Elite Dangerous | System Colonisation Beta Details & Feedback

I think when Colonisation restarts and the CG megaships come, in the main changes need to be changed (and may be controversial)
  • Do not offer the very highest tier of initial stations to be selected for the first construction - IMO that just leads to pain on the amount of trucking, as I found out to my peril! Small orbital platforms are ideal for quick successful claim easily achieved in the 4 week timeframe. I can't see any benefit to starting with an Orbis station - can you? Make them only available after the tier 1 or 2 stations are put in place and the system is secured.
  • Have a wider variety of tasks/ways to get the materials to the construction ships. E.g. like Powerplay's excellent assignments list with bonus rewards would be a REALLY good way to showcase different gameplay loops. In this case the bonus assignment rewards would be materials paid direct to your construction ship. Do more of these for less manual trucking. Perhaps the new CG ships could offer these assignments in the form of a mission board. Some unique new mission types related to this would be good (new mission types are ALWAYS welcome!). Maybe some hacking of cargo ship convoy POI in shipping lanes to get them to deliver to you instead, etc.
Other than this I have no problem with the new system - other than the things being fixed in the upcoming patch tomorrow.
I like the idea of tier 3 stations being a "reward" unlock for each system. I think they could encourage to people helping out others colony ships by paying double for delivering to a colony ship not your own. Also the Powerplay is a good idea as well and make it stack with my idea of double payout. Say you get double merits to deliver to someone elses colony ship along with double payout.
 
I don't know if this could be a constructable feature, but many of us have systems with rings, with hotspots included. A ubiquitous feature in the bubble are res zones for fighting pirates at hot spots.

I would like to have res zones in my system.

Will these spontaneously spawn eventually, or will we have to do something to bring them about?
 
Looking at this update. There is a T1 small & medium, T2 large; agriculture, extraction, industrial, high tech, military and tourism surface settlement.

What is missing that I'd like to see is ones for refinery and contraband (for those pirate CMDRs out there). Maybe some new types of architect exclusive economy type(s).

There was also a suggestion for being able to build carrier facilities like vendor and admin for the really distant outposts in the future.
There is a refinery but it has unlocks I think.
 
I think the ability building your own system is great. Well done Fdev.

To me the quantity of materials to build are fine as they are. The CMM Composite shortage was resolve quickly, again well done FDev. Building any large structure has to be a large undertaking, requiring a material and time commitment. My initial thoughts were 4 weeks, not enough time but give it a go. First thing I did was put the requirements into a spreadsheet to map my progress and my estimated completion date. Very quickly it became apparent the 4 weeks would be more than enough time.

I was lucky to have the colonization ship only 934Ls from the main star, a short SCO burst takes care of that. I also had 5, which I knew of, sources of CMM Composite; all within a single jump range when fully loaded. I always had a full load, collect the CMM Composite you can and fill up of any of the other commodities required. There was only 1 commodity that required a return trip of 2 jumps and the quantity was not large.

Total quantity required was 246,098. The requirements worked out to 8,790 (rounded up) units per day, which equated to 2-3 hours game time a day. On leave for last Thursday and Friday, so lots of time between real life stuff. It took 312 deliveries; all but the last couple were with a full cargo hold. I was using a Cutter, started using the build I happened to have (about 700 cargo capacity) and very quickly installed cargo racks in all slots to increase it to 792.

The problem I have at the moment is that having just signed in (I have seen the claim pause post) the system no longer shows me as the architect. It reports "previously established inhabited system", I have tried exiting and trying again and still the same. All the messages I had regarding the claim and the successful build have vanished. The local news reports I provided all the materials. I had no problems with this until now.

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I was pleasantly surprised I was able to build an outpost within 24 hours mostly solo. I was in a prime location with 3 large systems within 1 jump range. But I obsess with efficiency. I do wish I had gone with a larger station to start as I am sure I could have finished it solo within 1-2 weeks. Especially now that they have fixed the materials scaling issue. TBH I do not see much of a benefit to build anywhere but a place for mining for someone to be able to generate much profit. But then again, we have yet to see actual residuals yet. If it is high enough, it will encourage maxing out your builds in each system, which I am leaning to do after claiming only 2 systems for now depending on our groups desire to expand in the area we have chosen.
 
I don't know if this could be a constructable feature, but many of us have systems with rings, with hotspots included. A ubiquitous feature in the bubble are res zones for fighting pirates at hot spots.

I would like to have res zones in my system.

Will these spontaneously spawn eventually, or will we have to do something to bring them about?
Since the systems become PvE once built. I assume they create themselves eventually? It is a valid question. Pirates are showing up already to poach traders going to colony ships in once empty systems so I assume extraction sites will eventually pop up too and maybe it will be tied to if you build a pirate station or law enforcement that these will appear. TBH I think Fdev only has an "idea" of how this works since the only way to fine tune it is to test it at scale.
 
Just curious, is the purchase price for commodities at colony ships higher than the galactic average?

If not, perhaps a cool tweak would be increasing the prices paid so that unaffiliated haulers would have an incentive to assist colonisers with their projects.
 
