Elite Dangerous | System Colonisation Beta Details & Feedback

I am not alleding that the cmdr who took our 4th colony ship has any bad intentions but was rather trying things.
What makes you think the colony ships are limited? I've not heard anyone at all mention "I tried to launch a colonisation but the contact said they were out of ships".

If it's the "Concurrent Constructions" number on the map, that's a limit for in-system construction projects - which doesn't much apply to pre-existing systems as they can't have an Architect, but never mind - not for the number of simultaneous colonisations launched from that system. (And it's a per-system limit, not one shared across factions in any way, so someone building with your faction elsewhere won't affect your own projects at all)
 
i see the problem, you need to build previous settlement aka tier 1 before you can work on the Tier 2 tourism settlement

so it looks like smth like this : Satelite > Tier 1 settlement > Tier 2

take a look onto Commander Daftmav spreadsheet over here, for now try to not think too much about the data of goods needed

also i attach Commander Daftmav awesome Tier tech tree below

Cheers 07
I'm a little murky on this. I have built an Ocellus. Can I now build an extraction surface port? Do I need an orbiting refinery outpost first?
 
I'm a little murky on this. I have built an Ocellus. Can I now build an extraction surface port? Do I need an orbiting refinery outpost first?
If your starting station was an Ocellus, you won't have any T2 or T3 construction points banked.

So it depends what sort of extraction port you want to build.
- if it's Tier 1, then you can just build that
- if it's Tier 2, then you'll need to build a Tier 1 asset first (none of the extraction surface ports have special pre-requisites, so pick whatever sort gives you other things you want)
 
Some Feedback:

Overall, I love this update. I think the high cost is good, and I love the intermediate state the station starts in (still under deployment). The amount of choice in what to build is great, as is the ability to rename the results.

Here are some suggestions:
1. Reserve a Fleet Carrier slot for the System Architect. Fleet Carriers are essential accelerators to building a system. This would be an excellent perk for the System Architect if the system ever becomes very popular (who knows, it might be very close to the next Titan or other big event!).
2. If the system has a terraformable world, initiate terraforming once the system is sufficiently built up, or perhaps trigger it by a specific build option after satisfying enough requirements. Then that world should turn into an Earth-like or similar after some amount of time (should be significant, as in months, at least), with a corresponding massive boost in population.

Thank you for this update, Frontier!
 
How long does it take the colonization ship to arrive?

I have deployed my beacon three times now which seems like a bug.

1st deployment, I get a message that it is contacting the ship. Then nothing few several minutes, I waited about 30 minutes then logged off.

Got back in the game and got a message that I need to deployed by beacon again!
2nd deployment... same as the first.

Logged in again and I have another message to deploy the beacon for a third time.

but i have noticed that there are 3 !!! colonization ships in the inhabized system from where i made my claim to the new system
 
And how would the Galmap be updated for every player ?, The names are generated by the Stellar forge so a huge task.
The Galmap would need an update downloaded for every system renamed otherwise all players would be out of sync, all third party tools would be broken and your logs would be a mess.

Well, Flight Carriers probably have similar problems -- but they have an internal and unique id that never changes, and a 'show name' that can (?) change at the drop of the owner's hat. So the mechanism is probably already there. (Does it have produce any log or tool problems? I'd expect the unique id to solves that?) The question seems to be if it is expensive to maintain (i.e. how much of FC jump scheduling involves syncing show names across instances, if any at all), and if it even allows scaling up?
 
What makes you think the colony ships are limited? I've not heard anyone at all mention "I tried to launch a colonisation but the contact said they were out of ships".

If it's the "Concurrent Constructions" number on the map, that's a limit for in-system construction projects - which doesn't much apply to pre-existing systems as they can't have an Architect, but never mind - not for the number of simultaneous colonisations launched from that system. (And it's a per-system limit, not one shared across factions in any way, so someone building with your faction elsewhere won't affect your own projects at all)
Going out of one system, there were 4 carriers "parked" and visible at the sysmap right after the update.

After each colonization this number was reduced and 1 removed from sysmap. We did three expansions and when we wanted to start the 4th a day or so later, we could not as someone had used the 4th carrier.

I expect that after the tick we will have 4 new colonization carriers available at each system that has finished the initial construction and is moved to bgs. So no big problem, I can just see an abuse of this coming by blocking enemies from expanding by using their carriers for useless systems. That's all and maybe it is already happening...
 
Just curious. I made a refinery and after I finished I was not able to land at it. I actually got a bounty on my head for flying over it. The information on it shows it has appropriate landing spots and a market etc. However, I just can't land there. Anyone else having that same glitch?
 
Just curious. I made a refinery and after I finished I was not able to land at it. I actually got a bounty on my head for flying over it. The information on it shows it has appropriate landing spots and a market etc. However, I just can't land there. Anyone else having that same glitch?
There's a typo on the information page for the "Hub" settlement type - it doesn't actually have a landing pad.

