Elite Dangerous | System Colonisation Beta Details & Feedback

Which just backs my point that there needs to be information in game pointing you to this as currently unless you are in a station that either consumes or produces said product there is zero information available.
It's in the game though. Accompanying every item description is information about where its in supply and demand. If not there then there's also the galaxy trade filters and other options.

The whole point of the guide is to show how to find things using the current in-game tools. It's not an endorsement for that tool. If you've got criticisms of the current tools

I'll be blunt though... the purpose of that step in the guide isn't to identify what type of economy things come from... it's too identify the specific markets where things come from. Which market type supplies which goods is just in my memory these days.

Edit: fundamentally, if you're familiar with how the markets work, it's really straightforward though definitely obtuse. Many people, through dependence on 3rd party tools, are not familiar with using in game tooling though, so I'm just sharing that knowledge.
 
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no its ours, our names on it, only we get the benefits of a discount, only we may rename them, only we may put things to be built and we even get paid for it, nobody else does and we even BRING OUR SQUADRONS MINOR FACTION WITH US.

it is our system and even the wording fdev has used says as much, you need to get the "you own nothing" thought out of your head because its not true no matter how much you want it to be.

Full stop, any system you colonize is yours, the owner just doesn't get off scott free for being a public nuisance.

Edit: i forgot, we even pay credits to claim rights to a system further insinuating it is ours, the more you know.

Unfortunately, you're wrong. As it is now, your faction does not have the resident status - it can be kicked out of the system.

You personally will always be shown as the system Architect, that one stays. But your minor faction is merely a guest that can be kicked out of the system by a belligerent determined (and more powerful) neighbor.
 
no its ours,
it isn't
our names on it
as the architect, not the owner.
only we get the benefits of a discount,
i can get discounts from a business too. Doesn't mean i own the business.
only we may rename them, only we may put things to be built and we even get paid for it
Sounds like a standard contract to construct to me. Are you familiar with those? (That's a genuine question; if you aren't explains why you might not understand this)
, nobody else does and we even BRING OUR SQUADRONS MINOR FACTION WITH US.
The faction ddoesn't belong to your squadron. Your squadron just supports them.

When you initiate dealings with a faction, the rep even says "so, you want to help us to expand into new systems?"... so it's very clearly their project... you're just helping.
it is our system and even the wording fdev has used says as much,
which wording?
you need to get the "you own nothing" thought out of your head because its not true no matter how much you want it to be.
except it is true, no matter how much you want it to not be
Full stop, any system you colonize is yours, the owner just doesn't get off scott free for being a public nuisance.
Not true. If builders build a house for me, they don't own it after. Unless of course, i fail to pay for goods and services.... noting we get paid to deliver the goods.
Edit: i forgot, we even pay credits to claim rights to a system further insinuating it is ours, the more you know.
Yes... that's a pretty standard contract arrangement.

I've had plenty of projects where the contractor stumps up all the intial costs... in exchange they get an ongoing support fee for a fixed or even indefinite period... but never have ownership.

We stump up the costs for initial development rights and are paid an ongoing (weekly) fee, and remunerated for supply of materials.

None of that means we own any of that.

On an aside... people get their knickers in a knot about that... they think we're a pilot from some other space games where we own everything we touch.

But we're pilots Federation commanders, and canonically mercenary contractors. That's foundational to almost everything we do in the game. We're not members or owners of a faction, we don't own our FCs, we're not actually superpower military and we don't own the colonies and systems..

I'm anticipating vanguards will likelt be the source of all this "ownership" players want, where you might even be able to establish a base of operations with shared vanguard services... it just likely won't be anywhere near the scale of colonisation because 20 commanders don't need an entire colony
 
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Another little quality of life suggestion is:
Could the default station names reflect what the station type is rather than a random name. Its getting a little difficult to remember what I have built and where. I don't think this will cause anyone any issues because I see the option to generate a random names is present for each station as a freebee, which means anyone that does not like it can change them using that (or pay to make their own name of course).
 
Another little quality of life suggestion is:
Could the default station names reflect what the station type is rather than a random name. Its getting a little difficult to remember what I have built and where. I don't think this will cause anyone any issues because I see the option to generate a random names is present for each station as a freebee, which means anyone that does not like it can change them using that (or pay to make their own name of course).
Even worse when you think you have built one thing but it turns out to be something else, I now have two comms installations where one of the should have been a relay installation and a scientific installation that should have been a satellite installation.
I will finish my Coriolis then stop till the bugs are worked out.
 
