Elite Dangerous | 2025 Roadmap

Today, I finally learned what "passive income" means in the minds of developers:

I paid 25,000,000 credits for colonizing the system (not counting the purchase of scarce materials at inflated prices). In a week I received 12,608 credits
It is not difficult to calculate that for this project to pay for itself I will need... 1983 weeks of real time.

38.13 years of real time until the payback of colonizing the system.

I have not laughed so much for a long, long time. This is such a stupid scam for players!!!
I hope you all had as much endless fun with this prank as I did )))

considering my age, I may well not live to see the payback of the colonization I carried out in the game)
Bravo! I am delighted!

Did you count your profit while building the outpost? The colonization ships pays above average.

Could indicate they were buying from some overpriced source like an FC which would wipe out the profit.
Something certainly seems off with his situation. I know for my first outpost I made around +5 million on it (I didn't keep super close track). With buying in high supply areas (so price tends to be lower) and the colonization ship selling above average it just came out that way without me even trying. Now that I've built 2 other installations (about 2 hours each) that went even higher for the same reason.

The income from building and passive weekly amounts aren't going to make anybody rich and I see them as a nice little appreciation gift for playing and doing the work. From the original launch notes and messages it always said there will be small passive income so nobody should've be surprised at the amounts but I've seen a few complaints already.
 
Something certainly seems off with his situation. I know for my first outpost I made around +5 million on it (I didn't keep super close track). With buying in high supply areas (so price tends to be lower) and the colonization ship selling above average it just came out that way without me even trying. Now that I've built 2 other installations (about 2 hours each) that went even higher for the same reason.

The income from building and passive weekly amounts aren't going to make anybody rich and I see them as a nice little appreciation gift for playing and doing the work. From the original launch notes and messages it always said there will be small passive income so nobody should've be surprised at the amounts but I've seen a few complaints already.
The amount of income depends on the development stage of the system, I got over 200k for mine yesterday and I haven't even built that much yet. It's more of a long-term project. You can earn up to 5mil per system and you can do that virtually infinitely, depending on how many systems you populate. Of course it takes a long time and the income is not something you should rely on, you get MUCH more by playing regularly. It's just meant to be a small incentive and nothing more. For my part, I welcome it. Getting a small payout every week for the sake of immersion.
 
FDev is not good in game design at first attempt. For example, PP 1.0 was an exhaustive paper delivery and Colonization is a space trucker simulator for pilots, despite of 'architector' title. Yes, PP 2.0 is a great change, that made gameplay much more diverse. I hope, Colonization 2.0 will be the same kind of change - will involve all kind of ED activities (missions, mining, bouty hunting, hauling, exploration, ground combat, sabotage, repair missions, etc).

Please, make Vanguards addon to be good from version 1.0 !

What forces people (and others species) to group (into guilds, clans, teams)? Not only because they become stronger together (antelopes gather in herds to become stronger). But mainly because working efficiency increases several times! And it increases because of professionalism and specialization. Programmer is much more productive in programming, and accountant is more productive in accounting and doctors have high productivity in medicine. Specialization and specialized tools makes labour productivity many times higher compared to working alone/solo. And there is a major drawback with team work - the results of the work must be shared among the group members. Preferably - fairly - and it's the harderst part of the teamwork.

Alternatively, people may work alone, but exchange their labour result using market, i.e. buy resources and sell results of their work. This also allows productivity increase using specialization and specialized tools. But this approach also has a flaw in case of speculators and monopoly presence on the market.

So. To make squadrons/vanguards successful, to make pilots be interested in uniting for goal achievments - the ED Vanguards must be designed to
a) make most profitable achievements dependant on simultaneous and directed activity
b) let team chief/members to share results of the work in accordance with their contribution
с) alternatively pilots may play solo, and cooperate using trading (buy resources and sell results)
d) current alignment to minor factions of different types may affect group decision making mechanism (i.e. different mechaninsm for communist, distatorship, cooperative, corporate, etc alignment).
e) there should be a way to split squadron into pieces (rebellion caused by non-fair actions of vanguard chiefs) or unite several squadrons into one, and teams may change their cooperation type (dictatorship, cooperative, etc).

For example, how Colonization 2.0 may looks like according to these principles.

After gaining CC, to colonize a system, pilot has to scan system and planets, with surface scan also (exploring), collect exobiology data if present. Then agree colonization plan (message delivery), place colonization beacon, mine some ore (mining) and deliver required materials (hauling), rise security level and protect convoys (bounty hunting), carry inspectors to control installation building progress and quality (passengers), protect ground facilities from maradeurs and repair broken settlments (odyssey missions). The higher security level - the faster will be materials delivery and installation construction speed. The more ore will be mined - the less hauling pilots will need, in time provided inspection will minimize amount of required materials, and so on. Colonizing a system by a group of pilots will make it significantly faster and cheaper (several times!), because executing different types of activities will have a multiplier effect.

And after the system was colonized and will start to make a profit - the squadron/team leader shell share income between team members (or take it all for yourself).
 
