Elite Dangerous | System Colonisation Beta Details & Feedback

My feedback for FDev is regarding the station types and how to get them.

I would like to choose the 'internals' when I choose to build the station. For example, my favorite station types are the tourist ones with the trees. I want to build either an Orbis or Ocellus with that tourist internal layout. Later on, I might want another station in the same system with the manufacturing, agricultural or high tech internals. At the moment the system doesn't give enough info on how to build, in order to achieve the station type you want. Is it influenced by the types of non landable installations? If so, which ones and how many? Do they have to be within a certain distance of the Orbis to make it a Tourist layout for example? In one of my systems I've got 40 slots where I can put stuff either in space or planet side but I'm hesitant to start because the 'tech tree' hasn't been clarified.

It shouldn't be a puzzle for us to experiment and have to guess, the time and effort investment is too much to risk getting a refinery station when you wanted a tourist or agricultural. Just tell us whats required to build what station economy from the get go.
The internals are based on the type of system economy and I would assume be based which economy type has the most build points allocated on your bases.
 
I'd just love to have the option to move our first port. I only planned on a single Coriolis, ground site and possibly a smaller dock. I don't want to have to build another four-truss port just to put it off the body I wanted the first one to be.
It is to limit system hopping. If all bases are near the star, no one would develop anything until they have claimed a ton of systems.
 
You should have to build a ground station first. It seems like low population systems first only ever have ground stations, like those out in Eagle nebula, Thor's helmet etc. it makes sense to build on the ground first, then in space.
Mmm two issues here. Firstly the game itself doesn't agree, given the easiest thing to build is an Outpost.

Secondly it's not true, you're hauling in all the materials for for structure, not mining them. The only thing putting it on the surface does is add a bunch trips to the bottom of a gravity well.
 

Reap The Rewards​

Receive a regular income from your systems, with the amount depending on how developed they are!

I wonder how much you can earn per System
 
Liking this update a lot. Only real issue is that there is no real incentive to mine for required commodities.... easier and quicker to simply purchase required commodities from a station.

Also, I've heard rumours that one of the main reasons for the "pause" is that a Cmdr or some Cmdrs had found an exploit that allow them to complete their system claims really quickly .....which resulted in a very large number of systems being colonised.

If this is true....what action will be taken against those Cmdrs? Will the systems concerned be made available once more?
 
Hello FDEV
Resume of the first experiences.
We fly with a HOTAS system and manually.
This means (for us as pilots) very precise and effective take-offs, flights and landings.

We are building a large station.
On average, we need one delivery for one jump,
using all available techniques (overload engine): 9.11 minutes / approx. 10 minutes,
with a load volume of 725 tons / units. From the station to the collony ship and back to the station.
We bought the T9 optimized with real money. Although we already had a T9 ;)
With a delivery volume of 58000 tons / units, that's : 80 flights, take-offs and landings, that's approx. 800 minutes / 60 = 13.33 hours.
Now you can say that the deliveries, since they are not all that big, can easily be done in a month.
Unfortunately, this is not the case. After approx. 10 deliveries, the energy is usually already at the end. In a small group, clan or organization of 1-5 players, the average is less than 40 deliveries per evening. As we all have a job and a family, it's a really tough race ;)
Another station in a new system will probably be canceled because nobody wants to do it again.
And again, as with the carriers, large organizations have an extreme advantage.
All the deliveries are also extremely boring in the long run. A change would be an advantage.
Suggestions:
Maybe you can enter the construction ship and assemble parts delivered by a refinery on a monitor.
We liked one suggestion here in the forum:
Include different missions. We didn't think fighting pirates was such a good idea, as it doesn't fit in, but basically a bit of variety like just the extremely large number of deliveries would be very nice.
The number of deliveries is also too high.
Or a new freighter ship or ship modification of the T9 / T9 Extended with a larger cargo hold of about 900 tons / units ;) !
We all (even the small loyal clans/orgs) need the incentive and the chance of success to colonize more systems ;)
We're looking forward to it.
I'm sure you can think of a few better actions for this really nice expansion.

We look forward to working with you in the future.
Best regards
Solo, with 1x T9 @ 736 cargo capacitty (no FC) it took me 3 days to get to 60% .. a month is more than enough for the smallest station, it seems.
 
I was trying to find the reference for you, but I can't remember exactly where I saw it - I'm sure I'll have that 'light bulb moment' at 3am tomorrow...
All good, thank you for the information. Now I just have to figure out how many stations/facilities I have to build to get the 5mil and populate as many systems until the 35mil maintenance costs for a fully equipped carrier come together :p
 
It's 15ly. But I have seen multiple forum users quote 16, so I guess FDev wrote it down wrong somewhere in an announcement. The announcement on here says 15.
I think it's probably more like a 'box' rather than a 'sphere' around the system you make your claim from. It's around the 15ly mark, but depends how the starts are positioned nearby.
 
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