Elite Dangerous | System Colonisation Beta Details & Feedback

I got a problem with a system i tryin to claim. Always says "system claim failure" at the "Castor" system.

Castor might be one of the special systems, which we are not allowed to colonize.

I'd expect there to be some sort of notification to warn you of that though.
 
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.
This is not one of other games when you have all personal. Here everything is shared. So yes, only few will be the first, others will stop buildings and leave this for months. It just always happens with impatient persons.
 
I love David for this new feature! Even if I'll return in game and continue my progress, I'll have this excellent possibility FOUNDATION my OWN outpost in my own system. Thi is excellent.
 
Firstly great job Fdev. Interesting new gameplay!
Just to clarify. Its only the first port in a system that has the 28 day limit? Any port after that has an unlimited amount of time to build?
How about after building the first port in the system, the material requirements for additional ports decrease a lot with each new build. The workforce should become more efficient and experienced with each build. This would allow solo players/ small groups to establish a foothold with a small base first, and then build out the system with advanced ports without burning out. It also gives an incentive to fully develop systems if the material requirements for each subsequent base are less. Playing 3-4 hours a day for 28 days to build a corolis starport seems excessive. Also pls increase the LY range a lot (say min 50 LY). With 400 billion systems, it'll take us a few centuries to make any noticable impact.
 
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Feature improvement: surveying for planets make sense and is very interesting, but when you select a system to colonize the Galaxy Map could have a lighted line showing nearby starports to claim it. I'm looking for a certain system and this is creating a lot of wasted time flying around so I can be sure it's within the required LY range.
 
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Logging back in it, the info for my claim has disappeared and I can claim a new system. But the construction ship is still there in my original claim system.

Might be temporary thing, might try a relog to fix in a while
 
AFAIK you can have as many colonies as you want, but you can only be the architect for one, that is, you can only edit one colony at a time. I don't know if you can switch between colonies to continue building/editing a previous colony that you have stopped editing or not.
Looking through the new interfaces it seems you can be the architect for any number of systems and there's an entire screen to manage them. You can only have one active in-progress claim though.
 
Firstly great job Fdev. Interesting new gameplay!
Just to clarify. Its only the first port in a system that has the 28 day limit? Any port after that has an unlimited amount of time to build?
How about after building the first port in the system, the material requirements for additional ports decrease a lot with each new build. The workforce should become more efficient and experienced with each build. This would allow solo players/ small groups to establish a foothold with a small base first, and then build out the system with advanced ports without burning out. It also gives an incentive to fully develop systems if the material requirements for each subsequent base are less. Playing 3-4 hours a day for 28 days to build a corolis starport seems excessive. Also pls increase the LY range a lot (say min 50 LY). With 400 billion systems, it'll take us a few centuries to make any noticable impact.
Yes that is my understanding. The first port target is the key. Everything after that is more leisurely I believe.
 
My system still has a carrier but I am no longer the architect of that system. So while I can finish the main port, I will not be able to place any more things in it.
 
FDev, please address the issues face by those of us who are sitting on their dream system, but started out with a big starport, only to be appalled by the difficulties in acquiring materials and/or the horrible location the colonization ship arrived in.

My post about this topic on page 9 received the most likes in the whole thread, so it's not just me.

By now CMDRs have found out the hard way that it's impossible to abandon a system and recolonize it with an outpost.
A first and simple step would be to remove the mechanic that prevents you from recolonizing the same system, at least until another mechanic like "scale down starport" gets implemented.

Another observation:
There is a huge mismatch between monetary and material requirements for colonization. At the moment, it's basically 100% focused on materials. This is problematic because many of us love the idea of colonization, but consider hauling a rather boring necessity.
By massively reducing the material requirements while steeply raising the costs of system acquisition, you would allow players to work towards their colony by playing the game the way they want, at least to a certain extent.

Another point that had been raised before: If the brutal time limit is just there to prevent the galaxy from getting spammed with unfinished colonies, please make it "1 month since last delivery" or maybe "1 month and then 1 week since last delivery".
It's hard to imagine how frustrated a player must feel who can't finish their effort in time, e.g. due to some unforseen last-minute RL trouble... especially if they don't enjoy hauling.
 
Puzzled as to why I don't have the option of building a station at the Earth-like world. It's literally the only reason anyone would want this system in the first place. There's nothing else here.
 

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Found another System Colonisation Ship in an inhabited system. Was able to dock but 'Construction Services' was greyed out.

EDIT: those commanders whose SCS never turned up, I wonder if they ended up in the wrong system?

Screenshot_0086.jpg
 
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FDev, please address the issues face by those of us who are sitting on their dream system, but started out with a big starport, only to be appalled by the difficulties in acquiring materials and/or the horrible location the colonization ship arrived in.

My post about this topic on page 9 received the most likes in the whole thread, so it's not just me.

By now CMDRs have found out the hard way that it's impossible to abandon a system and recolonize it with an outpost.
A first and simple step would be to remove the mechanic that prevents you from recolonizing the same system, at least until another mechanic like "scale down starport" gets implemented.

Another observation:
There is a huge mismatch between monetary and material requirements for colonization. At the moment, it's basically 100% focused on materials. This is problematic because many of us love the idea of colonization, but consider hauling a rather boring necessity.
By massively reducing the material requirements while steeply raising the costs of system acquisition, you would allow players to work towards their colony by playing the game the way they want, at least to a certain extent.

Another point that had been raised before: If the brutal time limit is just there to prevent the galaxy from getting spammed with unfinished colonies, please make it "1 month since last delivery" or maybe "1 month and then 1 week since last delivery".
It's hard to imagine how frustrated a player must feel who can't finish their effort in time, e.g. due to some unforseen last-minute RL trouble... especially if they don't enjoy hauling.
Building on this, (pun intended), there is also no way of choosing where the primary station is built. You may have a system planned out, but are forced to build an outpost where you actually wanted a larger station, because the time limit forces you to go for the smallest option. Perhaps a solution would be to make stations expandable. You can start with just the docking module, for instance, and then expand it out in your own time. This already has precedent in the game, as I understand it's how Explorer's Anchorage was brought online.
 
# Stolen stuff
I think it's a great pity that we can't use stolen commodities for civilization

I doubt it would be an exploit or made anything faster, while it would offer a reward (participation in colonisation) for a wider set of activities

# Requirements
The requested numbers and CMM availability are a little bit too tough right now in my opinion.
I guess this is to brace the initial spike of interest but I didn't want to leave that point out

# Refinery
I love the idea. It would be nice to have something similar for tech commodities
 
There is a huge mismatch between monetary and material requirements for colonization. At the moment, it's basically 100% focused on materials. This is problematic because many of us love the idea of colonization, but consider hauling a rather boring necessity.
By massively reducing the material requirements while steeply raising the costs of system acquisition, you would allow players to work towards their colony by playing the game the way they want, at least to a certain extent.
Given how many credits CMDRs have this would make colonising a system trivial, which is not the intent.
I suspect the inclusion of CMM composites was a deliberate choice to apply some pacing to the task of building the first port.
 
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