Elite Dangerous | System Colonisation Beta Details & Feedback

Can we not? Insulating membranes are required in orders of magnitude less than CMMs, and i literally just got out of one station with, i dunno, 50 FCs in it? And a full hold myself, where i only need half of that... didn't even need to wait for a resup tick.

If we keep doing this, we might as well just introduce a new commodity: construction equipment, available in millions, and that's all we need to deliver.... if there's no difference between type and availability of goods, then let's just make then all the same.
I disagree. You need 361 just for the basic port. If all you can buy is 2 or 3 at the time, you'll never finish. Please increase availability.
 
I disagree. You need 361 just for the basic port. If all you can buy is 2 or 3 at the time, you'll never finish. Please increase availability.
You must be doing something wrong if you can only find 2-3 at a time 🤷‍♀️

1742135832651.png
 
I disagree. You need 361 just for the basic port. If all you can buy is 2 or 3 at the time, you'll never finish. Please increase availability.
It all depends on where you go shopping. In my neighborhood all of the big-number commodities (CMM, Aluminum, Steel, Titanium) have been readily available in large quantities within 1-2 jumps of my Cutter (31Ly FSD jump fully loaded). The smaller commodities are also local, with the exception of Emergency Power Cells, which take 6-7 jumps, but I collect other small volume stuff on the trip maximizing the value of the trip.

(In the last 7 days. My system is on the very extreme edge of the bubble)
 
Last edited:
It all depends on where you go shopping. In my neighborhood all of the big-number commodities (CMM, Aluminum, Steel, Titanium) have been readily available in large quantities within 1-2 jumps of my Cutter. The smaller commodities are also local, with the exception of Emergency Power Cells, which take 5-6 jumps, but I collect other small volume stuff on the trip maximizing the value of the trip.

(In the last 7 days. My system is on the very extreme edge of the bubble)
Emergency Power Cells is the real problem here... as it's impossible to make them available anywhere else.
 
I disagree. You need 361 just for the basic port. If all you can buy is 2 or 3 at the time, you'll never finish. Please increase availability.
just now docking to a station which has plenty of supply of them..... (not avv to INARA - there I only looked for the specs).
If you see lots of FC you dont even need to dock, you wont get some

edit: forgot - Pic or it didnt happen
InsMemb.png

and thats in a System where 8 FC are camping at the Ocellus and waiting for InsMemb to drop - just have to figure out where to look for them :)
 
Last edited:
Feedback:

Please make the System Map default to Normal View. Instead of always defaulting to the Architect View.

Or better yet, remember what my last view choice was. But failing that, under normal gameplay situations Normal View is preferable.
Mine always reverts to the last view i did, not sure what's causing yours to bug out :unsure:

O7
 
Beyond the obvious that i will keep complaining about that colonisation is just hauling, nothing but hauling and more endless hauling that is going to burn out 95% of the playerbase that aren't chronic haulers, theres no way to give an "identity" to a system beyond the economy type of the largest of the stations.

So, considering theres little use, or reason to use building points after the doubling of cost beyond 2 ports, or for players that dont want to do the hundreds of hours of hauling for coriolises (imagine having a life, or other videogames), perhaps those points could be spent to give a system "specialisations" of sorts, with each multiplying the cost of other "specialisations", in order to give a system some dregree of "uniqueness" so to say.

Specialisations could be as simple as boosting the production and market depth of some goods, to make one stop shops for certain commodities, imagine coordinating with squadron/friends/neighbours to have specialised suppliers for some goods that easily run out in markets, like steel/insulated membrane. Or to make a wine cellar for booze cruises.
Another "specialisation" could be to bring a regional, or non-garanteed good to your markets, such as emergency power cells (or other regionals, which should be added if they ever rebalance construction costs, which they should, towards less bulk refinery goods and more involving other economies and some commodities which have to be found) or onionhead gamma strain (provided local minor faction allows its production).
This way even if the pleiades project or any other regional colonisation project has 2 systems with the same main economy are net door to each other they still can develop some diferentiation (And lets face it, everyone right now is making refinery/secondary since they make up 80% of costs), as well as offer a way to produce certain regional commodities in far off colonies.
Specialisation or traits could offer up different bonuses if you can come up with em, mainly with the objective of giving ways to sink excess construction point and allowing players to "differentiate" their system within a zone.
 
just now docking to a station which has plenty of supply of them..... (not avv to INARA - there I only looked for the specs).
If you see lots of FC you dont even need to dock, you wont get some

edit: forgot - Pic or it didnt happen
View attachment 421508
and thats in a System where 8 FC are camping at the Ocellus and waiting for InsMemb to drop - just have to figure out where to look for them :)
the Problem is NOT the drop-rate of Insulating Membranes, when I visited that Station some 5 hours ago there was a supply of ~3900 IIRC, now the stock was ~5500, the problem is a bunch of eager Cdrs which try to build Ocellus/Orbis in Systems which cannot be developed enough yet to support the economy of such a station.
Playchild.....
 
Some people had unrealistic expectations
Had?

I'd suggest that some people still have them, with dreams of what it should have been, rather than a solid grounding of exactly what it is.

It is feature complete, if anyone doesn't like it's essential nature, it isn't going to change noticeably, just some number shuffling, not a major rebuild into 'base building' - the feature is to expand factions & PP2 territory, that is all.
 
Sad that colonization turned out to be not what I imagined, I amuse myself by planning to build three systems with different economies that would allow to obtain the necessary materials for their own development. For example, an industrial outpost already provides Food Cartridges, Power Generators, Computer Components, etc. in sufficient quantities.
Question. If I build an outpost in orbit of a planet where there is a refenery, will steel and titanium, etc. appear on the outpost market? Should I build an industrial outpost or can I build any?
Honestly, this wandering in the dark is annoying...
 
is the colony economy type a mandatory condition? That is, this type is "zero" and we change it with the help of ground buildings with the type we need?
That seems to be how it works
- either you build a station with a preset economy, and then it doesn't change (but you're limited to only some of the economy types, and the smallest stations)
- or you build one with a Colony economy, and then build other items which convert it into the one you need (which takes more constructions, but lets you get all the economy types and larger market sizes)
 
Feedback, you say?

This update killed the game for me.



You're not wrong. It's hauling hauling hauling. There are no deeper mechanics which might include other activities, no personalization unless you pay for a name (I spent quite a few minutes hitting the RNG button to generate facility names I like - so there is that).

I do wish they had included subterranean instanced structures that could be player designed at least - but no.

For bigger player groups that have a pmf it probably is very appealing.

I must admit, I now play the game in a very small window while I haul, and watch youtube or work with this as more of a background exercise.

I'm sure I'm not the only one that is ticking junk off with a crappy spreadsheet like this:

spreadsheet.png
 
That seems to be how it works
- either you build a station with a preset economy, and then it doesn't change (but you're limited to only some of the economy types, and the smallest stations)
- or you build one with a Colony economy, and then build other items which convert it into the one you need (which takes more constructions, but lets you get all the economy types and larger market sizes)
Still, we'll have to build a Coriolis near the planet with refenery....and then go to a psychoanalyst))))))))))
 
Back
Top Bottom