Elite Dangerous | System Colonisation Beta Details & Feedback

In a perfect world I agree with you, but the point is they said they aren't changing features, but they want EVERYONE to be able to participate. I want to colonize with MY faction that I got added into the game. Right now I'm being blocked in, as are others. Something has to give or this is just one more broken promise from FDev. If I colonize a distant system that someone decides they want, they can colonize near it and use the BGS to come get it. I would love to cooperate with other commanders to advance out into the galaxy, but I'm not spending the time on BGS to do it. This is a GAME. If, for the sake of argument, I want to go 832 ly from my starting system, I can go in a straight line, and have no other issues, that's still a full real time year that I have to wait. That's ridiculous as is, but then add having to manipulate BGS to get an opening, if you can, and it extends that time frame much further. It becomes a job rather than something fun I or my members want to do. The fact is, if we get blocked in, this game is done for us. It's just one more let down from FDev, at which point I'll remove anything concerning FDev from my community. I'll go full in on SC or something else. I've given too many years to FDev at this point. If they can't come through on what they have said then it's over.
How exactly is FDev failing to deliver on their promises? A single player can colonize one or multiple systems – it's definitely feasible. In our squadron, everyone is doing it, each on their own, and many have already created chains to reach certain (fairly close) systems solo. Imagine what a squadron, even a small one, can achieve if they coordinate and focus on one system at a time.

You can already colonize with your faction since it automatically enters the system even if you colonize from the other side of the bubble. So, I don't understand where the problem lies. Do you want to bring it under control? Do some BGS work on that system. After all, it's a system with very low population and only four factions, so you can reach control very quickly. Even a single player could do it in a week and a half.

What's the point of wanting to go 832 LY away without anyone around? Just so you can have your little systems unassailable via BGS? And I bet you'd want the colonizing faction to be unremovable from system control. I'm sorry, but it can't work that way. A system is a system, and just as 'vanilla' systems can be invaded and controlled by different factions, colonized systems cannot escape these logics. It would be terrible for BGS mechanics.

Oh, and one more thing to consider: do you really think other player factions will be interested in your colonized systems, especially if you manage to get that far? The entire BGS framework will have to be revised following this update, or at least squadrons will revise many of their BGS policies. I'm a BGS player, and personally, I have no interest in conquering small player systems or managing systems where a casual player has brought my faction as a colonizer. For me, those systems are useless, and my faction can go into retreat for all I care.

So, really, I don't understand what the core problem is.
 
Please use this thread to share feedback on costs/resources/distances/times.

Please direct any bug reports to the Issue Tracker.
Paul, one thing that puzzles me is that when I build a facility, another faction takes control of it and not the faction to which I have allegiance. I have to go through the process of an election or war to (perhaps) take control of the facility that I built. It doesn't seem to make much sense.
 
How exactly is FDev failing to deliver on their promises? A single player can colonize one or multiple systems – it's definitely feasible. In our squadron, everyone is doing it, each on their own, and many have already created chains to reach certain (fairly close) systems solo. Imagine what a squadron, even a small one, can achieve if they coordinate and focus on one system at a time.

You can already colonize with your faction since it automatically enters the system even if you colonize from the other side of the bubble. So, I don't understand where the problem lies. Do you want to bring it under control? Do some BGS work on that system. After all, it's a system with very low population and only four factions, so you can reach control very quickly. Even a single player could do it in a week and a half.

What's the point of wanting to go 832 LY away without anyone around? Just so you can have your little systems unassailable via BGS? And I bet you'd want the colonizing faction to be unremovable from system control. I'm sorry, but it can't work that way. A system is a system, and just as 'vanilla' systems can be invaded and controlled by different factions, colonized systems cannot escape these logics. It would be terrible for BGS mechanics.