Trailblazer is a new gameplay feature and the actual techniques, or how it works, is still largely unclear to player communities. It is important to allow players to remove facilities they build previously without much knowledge and possibly messed something up such as economy manipulation. Facility removal should be enabled for players who have completed their primary ports so different ways of influencing economies for different docking facilities can be much clearer without actually messing up anything permanently. Considering a lot of players have put much time and effort into their systems and none of us would wanna mess it up and have no chance to correct things that went wrong.
Please allow players to remove/deconstruct the built facilities.
 
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What are you building? An Outpost can easily be done casually, solo in 7 days without a carrier, if your only looking at a couple of jumps i would argue its quicker without one.

O7
I'm building the initial outpost for the claim system like I basically explained.

Unfortunately you are completely incorrect that a solo player can do this in 7 days unless they are playing constantly... I'm a casual player so I don't have every darn tool and engineered out ship/carrier that others have and I shouldn't have to do that either. I've been playing many hours every day in a Type 9 (for most of it) and I just hit 48%. So I don't know what universe you live in but it isn't the one I am where an actual CASUAL person can complete this easily. If I had done my normal play time I would not make it because I've more than doubled/trippled my play time.

Initially I was in a Type 7 (that I had to buy) and it was going to take too long so then I had to get a new Type 9 (without a shield). It was at that point going to be roughly 175-180 round trips when I did the basic math on trips. If I have to jump a few systems it takes a while... So, like I said, having the ability to have an extension should not be an issue and hurts no one in the game at all. I'm fine if the mats stay the same or even more - just think an extension cost for 1 or 2 more times hurts nothing.
 
I have two build spots in the system between the star and the first planet, go to build a satellite at one and a relay station at the other and even though I clicked on the correct locations for both builds the construction sites appeared in slots 0 & 1 around the first planet ?? The construction for both sites is complete yet they're not where they're supposed to be. By design or a BUG! ?
 
I think commanders who contribute to the construction of a system should get a cut of the profit as well. System architect is guaranteed 10% (20%? 30%?) but any commander who contributes at least X level of materials also gets a cut. They contribute 10% of the total mats in a system then they get 10% of the credits - If new things get built and they fall below 10% of total mats contributed their cut goes down or if it goes below the minimum threshold they stop getting a cut. If they contribute 20% they get 20%. Maybe cap it at a non-system architect can only get 50-80% of the system revenue?

This also incentivizes the system architect to do something more than just claim a system - they also have to contribute to get the benefit.

If FDev wants this to be a community game I think this would be a great way to incentivize players to contribute to systems they are not the architect in.

Also a way for commanders to "leave a note" in an architect system like "build out X in this system to generate Y missions or trade routes etc. Some sort of poll/comment for the architect? This may help give direction for architect systems rather than mis-mash systems with no clear direction.
That should not happen. That whole idea of "incentivize other players by giving them a cut" can and will be abused. Where do you know that an architect is guaranteed a certain amount like its a fixed number and not in integer based on functions and arrays?

Dont like that someone took a claim you wanted. Complete the project and take away their X% cut right after they started the claim. Got a large number of FCs? Great the more resources you have vs them the better. It creates a hybrid war that pushes the player that was excited about that claim out just because the bigger fish was mad it didnt get the minnow. This is one example. Exploiters/cheaters will have many more.

I would never touch a game system like that because it will cater to the hostile nature people will have against what i have. The non-architects can get upto 50-80% as you suggested out of MY work because I'm solo? Hell no. Trillions of systems out there. That would only disincentivize me in the game play.

There is also the serious backend issue, not BGS, part of this. That creates a different type of data collection and calculation the live servers have to do on ALL claimed systems at a given point. That means more servers, more drives, more processing, more power costs. All for possibly very little benefit.

Edit: Im not building my system for YOUR benefit. Its for mine, my enjoyment, goals and if I want to share that with people (outside of paying a massive AUX for a system permit). Thats the reason I am the architect in my system.
 