Just got fined and bounty for trespassing while visiting completed construction site. (settlement)
Also didn't show up in contacts.
And yes my sensors were on!
 
In true fairness to FDEV, players and developers will have different criteria for whether new content is successful. We want enriched gameplay at a minimum, which is subjective at an individual level. FDEV's minimum criteria for success will be that it functions without breaking the game and increases web traffic/sales for the quarter. Gravy for them if the player base loves it and creates a bunch of positive online content in support of it, but I don't get the vibe that even FDEV expects this one to be a gravy boat. I'm sure any given developer hopes players will like her or his work, but the concrete and attainable goal is getting us to play it. One small tweak (the deadline) would make me hate colonization less and see it as integrable with my existing gameplay, and maybe reduced requirements would help, too, but I don't think anything would make me like this content in its conceived form. It isn't and never will be a base building feature.
True plus I think the idea here is for players to realize that to expand out further in the long run, they will need to build up their own systems to generate the materials need for expansion. If this system building generates materials to expand AND generate revenue it will still become a very viable way to make expansion self sustainable. Once the "gold rush" is over, if you want anything of value from your system, you need to build it out. It is meant to function like any other system, but it is on you to determine it's functional output and inherent value to others as well. The great thing about doing it with a groups is as you expand together, you all build different economies so that you can generate everything needed to expand onward and make money on both sides. A cut from the system and a little bit from dropping onto the colony ship. It will become just like any other thing to do. It also gives people incentive to expand their pledged power to them.
 
Just curious, is the purchase price for commodities at colony ships higher than the galactic average?

If not, perhaps a cool tweak would be increasing the prices paid so that unaffiliated haulers would have an incentive to assist colonisers with their projects.
Yes they are all paid above market. A full T9 of Steel is about $4 Million in profit to any colony carrier. I helped a friend build an ice asteroid and made about $100 million hauling just aluminum, steel and titanium.
 
Found a few bugs, I assume that the fact I am not architect of my system is due to the people cheating causing the devs to validate everything we have all done. So aside from that:
1) The auto pilot needs to be tweaked for the secondary level one construction stations you build after claiming a system, at the moment it goes very slowly and bumps into objects.
2) I am not sure if the next one is a bug or just me not knowing enough about the subject but I built a small military station to try and improve my systems security status but it still shows as anarchy after that was completed. So I was wondering if this was a bug that the improvement to the system security is not being applied or if it simply requires more of an explanation when shown so we know how it works and what effect it has on the system.
3) The player built stations do not have orbital lines. I assume they should and they should also orbit their planets.
4) The player built stations seem to be on the same plane rather than on different orbits. They are also very close to the planets they are constructed next to unlick the normal stations already in game.
5) When choosing to build some stations they move from the original placement to another place on the system map. Not far but in a different location, for instance I built a farm right next to the star and it moved to beyond the asteroid belt before the first gas giant. Another station moved from between the farm and the asteroid belt to along side the asteroid belt. It would be nice if they could stay where they are originally shown as some stations you might prefer in a certain order but this obviously not an urgent bug as its not moving them miles away from where I am putting the stations.

Other than these bugs everything looks good so far, so good job.
 
I don't know if this could be a constructable feature, but many of us have systems with rings, with hotspots included. A ubiquitous feature in the bubble are res zones for fighting pirates at hot spots.

I would like to have res zones in my system.

Will these spontaneously spawn eventually, or will we have to do something to bring them about?
RES zones spawned in my system. Hope that helps.
 
Just curious, is the purchase price for commodities at colony ships higher than the galactic average?

If not, perhaps a cool tweak would be increasing the prices paid so that unaffiliated haulers would have an incentive to assist colonisers with their projects.
I haven't exactly kept book on my system, and, frankly, the initial 25 million is more a rounding error to the credits my CMDR owns, but overall I think made some profit while building my outpost - at the very least I got the 25 million back, and maybe made the same as profit (I can't really tell from my Inara records). You're not really getting rich hauling to a construction site though.
 
I wondered whether the bubble is expanding too fast when I saw the number of 8000. From a balancing and game planning perspective this might really go too fast? Who knows. I guess the devs will figure this out whether this is welcomed or needs tweaking.

If it is expanding too fast and would require some artificial slowndown then this should not punish someone who doesn't have an abundant time to spend on games. I like the fact a single player can complete this on his own if he is willing to do the grind (in contrary to most other online games where you can create world wide things on this scale). I had the luck of having a fleet carrier and my gf helping me. We managed to build the first outpost within a few days. I found the balance of materials/grind needed to be good: you do have to invest quite some effort but it's not an insane/long grind (though without a fleet carrier it would have been a LOT more effort I admit). So, the materials required should not be very much increased amount wise or stay the way it is now,at least for outposts. People without a fleet carrier might have quite a struggle otherwise (and perhaps they already do?).

Yet I do wonder why I can technically claim several systems (and keep them for at least 4 weeks, whether I colonize them successfully or not). Why not limit it to 1 claim per player until the colonization was successful (ie, the first construction of a base was completed)? Or 1 claim per player per week or so? I mean, you should be busy enough building up one system alone already. Also, technically you can block several systems for 4 weeks just for the fun of it or worse (kinda like people placing towels on all loungers in hotels and walk off for half the day). But hey, I would not want to vote on anything of that, I'd leave that to the devs when they analyze the progress.

