Elite Dangerous | System Colonisation Beta Details & Feedback

Would like to say that the build point costs should be static, not change as we develop a system. We need to be able to upgrade an existing installation if we have the points for it. That would allow later Architects to modify or fix an economy after the initial build.

I'd like to see a future update add a System Market. In the System Market, a system may be sold or bought from another player. This would then allow a player to become the system architect even if they joined after the current date. Sales are usually voluntary and only occur if either the player with system architect puts it up for sale, or the architect goes beyond some duration defined by devs to be an inactive player. Systems belonging to an inactive player are sold to an active player. Should the inactive player return they can buy their systems back. Vanguards or other update may allow a squadron or other player organization to participate in the System Market.
 
What is out in the wild is irrelevant. There can be 40 million copies and this is not a thread to debate or argue about it. What doesnt change the fact that the MAJORITY of the playerbase is saying to remove the point cost entirely.
Oh, so a single thread, with a handful of posters complaining, is the majority of players now?
What is out in the wild is entirely relevant, not a tiny fraction of players who post on a forum, but, you do you, believe as you wish, I think FD may not see a dozen distraught posters as the majority...
 
Oh, so a single thread, with a handful of posters complaining, is the majority of players now?
What is out in the wild is entirely relevant, not a tiny fraction of players who post on a forum, but, you do you, believe as you wish, I think FD may not see a dozen distraught posters as the majority...
You honestly think this is the only place people are saying it's not wanted. Guess you aren't in several ED themed discords, YouTube, Reddit, talking to squadron members and other threads. "It's all happening in only this thread alone."

But you know what. You want to just be right about what you only choose to see. Or you're a troll. I already said this isn't the place to argue. This is a thread about the colonization balance and that's what people are discussing about the point increase being severely imbalanced after it was found out.

But all you want to do is attack me directly. Which I already and diplomatically asked you to stop. Now you called everyone who voiced their opinions on it as "complainers".

Yeah it's just me that's wrong and not you at all. Bring revelance to the conversation or be done with it.
 
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This way of colonisation makes no sense.
I know of 3 systems over 2.5k ly away that have a habitable planet.
There should be some kind of accessibility for deep space CMDR's to be able to colonise those systems as this is what would be happening right?
Maybe a token where you can claim a deep space system with habitable planet and time to get a fully loaded carrier there to build a primary station.

Too much outpost leapfrogging for better pastures is NOT a success FDev
 
So to confirm, you currently cannot build a station at these types of points:
1741651594427.png


It shows two red errors when you try on either (I reported this several pages above but no one responded to confirm what was causing it):
1741651822743.png


I gave in and just tried it elsewhere, for science and it... of course... worked fine:
1741651653392.png


Note, both sets are planets in Lagrange point orbits but the difference is it failed on the set that had an orbit slot 0 and orbit slot 1.

On another note, I have now committed to my first Orbis, which I will be building duo with the help of Stealthgirl.
 
It is complete but doesn't have my player faction "BLACK ALLIANCE INDUSTRIES"? @Ian Doncaster
Unfortunately it doesn't create a new minor faction based on your squadron. When you created the squadron the game asked you to align with a preexisting minor faction and that's what is what is supposed to be inserted as the 3rd one in the list.
 
Unfortunately it doesn't create a new minor faction based on your squadron. When you created the squadron the game asked you to align with a preexisting minor faction and that's what is what is supposed to be inserted as the 3rd one in the list.
To be clear this didn't happen for me at all.
1741652749406.png


1741652799551.png
 
OK, so this is getting super-annoying... I heard reports this was fixed, but it doesn't seem to be? Just finished building this today:
1741654870680.png

1741654884434.png


Have now built both types of Relay Station, only to get a Comms Installation at the end, and so still unable to build a Security Installation. Not really fun to just spam the same building which I don't want repeatedly while trying to "guess" what the right one is.
 
OK, so this is getting super-annoying... I heard reports this was fixed, but it doesn't seem to be? Just finished building this today:
View attachment 420541
View attachment 420542

Have now built both types of Relay Station, only to get a Comms Installation at the end, and so still unable to build a Security Installation. Not really fun to just spam the same building which I don't want repeatedly while trying to "guess" what the right one is.
Really glad that Fdev did basic testing of the feature before throwing it at their customers /s
 
OK, so this is getting super-annoying... I heard reports this was fixed, but it doesn't seem to be? Just finished building this today:
View attachment 420541
View attachment 420542

Have now built both types of Relay Station, only to get a Comms Installation at the end, and so still unable to build a Security Installation. Not really fun to just spam the same building which I don't want repeatedly while trying to "guess" what the right one is.
I built an Enodia and got a comms installation, but the option to build a security installation still appeared - but not until after I'd left the system and come back.
 
