Elite Dangerous | System Colonisation Beta Details & Feedback

they made 4 last year and made bank on em
...well, kind of. They presumably made at least enough money to cover the costs of making the ships, at least, since they're going for more of them.

But cosmetics are a tiny part of ED income overall (<10%, probably, from the figures in their official financials, even with the boost from the ships). A new ship that can be done cheaply [1] and pay for itself, great. A major new feature would need to get people persistently spending several times more money than they currently do on cosmetics - i.e. not merely substituting their existing ship paint spend for interior cosmetic spend - to be worthwhile.

Meanwhile something like colonisation or Powerplay which brings general positive attention to the game, boosts activity from veteran players, and gets sales to new players up brings in a lot more money (and more cosmetic sales opportunities, therefore, but the new game sales remain the major source of income)


[1] Note that the new ships don't have new interiors, which is probably a nice cost saving. But also suggests that "lots more interiors work" isn't in the plan.
 
Please make Focus Location in the My Colonies menu in the galmap focus target, as the Focus Target button in the galmap does, instead of setting target as it currently does, because this detargets whatever else you had selected and will remove your supercruise assist target lock and crash you into an exclusion zone.

Please change the default system map view back to Map View instead of Architect View, which is a much more specialized view and only desired when you're managing one of your claimed systems or looking at potential claims. It is annoying to have to switch back to map view every game session when you're engaged in every activity other than colony building.
 
and I strongly suspect that all them Commanders which daisy-chain out (including myself) quite quickly will discover that their "perfect" Target System will not be able to be developed to a functioning an prosper economy (no matter which type), unless they develope the intermediate Systems in the chain as well - as a Systems economy will depend on the macro-economy it via trade-routes is connected to.
It's almost like there's some kind of background simulation going on...
 
Not sure if this is possible but it would be nice to be able to "pin" a current construction effort so we could look in the left panel, maybe under where CGs live to see what commodities we need to get and how much is remaining. It's kind of a pain to go to the galaxy map, system map, click on the construction ship and then copy it all out to somewhere else to keep track of it.
 
Would be nice to get more tutorials on how the system economy stuff works as an example what settlements etc are required for an extraction economy. Or at least something generic to give people guidance.
will most likely happen soon (tm) - same as soon after FD publishes their guide how to decode Tharg Probes and Links as well as the Map to Raxxla.... ;)

edit: wording
 
Last edited:
will most likely happen soon (tm) - same as soon after FD publishes their guide how to decode Tharg Probes and Links as well as the Map to Raxxla.... ;)

edit: wording
A commander can dream that we could get a generic tutorial explaining how building an economy works. I'm currently working towards an mining/extraction economy for my system but I'm just kinda guessing what to do based off existing systems that are the type I want. I have no idea if I'm doing the right thing
 
Feedback:

Doubling the cost after two Tier 3 or Coriolis stations:
  • Possibly this is because Frontier wants to limit population? Maybe? okay.
  • Please DO NOT double the cost of everything else.
  • This makes me NOT want to build a 2nd Coriolis unless I am 100% certain I'm done building everything else in the system. Because once I am done building a 2nd Coriolis, I guess I am done with the system. Finished.
  • But when will I be 100% certain that I don't want to build anything else in the system? 2 months from now? 6 months? 2 years? 🤷‍♂️ So I just don't build a 2nd Coriolis? My system stays as a 1 Coriolis system forever? Or until I have only one slot left? That's pretty sucky.

Edit:
It has been clarified in posts below that the cost doubling DOES NOT currently affect the other types of facilities.
There is a mish-mash of info circulating, it is very nice to have this important point clarified.
 
Last edited:
A commander can dream that we could get a generic tutorial explaining how building an economy works. I'm currently working towards an mining/extraction economy for my system but I'm just kinda guessing what to do based off existing systems that are the type I want. I have no idea if I'm doing the right thing
currently nobody has and thats the funpart ;) nope seriously, your approach isn´t wrong so far, as (most likely) Trailblazer systems work with the same building-blocks FD uses for their generic systems (it would be stupid to do all the coding twice and invite all them bugs), taking generic system as blueprint doesn´t seem too far off.
For stats-checking you are using Cmdr Nowki´s tool? Its helpful...
 