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It could be nice having a new category in the colonisation filter of the galaxy map which would show all colonised systems, regardless from which player is the architect. It could have 2 benefits :

1) We could see the player-made expansion of the Bubble. This would renforce the feeling of being part of something greater/a community/the galaxy/etc/.

2) Benevolent players could seek sites under construction in those system if they want to help the local architect build their stations (they will still need to go there to see if there is any construction site, but at least it would speed up the process to find colony under some progress).
So the annoying thing about the "inhabited" filter fire colonization is that bundles standard (non- built) systems, colonisation with no construction, and colonization with construction, all under the one filter.

So you can see, but you gotta look close. Would be great if they were split into several filters.
 
Even worse when you think you have built one thing but it turns out to be something else, I now have two comms installations where one of the should have been a relay installation and a scientific installation that should have been a satellite installation.
I will finish my Coriolis then stop till the bugs are worked out.
That is a display bug, although a very confusing one. What you built under the game hood is still what you built and accurate as far as requirements and affects go. I have a similar situation where I build a relay installation and it showed up as a comms installation when I view it in the game. Then when I went to build a security installation, which needs a relay, it allowed the construction even though visually it didn't look like I had a relay in the system.

Others have pointed out this bug too. One way to verify that they mentioned, though also annoying to do, is to start (but not continue) a rename of the target. The icon shown should be the actual thing built. Then you can cancel out of the rename so you don't loose any of the limited 5 renames given.

I don't blame you for stopping until some of these bugs are worked out. Hopefully that will happen soon. While waiting for that at least we can have some confidence the things we are building are correct inside the game and there's some sort of verification we can do to check it.
 
I've noticed that ground settlements result in flattening a large amount of nearby terrain, which can be a pain if you're trying to put a settlement in a location with a nice view of mountains or what have you.

Any chance that the area affected can be reduced or is it already at the minimum?
 
It's in the game though. Accompanying every item description is information about where its in supply and demand. If not there then there's also the galaxy trade filters and other options.
It's in the game when you can find a station that buys or sells it, the construction facility gives no such information, thus a crapshoot to try and find that information.
 
I've noticed that ground settlements result in flattening a large amount of nearby terrain, which can be a pain if you're trying to put a settlement in a location with a nice view of mountains or what have you.

Any chance that the area affected can be reduced or is it already at the minimum?
I hope they can reduce it. My most recent settlement had a neat little crater 100+ meters away from it that got flattened too.
 
For those of you concerned about how to build a system. I had refused to expand my system until I knew more myself. I did some digging and In the Elite Wiki I found this explanation. Now I believe that materials will "spawn" as a part of the game economy itself but you can likely influence for more specific materials of higher value? So here is what I found and I will follow up by simplifying it:

"Each economy supports each other with their commodities. Knowing where each commodity lies in the production chains is a good way to figure out what goes where, increasing your profits and allowing you to better immerse yourself in the game's world.
The first part of a typical chain is usually Extraction, which mines raw materials. These are then taken to Refinery, which refines the materials into metals. These metals are taken to either Industrial or High Tech. Industrial uses these metals to produce machinery for High Tech and Agriculture. High Tech creates technology and electronics for Agriculture, Colony, Terraforming, Damaged, Repair, and Service, as well as medicines for all economies, and Agriculture produces food for all economies."

So in short:
Extraction+ Refinery+ Industrial= Machinery used for High Tech & Agricultural
Extraction+ Refinery+ High Tech= Tech, Electronics & Medicine for most economies
Extraction+ Refinery+ High Tech AND Industrial+ Agricultural= Food type supplies
Types of out posts and settlements not listed merely offset losses of things like security and population drops form other types of bases while anything orbital I believe is able to offer those materials based on it's type while larger orbitals are merely a colony that handles all trade in your system in one location. Granted this is supposition based on what we CAN build and knowing this is enough for me to be ok building out my systems now. I also believe without evidence that the type of planet you place an extraction site on determines the quality of the materials it mines.( I.E. A high metal world will get you titanium from the refinery while an ice world may get you copper from the refinery or something like that). You probably should do your best to align your outpost type with the settlement types as well but my theory is if you put down extraction and refineries to cap your output first then expand into High Tech and Industrial then Agricultural after you will set yourself up to generate a ton of commodities and have a self sustaining system. IF it works as intended.
 
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