If it wasn't a problem before, I think it is now. From all the market connector data I'm seeing, there's barely anywhere with more than 20 tonnes of the things, and they're being eaten up by cmdrs as soon as they spawn. I've just visited 5 seperate systems and limped away with a mere 8 out of 132 I need of the things (and that was with waiting 20 minutes for a restock at one of them). All the initial supplies of them have been exhausted and the respawn rate seems much lower than CMMs.
well, i can´t concur, since the update dropped I never had probs to find the CMM needed.
As Jmanis pointed out - DON´T use INARA (or other Market Info tools) to pinpoint sources directly - all of these are after-market info, most likely all of them have been drained the moment you read them (applies for most of them mass-needed Mats)
Check the economy and population types of those places listed and do a search in "nearest" with this specs. Fly to the systems you get as a result and check yourself. May be you have to check three or four of them, but within an hour you will find a viable source.
It IS a different prob if your are building Ocellus/Orbis as you need them in the 10Kto range, but you anyway have to fill up your FC 10 or more times, so thats in a range of 400/500 to per delivery-Mix.
If you are camping at a source-site and waiting only for CMM/InsMemb to drop, you anyway have the wrong market strategy IMHO
 
OK, so this is getting super-annoying... I heard reports this was fixed, but it doesn't seem to be?

Have now built both types of Relay Station, only to get a Comms Installation at the end, and so still unable to build a Security Installation. Not really fun to just spam the same building which I don't want repeatedly while trying to "guess" what the right one is.
Not sure who told it was "fixed" but at least they ( FDev ) are aware & acknowledged it here--> https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10570937
Really glad that Fdev did basic testing of the feature before throwing it at their customers /s
Well, call me crazy but i believe the term "Open BETA" means we, the umm "customer$" , are meant to assist with testing. ( on a larger more comprehensive scale than small QA Team could do )
 
So to confirm, you currently cannot build a station at these types of points:
View attachment 420528

It shows two red errors when you try on either (I reported this several pages above but no one responded to confirm what was causing it):
View attachment 420530

I gave in and just tried it elsewhere, for science and it... of course... worked fine:
View attachment 420529

Note, both sets are planets in Lagrange point orbits but the difference is it failed on the set that had an orbit slot 0 and orbit slot 1.

On another note, I have now committed to my first Orbis, which I will be building duo with the help of Stealthgirl.
had the same yesterday, wanted to put an installation in orbit of a nested moon - couldn´t.
Chose a ground station on that moon than.
Flying there it became clear why its not possible to put a orbital arounf that moon - its so near to its parent body that the orbital-flights zones of both bodies overlap.

As your screenshot shows its a twin-planet, maybe something similar is going on there?
 
had the same yesterday, wanted to put an installation in orbit of a nested moon - couldn´t.
Chose a ground station on that moon than.
Flying there it became clear why its not possible to put a orbital arounf that moon - its so near to its parent body that the orbital-flights zones of both bodies overlap.

As your screenshot shows its a twin-planet, maybe something similar is going on there?
It's possible and I have thought that but then why is it even an option?
 
I like this feedback about increasing costs; I agree the building points should increase, not the material cost.

I also like the idea of upgrading a facility of the same type to a higher tier somehow or doing deliveries to change the type so that players don't get stuck with dysfunctional systems but still have to spend some time fixing their mistakes.
 
Why bother with the Asteroid + Coriolis stations giving PLUS ONE T3 construction point, when this doubling mechanic means the second Coriolis/Asteroid built effectively grants *NEGATIVE FIVE* T3 construction points? Instead of building these to work towards building a large station, they detract from it.

I don't fundamentally mind the idea of limiting how many large ports can be built in a system, but this is just not a good way to achieve that.
 
OK, so this is getting super-annoying... I heard reports this was fixed, but it doesn't seem to be? Just finished building this today:


Have now built both types of Relay Station, only to get a Comms Installation at the end, and so still unable to build a Security Installation. Not really fun to just spam the same building which I don't want repeatedly while trying to "guess" what the right one is.
That is odd and very unfortunate. I built a rely station over the weekend (I don't remember which flavor) and started my Security Installation yesterday. I'm playing now so I flew by it to take a look at the relay. It's listed as a "Comms Installation" on screen but didn't block me from building a Security Installation. Maybe I just got lucky. I assume you tried to build in case it's a display bug and were blocked?

Hopefully it gets resolved for you so you can continue your system as you prefer.
 
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