(We're not completely sure what the Hubs are for at the moment - they're a very cheap way in terms of commodities to get T3 construction points and boost a lot of system properties, but what that then does is unclear)
 
I expect that after the tick we will have 4 new colonization carriers available at each system that has finished the initial construction and is moved to bgs. So no big problem, I can just see an abuse of this coming by blocking enemies from expanding by using their carriers for useless systems. That's all and maybe it is already happening...
Interesting.

It's not a particularly effective way of blocking, even so (which is perhaps why it's rarely come up as even an accidental happening)
- you need five clear systems in range of the system you want to block (four to use the carriers, and a fifth that then can't be colonised from that source)
- the carriers return to their source system 15 minutes after the completion of the first construction, so are presumably available for reuse at that point, so you'd need to tie up all four with a blocking Orbis project [1]
- you can't block someone from using the squadron route to colonise a target system from somewhere else, then flip the ownership later (and this route lets you get factions into systems tens of thousands of LY away from their previous presence, even if they control no stations at all)
- it only really affects factions which control stations in exactly one system (because otherwise you need to tie up every carrier in every system they have a station in) and want their colonies to be near that system
- if you want to avoid Faction A being able to colonise System B, then by far the simpler way to do it is to launch a colonisation claim by Faction C to System B, and probably even complete it.

I doubt it's something which will see much deliberate use.

[1] If they block with outposts, you could potentially just complete their project to get the carrier back. If it's someone who's done it accidentally, and gone for something reasonable to build, that's an option.
 
I think Frontier have very carefully designed the colonisation process to stop BGS factions pre-building the most boring systems imaginable so that they're really easy to maintain without effort (because no-one wants to visit them anyway).

  • you have to have diversified asset ownership, or at least put in some effort to make it "one faction owns absolutely everything" if that's what you want
  • there's a big incentive (and sometimes a hard requirement) to build Odyssey settlements, surface hubs, installations, and other things which are mainly a BGS liability from the influence point of view
  • a lot of the more attractive economy types take a bit of obtaining

Since the other factions are also non-native, you can always retreat them later if they end up with a bunch of assets you really want on the controlling faction.
Hm, I frequently remember our prime minister, often quoted during more than quarter of century due 2 his speeches (difficult for translating, however). All you wrote, have sense, of course, but, as was said "were planning to do the best, but the result is... as always" :)
The easiest way to avoid all mentioned is to stop on one outpost. All! Nobody will fight for pile of outposts w\o ground WZs. And just wait for policy changing. And it'll change exactly after 5-10K of single outpost systems. All you wrote is just tactics, but comebody cannot in strategy.
Looks, that the situation with provoking more and more and more various in-game conflicts exactly matches another famous quote: "It happened never, but again". First time it was one conflict 4 faction, they added installations, given to varions factions, next added Odyssey villages, several of them can be grabbed in one war... Now this... And somebody cannot imagine, that fighting and building are slightly different and there is no motivation to build the things, you'll need to fight for later. FD should have some builders, not fighterf 4 planning.
 
Last edited:
If your starting station was an Ocellus, you won't have any T2 or T3 construction points banked.

So it depends what sort of extraction port you want to build.
- if it's Tier 1, then you can just build that
- if it's Tier 2, then you'll need to build a Tier 1 asset first (none of the extraction surface ports have special pre-requisites, so pick whatever sort gives you other things you want)
More and more, I'm feeling like selecting a tier 2 primary port makes me the butt of a sadistic practical joke, and that makes me more and more glad I didn't go straight for an Orbis. The primary port is going to assign itself a random location at the furthest star from the arrival point, have a deadline to complete, and not unlock lower-tier expansion opportunities. Is there any benefit at all to starting with a higher-tier port? I spent the week before colonization obsessing over Raxxla, and now this. I'm FDEV's April fool. Only in February. And I'm not finding it amusing.
 
A friend invited me to help carry cargo to the above-ground construction sites. It's unclear where to take it. There is no marker to go to the construction site in one click. It's very inconvenient. It is possible to single out a planet that has active construction sites on it.
You can open the planetary map, find the planetary construction site and bookmark it. That's the fastest method of selecting it.
 
There's a typo on the information page for the "Hub" settlement type - it doesn't actually have a landing pad.

(We're not completely sure what the Hubs are for at the moment - they're a very cheap way in terms of commodities to get T3 construction points and boost a lot of system properties, but what that then does is unclear)
I built a mining hub too tier 1, the refinery is tier 2, however I can land at the mine and buy ore. Plus the info for the refinery says it has a market etc and exports cmm composite (main reason I really want to land there)
 
More and more, I'm feeling like selecting a tier 2 primary port makes me the butt of a sadistic practical joke, and that makes me more and more glad I didn't go straight for an Orbis. The primary port is going to assign itself a random location at the furthest star from the arrival point, have a deadline to complete, and not unlock lower-tier expansion opportunities. Is there any benefit at all to starting with a higher-tier port? I spent the week before colonization obsessing over Raxxla, and now this. I'm FDEV's April fool. Only in February. And I'm not finding it amusing.
the benefit is you get the port right away without spending any of your construction points. Chances are if you start with Tier 1, you'll have to build multiple sites before you'll have the option of building a tier 2 again.
 
Back
Top Bottom