Feedback:

Doubling the cost after two Tier 3 or Coriolis stations:
  • Possibly this is because Frontier wants to limit population? Maybe? okay.
  • Please DO NOT double the cost of everything else.
  • This makes me NOT want to build a 2nd Coriolis unless I am 100% certain I'm done building everything else in the system. Because once I am done building a 2nd Coriolis, I guess I am done with the system. Finished.
  • But when will I be 100% certain that I don't want to build anything else in the system? 2 months from now? 6 months? 2 years? 🤷‍♂️ So I just don't build a 2nd Coriolis? My system stays as a 1 Coriolis system forever?
The cost of everything else does not double.
Orbis/Ocellus/Tier 3 ground port - doubled
Asteroid base/Coriolis - inrease from 3 to 5
Nothing else changes.
If you built a coriolis as your initial port this does not count as one of the two ports.
I think the point is once you have two or three tier 2/3 ports, you need to be focussing on more infrastructure, not more ports. If you really want more ports you can have them but with a need for more infrastruture.
 
The cost of everything else does not double.
Orbis/Ocellus/Tier 3 ground port - doubled
Asteroid base/Coriolis - inrease from 3 to 5
Nothing else changes.
If you built a coriolis as your initial port this does not count as one of the two ports.
Are you absolutely 100% certain with first hand experience or reliable source? I'm really not being rude, I want to know for sure because there is a mish-mash of info, some that says the doubling is on all facilities, Tier points and Commodities.
 
Are you absolutely 100% certain with first hand experience or reliable source? I'm really not being rude, I want to know for sure because there is a mish-mash of info, some that says the doubling is on all facilities, Tier points and Commodities.
Yes I have the doubled costs in my own system. I have two Coriolis completed (one was the initial port) and one Tier 3 port in progress in my colony. Tier 3 ports now cost 12 tier 3 points, tier 2 ports cost 5 tier 2 points, everything else costs 1 tier 2 point or is still free if no tier 2 points needed. The increase did not start when I hit 10 constructions, it started the moment I began construction of my tier 3 ground port. Combining this information with that posted from CMDR Mechan we believe initial port does not count as he started with an outpost and still got the increase on the second additional port.
[edit] Oh, and as far as I can see no increase in commodities required.
 
Last edited:
Yes I have the doubled costs in my own system. I have two Coriolis completed (one was the initial port) and one Tier 3 port in progress in my colony. Tier 3 ports now cost 12 tier 3 points, tier 2 ports cost 5 tier 2 points, everything else costs 1 tier 2 point or is still free if no tier 2 points needed. The increase did not start when I hit 10 constructions, it started the moment I began construction of my tier 3 ground port. Combining this information with that posted from CMDR Mechan we believe initial port does not count as he started with an outpost and still got the increase on the second additional port.
Thank you very much for the info. This is fantastic info.😀👍👍

Did this affect Tier Points only, or the required commodities too?
 
Yes I have the doubled costs in my own system. I have two Coriolis completed (one was the initial port) and one Tier 3 port in progress in my colony. Tier 3 ports now cost 12 tier 3 points, tier 2 ports cost 5 tier 2 points, everything else costs 1 tier 2 point or is still free if no tier 2 points needed. The increase did not start when I hit 10 constructions, it started the moment I began construction of my tier 3 ground port. Combining this information with that posted from CMDR Mechan we believe initial port does not count as he started with an outpost and still got the increase on the second additional port.
Oh, and as far as I can see no increase in commodities required.

Thank you very much for the info. This is fantastic info.😀👍👍

Did this affect Tier Points only, or the required commodities too?

Double points, double commodities,or both?
he answered that already....
 
Back
Top Bottom