if started with the first construction you are forced to complete it within certain time - a single player is blocked with this for all other game play - that's not what I like if I've some hours free to gamble. That's differnt in needed time spending to i.e. a community goal.)
I'm on board again, if I can build a settlement or station in deep space. And/or if I can build it with a mix of cargo trading, mining, NPC support and my own deadline.
My simple wish for a suitable game play:
1) building anywhere (no 15ly or 40ly limit)
2) possibility of: mix of cargo trading, mining, in game paying (NPC or players) for support, to get the necessary resources (why I've to be forced to be a trader? If I earn my in-game credits, I should be allowed to pay for construction!)
 
A question to commanders:

I have built a colony economy planetary outpost on an ammonia atmosphere rocky world with organics .
I was expecting to get refinery from rocky planet , agriculture from organics, high tech and tourism from being an ammonia atmosphere world.
What I got is refinery, agriculture and terraforming on my planetary outpost.
I was expecting to get tourism and high tech from being an ammonia atmosphere world as well.
Did any other commander experienced this as well?
 
A question to commanders:

I have built a colony economy planetary outpost on an ammonia atmosphere rocky world with organics .
I was expecting to get refinery from rocky planet , agriculture from organics, high tech and tourism from being an ammonia atmosphere world.
What I got is refinery, agriculture and terraforming on my planetary outpost.
I was expecting to get tourism and high tech from being an ammonia atmosphere world as well.
Did any other commander experienced this as well?
"Ammonia world" means an actual ammonia world, not just any type with an ammonia atmosphere.
 
Please use this thread to share feedback on costs/resources/distances/times.

Please direct any bug reports to the Issue Tracker.
how do I find the issue tracker?
I planned my Coreolis in one spot and the building location was somewhere else. Still built the thing, hoping it would fix itself, and now it's in a completely incorrect location.
Happened before with a sattelite as well...

pretty big bug for weeks of work...
 
When is the beta ending? from what I saw besides new ship there wasnt anything new for colonization in vanguards.
I guess never really. Just look at PP2, that was supposed to be a finished feature you can rely on, and after countless changes like activity cancelling, buffs/nerfs left and right, and as a last hammer even decay mechanics having a resurrection, you can't really plan anything at all in it, because it was designed to be long-running and grindy, but has volatile rules. The same seems to be true for colonization, but at least there we've been warned.
 
So, any word on the issues with weak links?

I still think that without the possibility to isolate ports from them, certain economies are all but impossible, especially Agri.

I am also wondering about a fix for the issues with close orbiting planets and moons.

Speaking of Agri:
Did anyone get the full range of Agri Production at any of his or her starports?
 
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