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Please add parking spaces in instance with starports and outposts(within 20km), be it one or two limited parking spaces per port, it would be an awesome and immersive feature to add to bring two massive points of content in this game closer together, Negate the need to go to supercruise for colonisation loading efforts! I believe this will also decrease the load on certain systems at the moment that are just overwhelmed with carriers and players trading, perhaps it will spread the community across the bubble more easing the strain on the BGS atm. Just a thought :)
 
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Please add parking spaces in instance with starports and outposts(within 20km), be it one or two limited parking spaces per port, it would be an awesome and immersive feature to add to bring two massive points of content in this game closer together, Negate the need to go to supercruise for colonisation loading efforts! I believe this will also decrease the load on certain systems at the moment that are just overwhelmed with carriers and players trading, perhaps it will spread the community across the bubble more easing the strain on the BGS atm. Just a thought :)
And ability to request landing immediately after exit from super-cruise, from 10km, not approaching within 7.4 km...
And ability to load/unload cargo using drones between large ships and stations with small/medium landing pads...
And ability to load/unload cargo between stations and fleet carriers parked nearby...
And ability to land on surface ports using supercruise assistant + docking computer...
Well, maybe I had fun docking at stations first 100500 times or mining first 100500 asteroids, but it's over. I returned to ED after it got colonization with a feeling it will become a bit of strategy game where I'll be able to spend all those billlions credits I have. I suppose, that being system architector is something about planning, right? Well, I was wrong, it's all about 100500 cargo transporation rides - departure, jump, cruise, docking... No, I still have to press the same keys, wait a few seconds, press other few keys, wait a minute, press a few keys. I can't watch a movie, because I'm forsed to switch to the game to press a few keys. I can't play the game, because I'm forced to wait a minute after I've pressed a few keys... Did I say it was interesting first 100500 times?
 
looks promising. I just can't wrap my head around the name of the new ship from Gutamaya. Corsair, what does that mean? How does that relate to the proud, majestic Empire? He/she looks like an emblem of the empire, looks like a bird of prey and such a sour name... Corsair.... what is this? What will Arissa say about this? Are things so bad in Gutamaya that they are now promoting Piracy? Instead of a fashionable ship, luxurious WC there will be cardboard boxes and empty bottles? It Lore doesn't fit. What is this? What kind of Corsair is there in the Empire?
 
looks promising. I just can't wrap my head around the name of the new ship from Gutamaya. Corsair, what does that mean? How does that relate to the proud, majestic Empire? He/she looks like an emblem of the empire, looks like a bird of prey and such a sour name... Corsair.... what is this? What will Arissa say about this? Are things so bad in Gutamaya that they are now promoting Piracy? Instead of a fashionable ship, luxurious WC there will be cardboard boxes and empty bottles? It Lore doesn't fit. What is this? What kind of Corsair is there in the Empire?
Corsairs were historically non-navy navy. Operating independently, but sanctioned by nations to raid their rivals. A convenient way of waging war without waging war, and no cost for outfitting and operation, since that was financed from the raids themselves. I have no problem seeing such in service of the empire, and it would conveniently explain why (if) it needs no imperial rank to fly.
 
looks promising. I just can't wrap my head around the name of the new ship from Gutamaya. Corsair, what does that mean?

historically i think it means pirate............... which does seem an odd name for a company to come up with...... i guess marketing wise they definitely are marketing to a certain demographic ;)

but i agree it is not really in keeping with the elite dangerous ship names and is esp an odd choice of name for the company which produces the highest end luxury vessels in the game.
it kind of sounds to me if comparing to the real world... BMW deciding that because a certain demographic like their cars, they would produce a special edition 3 series super lowered with some spinners added to the wheels, blacked out windows and decatted and calling it the BMW drug dealer (and with an M series super pimp to go with it ;) )!.
 
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Corsairs were historically non-navy navy. Operating independently, but sanctioned by nations to raid their rivals. A convenient way of waging war without waging war, and no cost for outfitting and operation, since that was financed from the raids themselves. I have no problem seeing such in service of the empire, and it would conveniently explain why (if) it needs no imperial rank to fly.
Do you mean cappers? pirates in the service of some power? But here the matter is precisely in the shipyard itself, which builds ships for the Empire, and is associated with it. Even the branches of ships that are exported are marked with the Imperial Nameplate. For example, if the Federal takes a Cutter or Clipper, they will mark it with Federal Emblems, but still - the Emblem of the Empire and Gutamaya will stick out treacherously... and here... somehow a strange decision. does not correspond, to be honest
 
I think Corsair was what the French called their Privateers, which would be the private navy concept.

But it is one of the many names given to pirates from various regions.
 
If you want strange decisions compare real-world cutter and clipper comparative vessel sizes with that of their namesakes in Elite. :rolleyes:
I want a personal interdictor in my command, as for the proportionality of sizes... this is a debatable issue, and it does not quite fit into the need for correction. But the specific name is confusing... a little... I do not see the connection between such a name and the Empire. Where is the Empire and where are the dirty Pirates? Incompatible things
 
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