Also, 24h is quite a generous deadline to place the initial beacon to call the colony ship, given the fact the to-be-colonized-system is about 15y out max. I don't think such a lengthy deadline is necessary post beta.
 
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Anyone else finish their first station only to have half of their original system vanish?

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Please, increase colonization range, even by the cost of money and resource requirements. Otherwice galaxy will be polluted by abandoned useless outposts, with systems colonized just to make a chain to desired system/cluster of systems.

For example, add 20k ton + 25 mln credits per each 15ly distance. So that a colony 150 ly away from the bubble will cost 200k tons of resources + 250 mlns for CC.
 
Google translator
I like the update, you have done a great job, thank you.

After reading a few dozen pages of the forum and trying the colonization process, I can share my vision of solving some problems.

1) If colonization is for everyone, and you want players to develop systems, it is necessary to halve the resources of large stations, at least where from 50k and above. Everyone wants to build a large station, a person plays alone and is not in a faction, and that to build a large station, you need to have a lot of free time. Not everyone has that. 200k and 400k for one person is too much, not taking into account the rest of the resource list of 40 items....

2) To get rid of a lot of intermediate systems with one station:
  • Give the ability to build in any system (if the pilot is a member of a force, then from the force he is a member of. If the pilot is not a member of the force, then to give the opportunity to choose from which force to take a request for construction)
  • prohibit to take requests until the system is fully built up.

- have the option to give up ownership (all buildings are removed the system becomes available for new colonization).

- Another option, how to transfer ownership to another player, if a person changed his mind to build up the system or for other reasons. Another player taking ownership, ends the construction of the system, but in the case if he does not build another system.

- Perhaps think about increasing the hold of the aircraft carrier in relation to colonization (either increase or for credits to upgrade at least to 100k. Just a thought, but worth considering).

Then we can get rid of garbage systems.

If you do not give freedom of action, and limited only by some distance, it will be impossible to build intermediate systems to the colony or in other places, and it would be convenient for researchers.

Otherwise it will quickly get bored, especially 200 times to bring to the aircraft carrier and from it to the colonizer and drive the aircraft carrier 20 times for resources for only one station, it is very hard, and everyone is optimistic now, but after the construction of one system, opitimism will disappear ))))

And if the system, as well as aircraft carriers will not bring profit, I think the interest will completely fade away )))))

Naturally, these are just my thoughts, the developers may have their own vision on this issue, but I think many people have thought about it.....

Thanks again for the update, don't forget to rest....


Мне нравится обновление, вы проделали огромную работу, спасибо.

прочитав несколько десятков страниц форума и попробовав процесс колонизации, могу поделиться своим видением решения некоторых проблем.

1) Если колонизация для всех, и вы хлтите что бьы игроки развивали системы, необходимо ресурсы больших станций снизить вдвое, хотя бы там где от 50к и выше. Каждый хочет построить большую станцию, человек играет один и не состоит в фракции, и что бы построить большую станцию, нужно иметь много свободного времени. Это не увсех есть. 200к и 400к для одного человека слишком много, не учитывая остальной список ресурсов в 40 пунктов...
2) Что бы избавиться от множество промежуточных систем с одной станцией:
  • дать возможность строить в любой системе (если состоит пилот в силе, то от силы в которой состоит. Если не состоит в силе то дать возможность выбрать от какой силы брать заявку на строительство)
  • запретить брпть заявки пока не застроена система полностью.
  • иметь опцию отказаться от права собственности (все постройки удаляются система становится доступна для новой колонизации)
  • Еще вариант, как передать право собственности дркугому игроку, если человек передумал застравать систму либо по другим причинам. Другой игрок приняв право собственности, заканчивает застройку систмы, но в том случае если он не застраивает другую систему.

- возможно подумать об увеличении трюма авианосца применительно к колонизации (либо увеличить, либо за кредиты модернизировать хотя бы до 100к. Просто мысль, но думаю стоит рассмотрения.)

Тогда от мусорных систем можно будет избавиться.

Если не давать свободу дейсвий , а ограничивать только каким то расстоянием, невозможно будет построить промежуточные системы к колонии или в других местах, а это было бы удобно для исследователей.

Иначе это быстро надоест, особенно по 200 раз свозить на авианосец и с него на колонизатор и гонять авианосец по 20 раз за ресурсами только для одной станции, это очень тяжело, и все оптимистичны сейчас, но после постройки одной системы, опитимизм пропадет )))

А еесли системы , как и авианосцы не будут приносить прибыль, думаю интерес совсем угаснит )))

Эстественно, это только мои мысли, у разработчиков может быть свое видение на этот счет, но думаю об этом многие думали....

Еще раз спасибо за обновление, не забывайте отдыхать....
 
Try re-honking and FSS the system. I've even seen populated systems that I KNOW I scanned completely before do this same thing where the planets are just not showing up till I scan them again.
I did re-honk. I'll try FSS again. Thx.

Edit: re-FSS got my planets back. That was scary! o7
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