Oh, and one more thing to consider: do you really think other player factions will be interested in your colonized systems, especially if you manage to get that far? The entire BGS framework will have to be revised following this update, or at least squadrons will revise many of their BGS policies. I'm a BGS player, and personally, I have no interest in conquering small player systems or managing systems where a casual player has brought my faction as a colonizer. For me, those systems are useless, and my faction can go into retreat for all I care.

So, really, I don't understand what the core problem is.
The core problem is right now I can't get my chosen faction out of the bubble with colonization. I thought I made that abundantly clear. There were 5 uninhabited systems within 16 lys of us at the start. that quickly went to two. We got one. If the range isn't extended or done away with entirely that's as far as we go. There are no more within that range from the system we are colonizing.
 
The core problem is right now I can't get my chosen faction out of the bubble with colonization. I thought I made that abundantly clear. There were 5 uninhabited systems within 16 lys of us at the start. that quickly went to two. We got one. If the range isn't extended or done away with entirely that's as far as we go. There are no more within that range from the system we are colonizing.
If your squadron is affiliated to that faction, it will be placed 3rd in any system you build when buying the contract from a different faction (that faction will have control)
It is only a little matter of a BGS involuntary negotion with the controlling faction by yours to take and establish a new chain controlled by your chosen faction.
 
The core problem is right now I can't get my chosen faction out of the bubble with colonization. I thought I made that abundantly clear. There were 5 uninhabited systems within 16 lys of us at the start. that quickly went to two. We got one. If the range isn't extended or done away with entirely that's as far as we go. There are no more within that range from the system we are colonizing.
And what's unclear about the fact that by colonizing even from where others started, even from the edge of the bubble, you bring your faction with you amongst the four factions that establish themselves in the system? It won't be in control initially, but you can bring it there very quickly.

So, again.

Where is the problem?
 
And what's unclear about the fact that by colonizing even from where others started, even from the edge of the bubble, you bring your faction with you amongst the four factions that establish themselves in the system? It won't be in control initially, but you can bring it there very quickly.

So, again.

Where is the problem?
Hang on. You may have just completely solved my issue if you're saying what I think you are. Can I dm you?
 
Paul, one thing that puzzles me is that when I build a facility, another faction takes control of it and not the faction to which I have allegiance. I have to go through the process of an election or war to (perhaps) take control of the facility that I built. It doesn't seem to make much sense.
The basic problem is that single-faction control of every asset in a system doesn't work as well (BGS scorekeeping aside) as the assets being split between factions. So it makes sense to split them up as a the default, because it's not like most BGS-neutral architects are going to think to specifically spread them out, and let the minority who really want a single-control system arrange that through the BGS.

Similarly when they added all the Odyssey surface bases back in 2021, they didn't just give all of them to the existing controlling faction of the system.


(With how susceptible newly colonised systems appear to be to going to Lockdown at the slightest provocation, spreading out the assets is just safer, too.)
 
If your squadron is affiliated to that faction, it will be placed 3rd in any system you build when buying the contract from a different faction (that faction will have control)
It is only a little matter of a BGS involuntary negotion with the controlling faction by yours to take and establish a new chain controlled by your chosen faction.
And what's unclear about the fact that by colonizing even from where others started, even from the edge of the bubble, you bring your faction with you amongst the four factions that establish themselves in the system? It won't be in control initially, but you can bring it there very quickly.
Somehow I missed this. I was thinking I had to start from a system we are present in to move out. This changes everything. I thank you both for the explanation. Now my concern can turn to bugs rather than thinking I couldn't even use the new mechanics.
 
I didn't say it. You as an architect should pay those players, not a jesus or someone else who pays you for delivers now. It is an end game content, it shouldn't cost less than a ship. Even if not an end game content, it is definitely not for a new players.

If I have to pay players to build my colony, I sure would see it as mine, and expect a much higher payout in the end. An investment with expect ROI. However, this is just not what FDEV envisioned it to be, as it seems.
Guys - an Architect only plans and layouts a System!
He IS NOT the general contractor!
If he decides to support the building-efforts payed by the ruling faction MF/PMFof the System/Station he claimed from, then thats his decision and he should get the Mats reimbursed for his additional work.

edit: wording

"..If I have to pay players to build my colony..." -> its NOT your colony - it belongs to the Faction from where you claimed it.
 
