Elite Dangerous | System Colonisation Beta Details & Feedback

Greetings Commanders!

Supplies of CMM Composites have been significantly increased. Thank you for your continued feedback!
Not noticing a practical difference yet here (in game checking, not from 3rd party sites that might not have updated) - if it was just the supply that was increased again then it still won't make much of a difference due to the low caps on CMM composites per station.

Seems like the caps have been at least doubled so it's good now.
 
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Fantastic update! It is feature complete just as advertised, and so many good in interesting features, bits and pieces. Everything about the update is really great, except for one thing.

I've got a nice system, fits well with what I would like to build and the theme I would be interested to create in that system. Outposts, settlements, Asteroid stations, custom names and eventually skins - all really good. Developers are correct with their estimates of 4 weeks - that's exactly the amount of time I'm going to need to finish an outpost, dedicating all the time I have to play to nothing else but hauling commodities. A month for an outpost, that is just ridiculous.

With current numbers, spending all of the time doing nothing but hauling, I would need something close to years to create a theme for that one system. For me it's not an End-game activity, it's till-the-end-of-times activity. Even if I'm going to stop doing everything else in the game - it still wouldn't have a chance to be even close to any reasonable timeframe.

I'm going to finish what I've started, there will be that outpost, but so far everything points to - the theme of my system is going to be an abandoned colony that I never would want to think about again, with that one randomly placed outpost with a random name nobody cares about.

I can see how it is a great feature for players who want only to haul and don't care about any other part of the game - it is nice.

For me, and probably anyone who can't dedicate full days to play and wants to do a variety of things - way too much with even more on top.
 
I had to abandom my claim and wanted to re-claim immediately. The game bugged out (not registering my "Abandon claim" severat times); when I finally got that solved (relogging a few times), I could not reclaim it. For squadron comrades, it still says "System Architect Anantyanta", but the Colonisation contact says I have no claim, and create no claim.
I'm really worried I'll not be able to reclaim it - where should I report this?
 
Loving the update and all that it brings, looking forward to thoroughtly exploring it, but still i see a nitpick and glaring flaws i must point out that need to be addressed in my opinion.

So first nitpick is the fact that you can't choose primary station location, if you want to design your own system and be the architect of it, its sort of important.

Beyond that, and more importantly, despite the fact that its sized as a community goal, with huge hauling amounts needed, 21k tons alone for the smallest outpost, theres little ways to engage your colonisation effort with the community besides pleading in your discords for people to help you, or by setting up buy orders at an FC (which is extremely flawed, as you still need to go trought the hassle of unloading them and pushing them onto the colonisation ship, why?, can we not order them to fly close and connect some umbilical cord or just chuck the cans out the window?)

Perhaps the easiest solution would be allowing the system architects to add an extra bounty on top of the standard good price to entice other players to help them build their systems, that way wealthy CMDRs can have their systems and new players can get credits by helping out the colonisation effort. This way both old and new players have new ways of engaging with the colonisation system.

Besides that, while i understand that the massive hauling tonnage is meant to make colonisation a time sink, the fact that it is JUST HAULING means its going to grow to be mind numbing pretty fast, there ought to be more ways of tying different activities and factors to allow contributing towards colonisation in different ways, while maybe not reducing the time sink, maybe making it more tolerable and enjoyable.
Maybe engage it with odyssey stuff by making having allied planetside factions within range of the colony be able to give quests where you give them materials or missions completed or whatever time equivalent and they redirect CMM shipments towards the colonisation effort or whatever? Imagine, npc says an inventory audit is happening soon and things dont quite square up, help him with 50 graphene plates/violence and he will send a shipment of X towards a colonisation effort in range of your choosing?

IDK the balancing or activity, im just spitballing here, but there absolutely needs to be more ways to contribute to it besides JUST HAULING, or you are going to burn out people pretty fast who are just trying colonisation.
 
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Great work! Love the update. Whilst the numbers in comodities in some instances are huge, only minor niggle so far is the lack of CMM Composite. Needs to double or treble production across the galaxy so you cant et all you need at one station, but you can get more than 100 at each one. Possibly up to 500 in some instances.

As a player who is time poor and cant play for hours on end daily, this sort of comodity shortage could cause my colony to fail.

Saying that, with only two of us playing, we are finding haulage for the small station pretty straight forward in all other comodities and in a few hours have reached 50% completion.
 
I lost my status as System Architect on the system that I had claimed and started construction on. We had already delivered about 75% of the materials when my mission disappeared, and I no longer had the status. I went to the system that had claimed the system, I can't claim again, it shows that it is blocked for me.

Another member of my squadron tried and for him it shows that the system is still under construction. The ship is still there, I no longer have a mission and are not recognized as an architect, but we will continue trying to evolve anyway.

