Elite Dangerous | System Colonisation Beta Details & Feedback

If not for the bottleneck that is CMM Composite, I could have made my Coriolis starport in 2 days of hardcore hauling.
That's why it is there. Devs don't want your startport in 2 days. Actually, they may slow down other mats :D so it will be 7 days at least.
 
Feedback: Make the claiming costs higher. The initial one-time cost for claiming is fine but I found it super odd to get money out of delivering goods to colonization ship. As an architect I want to pay for the goods myself. I see the station/settlement as my reward.

That would significally raise the current total costs but it would feel like the most rewarding loop for me.
 
Spending 2 hours to get 432 CMM Composites is broken the supply vs demand was not balanced and as such you should lower the CMM cost or increase the production or methods in which it can be obtained like your new vendor for colonization.

Before others cry about it shouldn't be overnight. If you want to limit the rate of progress as most are suggesting there are better ways than causing players to sit idle at a station for hours and collect a low # of supplies over and over. Simply sitting in a station for 53 hours of in-game time wasted waiting for the tick to roll over every 10m just to collect enough supplies and not deliver them etc is egregious and not what we should consider gameplay.
 
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That's why it is there. Devs don't want your startport in 2 days. Actually, they may slow down other mats :D so it will be 7 days at least.
Nothing says 'fun' like spending hours trying to get 5% of one of the goods required to build a space station. And if that aspect of the game is not rewarding, people will be less likely to spend their time playing that aspect.
 
Buff CMM Composites availability, more than just "we made them respawn faster".
It is a significant outlier to all other components required.

There should be a big boost to their production given the galactic demand increasing substantially.
 
Nothing says 'fun' like spending hours trying to get 5% of one of the goods required to build a space station. And if that aspect of the game is not rewarding, people will be less likely to spend their time playing that aspect.
There's not much fun about it. I'd rather get 50k of these if it meant I could obtain a full T9's full from a single refinery station.
 
Buff CMM Composites availability, more than just "we made them respawn faster".
It is a significant outlier to all other components required.

There should be a big boost to their production given the galactic demand increasing substantially.
that would be the normal reaction a a market economy, at least quadruple the output/stockage - as rotating shifts would be established to cover the needs a a hausse

edit: and in real economy the output would be increased even further quite quickly - for a CMM Composite you just need a rolling-mill and a coating line - no high-tech
 
Simply buffing the CMM mats spawning I think risks destabilising the BGS economy (i.e. unknown consequences)... would be far more sensible to just vastly reduce the number of CMM required IMO
 
You need a sh*tton of goods, and the actual supply is...very bad. Cut the needed materials in half and 50x the Production to fulfill the demand to colonize a galaxy.
 
Nothing says 'fun' like spending hours trying to get 5% of one of the goods required to build a space station. And if that aspect of the game is not rewarding, people will be less likely to spend their time playing that aspect.
Nobody said "fun" is granted for everybody :D For example I cannot get back fast to the Bubble, because you slow down my carrier - more than hour jumps.
If it would couple persons building only at once, it would be easy. In 1-2 months all rushers will quit because "no fun" and this will be perfectly playable by anybody.
Also you need to remember BGS is active. When everybody buy only some list of items it may go out of balance and become worse.
This is all the same as CG, except we can choose the date when it happens, so we can prepare BGS and carriers before.
 
My feedback / thoughts (( Admittedly, many of these will have been mentioned elsewhere by others but I wanted to post my personal opinion/feelings around the system so far ))

1) Please list remaining material requirements on the Mission description - currently one has to enter galaxy map - select system - select system map - select colonisation to identify commodities required

2) CMM Composites - I understand the refresh opf these has been tweaked. But I feel the amount needed is a little high overall - but that's just my personal viewpoint. I'm sure other commanders have better perspective so maybe I'm just not good at sourcing commodities!

3) It is not easily to view the surrounding systems' economy types - (or maybe it is and I just didnt look in the right place) this detail is important when laying claim to new system

4) I'm hoping the Vanguards system will allow for creation of "missions" such as sourcing commodities etc. in a way to garner support for colonisation initiatives within groups of players.

I think that's about it for now, maybe more will com,e to mind once I've experienced some more trailblazing and as the developers make changes along the way...

_

Overall, just want to say, I am still hyped for this gameplay and it seems pretty good so far - Eventual plans for the asteroid base "Cat Cafe" tourist spot are still on the table!
 
Nobody said "fun" is granted for everybody :D For example I cannot get back fast to the Bubble, because you slow down my carrier - more than hour jumps.
If it would couple persons building only at once, it would be easy. In 1-2 months all rushers will quit because "no fun" and this will be perfectly playable by anybody.
Also you need to remember BGS is active. When everybody buy only some list of items it may go out of balance and become worse.
This is all the same as CG, except we can choose the date when it happens, so we can prepare BGS and carriers before.
That's what Devs hope when they release new game features, for lots of the players to quit so the few players left can play the game they made.
 
I think it is important to remember this is end game type gameplay (ideally for a team of players working together), for a solo player with a Cutter AND a Carrier it will still be quite a mission to get all the mats for an Orbis type initial station. But I think do-able within the month at a couple of hours a day! I'm going to try to, I think if I can do it then other fully kitted up and banked end-game type players can do it. Perhaps it would have been more sensible as a solo player to have selected the smaller orbital stations, but here we go. I'm going to try it.

For a solo player without at least a huge ship and plenty of time on your hands I think you would be mad to try to claim a system with more than a small initial station.
 
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