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Which I read as 8,000 systems with primary ports and 5,000 other structures completed.

While there won’t be that many new systems colonised since then the other structure figure will have increased a lot.
Honestly I doubt that's true though. Even now after claims have been paused for several days, architect view scrolling around the edge of the bubble there appears to be distinctly more systems still building the primary port than in operational state. And in the other direction, the "structures completed" number is going to be heavily skewed by the many very active systems that have 10+ structures built out.
 
does anyone know if any of the API's / tools allow you to select a systems' colonisation status?
[edit] I can't see it on either inara or spansh yet
 
does anyone know if any of the API's / tools allow you to select a systems' colonisation status?
[edit] I can't see it on either inara or spansh yet
Last I heard status values for colony's weren't available and apparently the ones just added in this update for PP2 values haven't worked.
 
How to cancel construction due to your bugs, I have built 2 identical installations, I need to cancel one
 

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What I've seen reported elsewhere is that you get the following influence distribution

If you colonise with the same faction your squadron is aligned to:
- colonising squadron faction: 60%
- nearby non-Anarchy faction: 20%
- nearby Anarchy faction: 20%

If you colonise with a different faction:
- colonising faction: 60%
- nearby non-Anarchy faction: 20%
- squadron faction: 13%
- nearby Anarchy faction: 7%

It may be different again if either your colonising or squadron faction or both are themselves an Anarchy faction, or you may just get a system with a lot of Anarchy factions in it.
@CMDR WhiteWolf06
I believe this is the information you were missing and should help. Here you go.
 
How to cancel construction due to your bugs, I have built 2 identical installations, I need to cancel one
Currently you can not cancel, remove or upgrade structures once it's placed. We are not sure if it's an upcoming thing or if it's another undisclosed intended design.
 
The economic effects of Settlements, Hubs and Installations seems to be exceptionally localized to the planetary body they are placed on or around. This is really bad since this will lead to most if not all of the slots on or around a planetary body to be multiple duplicates of the same Settlement, Hub or Installation. It also means that when it comes to pushing an economy type, any planetary body with only 1 slot is effectively worthless.

To allow more creativity and make setting up an economy type less difficult, we should be able to assign which Starport our Settlements, Hubs and Installations direct their economic output into. This should become available as soon as a Settlement, Hub or Installation is completed (with the exception of those without an economy type of course)
 
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If the players aren't having fun, they only have themselves to blame, surely, not Frontier?
Sometimes the goal justifies the means. That's why players generally engage in grind i.e. repetitive, mundane in-game activities to unlock/obtain the "shiny" at the end of it.

With Colonisation specifically, I wanted to try "my" own system building (it being the new content and all), managed to create a simple scientific outpost with a single installation.

Did I enjoy it? Nope.
Do I regret it? Nope.
Will I do it again? Nope.

Frontier is designing the game - its rules, its features - not the player. Why would I blame the player for not enjoying it? As the phrase goes... "Don't hate the player, hate the game"

🤷‍♂️
 
The economic effects of Settlements, Hubs and Installations seems to be exceptionally localized to the planetary body they are placed on or around. This is really bad since this will lead to most if not all of the slots on or around a planetary body to be multiple duplicates of the same Settlement, Hub or Installation. It also means that when it comes to pushing and economy type, any planetary body with only 1 slot is effectively worthless.

To allow more creativity and make setting up an economy type less difficult, we should be able to assign which Starport our Settlements, Hubs and Installations direct their economic output into. This should become available as soon as a Settlement, Hub or Installation is completed (with the exception of those without an economy type of course)
Put your military or tourism settlements there. Give them both nothing to look at but the darkness from within.

One pays for it while the other is paid.
 
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