This is a very annoying and discouraging bug. :cry:
-----------------------------

I was writing the text above when my friend found a possible solution for this: "Restart the game for complete. Exit game, launcher and steam." This makes my mission and lost data appears again in-game.
Just a big scare! 🤪🙃

Same here. Logged off last night just to find the mission marker and info you also describe being gone.
I had to go into the journal to find wich system I picked for colonisation.
Figured I just keep stocking up and deal with the problem later.

Anyway good to read others have the same bug.
Phew I'am not cray cray
 
Really loving the colonization update so far, yet there is one major issue I have with it.

Its an enormous time sink, and only that. Claiming a system and building a coriolis station costs less than outfitting a large ship with A rated modules.

In my opinion the amount of goods needed to build the stations & outposts should be cut in half, but the price for claiming a system should be upped like ten-fold. Additionally I would implement a build cost in the range of 500 mil Cr for tier 1, 1 bil Cr for tier 2 and 2.5 bil for tier 3 stations. That way, the new content acts as a natural credits sink while ensuring that the players have to do other content than just hauling goods for 30+ hours.
 
FDev, this is a really good ideas to implement firsttime fixes set (at least those that are easiest to implement).
So, my negative exp is that I hastily ordered a large port that I cannot build playing solo.
And my message (selection of others) is about to make new feature playable w/o breaks base idea and w/o breaks game mechanics.
So my suggestions
...
  • Allow to change the type of base built if not started yet
Suggestion: It would be even better if there was an option to "redeploy colonization ship" without taking the risk of someone stealing your system!
Edit: An option to "scale down construction effort" at a certain cost would also be a good idea, as it could help CMDRs to at least build a small station if they notice they won't be able to finish a big one.
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.
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.
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".
Would colonial ships be included as a trading destination for NPCs?
If NPCs see it as an attractive trading destination, we think it will help CMDRs who have a small group of people to explore.
I think it is too idealistic to aim to have all the materials brought in by NPCs only, but if NPCs could transport them in trade, even if it is just a little bit for 24 hours a day,
 
Not noticing a practical difference yet here (in game checking, not from 3rd party sites that might not have updated) - if it was just the supply that was increased again then it still won't make much of a difference due to the low caps on CMM composites per station.
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Dear Pilots, I would be grateful if someone could share a screenshot with the required amount of resources for Koreolis station.

(If there are screenshots of other types - subspecies of stations, you can also throw, I'll update the ru - wiki).
 
it seems to me pretty bug free so well thee done FD....
i dont think materials required should be cut as in it takes so many metric tons to build a bridge but to extend the time it takes To complete said haulage (some peeps have real commitments)
(i know its spelled tonnes but i never claimed to be proper)
 
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I advise to do some networking for cmdrs who are not part of any groups or squadrons. Browse the map with colonization filter. Locate and contact that cmdr who is building near you or took the beacon from your faction / or your favorite system. Their name is revealed in sector view map. Propose an offer to help them to get the same service in return. I just paired up with cmdr who took beacon from my little faction, this way we're shortening everything by two, focus is to build an outpost and extend reach towards the Coalsack,
 
Is there any way to filter the Colonisation view?
I'm trying to find "anywhere" I can claim and everything is claimed or unavailable.

o7
 
It does not as after the 2nd fail you get locked out for a few days.

You can only do it twice for the same system. Afterwards, you're locked out.
Where did you get the info that you can reclaim a system once? Did FDev officially state so?
It does not seem to work like this. According to most who have tried, you get locked out right away.

But if FDev have officially intended colonies to be "reclaimable" once, I still have some hope they might actually implement this system with one of the next patches.
 
Please, let us pay for cargo delivery.
For example, 10 millions per 1000 ton. This may be consedered as a contract to be executed by NPC pilots.
Additionally, these contracts may have different excution time. Delivery withing 3 days may cost 10 millions per 1000 ton, delivery during 3 weeks may cost 5 millions per 1000 ton and so on. Amount of materials for contruct should be rounded up (i.e. if station requires 1538 tons - contract must be for 2000 tons), so pilots will prefear to find small amount of materials by themselfs.

First, this will allow to colonize systems to pilots that prefear exploring or bounty hunting.
Second, it will solve problems like lack of CMM-Composite - just order delivery of CMM-Compisite to NPC.
 
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yay if it wasnt for sub contracting i would go hungry............
you dont actually think the company you pay to do the job actually does it do you they sub contract it out;)
the main sub contractor then sits back takes his cut then subs the work out further to mick and paddy and bridges and the like then get built
if there was a clause in a contract that a company had to use its own employees and no work was to be subbed out you would have a lot of company's that would go out of business particularly in the construction industry.............
 
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