Elite Dangerous | System Colonisation Beta Details & Feedback

Hi :)

So my suggestions
  • Allow to choose the minor factions (like you can when creating a squadron)
  • Allow to reposition the colony ship
  • Allow to change the type of base built if not started yet

As to the amount of materials required for large bases, it's pretty massive, but I guess we can start with an outpost and then create a large base without a time limit. I hope.
I especially agree with this line of the OP (y)
" Allow to change the type of base built if not started yet."
(Everybody makes mistakes :D)

Jack :)
 
OK, well, seems the CMM Composite supply buff has happened, just got 320 instead of the usual 40-60.

All I can suggest to FD from this is: Please take this as the impetus to revisit the economy, and in particular the supply, costings, and player obtaining of all commodities. Mining has languished in a bizarre state where the highest demand commodities are the lowest valued on the markets. Heaven forbid something like Methane Clathrates becomes a requirement in the thousands to encourage mining contributions to Colonisation, only to realise they're as rare as Low Temp, and just as difficult to get if not moreso despite their "common" cost.

All sorts of anomalies like this are peppered throughout the game's economic balance, and these sorts of things will plague every update and feature at launch, so it'd do well to address them now.
 
I suspect that colonization ship location is random (or I missed part when you choose its destination) and I'm hoping that when you bring all commodities you will be able to select location for a station to be built. But that's me guessing right now.
It is not random, but predetermined. When you're looking at any colonization-eligible system on the colonization tab of the system map, you'll see little circles where all the stations can potentially go, but one of them is a little flag instead of a little plus sign-- that is where your first station will go.
 
Greetings Commanders!

Supplies of CMM Composites have been significantly increased. Thank you for your continued feedback!

Seems to be working, thanks!

more_cmm.jpg
 
SMM composite does not appear in large volumes... How many days does it take to bring 50,000 SMM to a construction station?
 
Hi,

I claimed and deploy beacon logged out claim was gone bought beacon again deploy of new Beacon was not working so logged out and in then my mission was back and I was the owner again so started delivering goods. Now after I was on the colonisation ship it took off my claim is gone and it blocked me from reclaiming again. Is now all the work of delivering goods gone?

Regards
Martin
 
OK, well, seems the CMM Composite supply buff has happened, just got 320 instead of the usual 40-60.

All I can suggest to FD from this is: Please take this as the impetus to revisit the economy, and in particular the supply, costings, and player obtaining of all commodities. Mining has languished in a bizarre state where the highest demand commodities are the lowest valued on the markets. Heaven forbid something like Methane Clathrates becomes a requirement in the thousands to encourage mining contributions to Colonisation, only to realise they're as rare as Low Temp, and just as difficult to get if not moreso despite their "common" cost.

All sorts of anomalies like this are peppered throughout the game's economic balance, and these sorts of things will plague every update and feature at launch, so it'd do well to address them now.
Most commodities did change their galactic average pricing with this update, though most of them not that much.

The big change has been on the Metals, where the ones which the Refinery Contact will convert for you now cost >2x the cost of the raw ore (rather than <0.2x), so the Refinery Contact is actually a cash-efficient way of getting them.
(Though only a time-efficient way in very limited circumstances, I think)

This does of course place manufactured goods in an even weirder position, where 1t of metals costs tens to perhaps hundreds of times more than 1t of manufactured goods (and 1t of Titanium costs more than an entire Sidewinder hull) but so long as Frontier doesn't introduce other "DIY economy" contacts that doesn't need fixing just yet.
 
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.
That's why smart move would be fill up carrier with CMM, and then only start the building.
 
Greetings Commanders!

Supplies of CMM Composites have been significantly increased. Thank you for your continued feedback!
As others have posted a few times since this notice, on Inara it doesn't look improved. There is only a little supply on some ground stations, and it's less than a ship load. Given that people don't normally land on ground stations often, I'm inclined to think that they are mainly landing there to find the rarer commodities like CMM Composites and will buy whatever little stock there is. Maybe you are still underestimating the demand? I think demand should be in the realm of calculable at this point.

I assume most people know that Inara only shows supply where CMDRs have actually landed, but if this isn't a RNG treasure hunt, please give us a clue where the large new CMM supplies are hiding :)
 
This thing is totally borked. I'm trying to colonize a system that is showing up as a valid target on the map, and it just won't let me. When I deploy the beacon, nothing happens and the colonization ship won't show up.

If I restart the game, sometimes it deletes the beacon and I have to redeploy it, and sometimes it looks like it has started the colonization phase (the system shows up under "your colonies" on the galaxy map, I've received the reminder about the 4 week deadline, and the system map shows the construction site slots), but when I restart the game again, the system gets un-claimed. If I then go to a station and try to claim it again, it either says the claim was unsuccessful or that the system isn't claimable, even though the galaxy map shows it as a valid target.

I don't mind waiting a bit, but what I really want to know is what FDev's policy is with regards to conflicts between players who tried to claim the same system. If I claim a system but the claim doesn't go through because of server issues, and then someone else gets lucky with the servers and manages to claim the same system, can I file a ticket with support to have ownership of that system transferred back to me?
 
Most commodities did change their galactic average pricing with this update, though most of them not that much.

The big change has been on the Metals, where the ones which the Refinery Contact will convert for you now cost >2x the cost of the raw ore (rather than <0.2x), so the Refinery Contact is actually a cash-efficient way of getting them.
(Though only a time-efficient way in very limited circumstances, I think)

This does of course place manufactured goods in an even weirder position, where 1t of metals costs tens to perhaps hundreds of times more than 1t of manufactured goods (and 1t of Titanium costs more than an entire Sidewinder hull) but so long as Frontier doesn't introduce other "DIY economy" contacts that doesn't need fixing just yet.
Yeah I did notice that... saw old data that suggested you could make a killing on Beryllium, but that wasn't really so.

It's a shame the CMM thing couldn't be resolved with the refinery contact... but oh well.

Unfortunately, price changes won't address the Methane Clathrates issue, unless it's just homogenised and all mining-only goods become worth roughly the same, which would equally be a shame.
 
As others have posted a few times since this notice, on Inara it doesn't look improved. There is only a little supply on some ground stations, and it's less than a ship load. Given that people don't normally land on ground stations often, I'm inclined to think that they are mainly landing there to find the rarer commodities like CMM Composites and will buy whatever little stock there is. Maybe you are still underestimating the demand? I think demand should be in the realm of calculable at this point.

I assume most people know that Inara only shows supply where CMDRs have actually landed, but if this isn't a RNG treasure hunt, please give us a clue where the large new CMM supplies are hiding :)
No, it shows what CMDR publish to it :D People tend turn off publishing function if they find abundant trade opportunities.
 
It seems like specific stations affect specific attributes for a system (security, quality of life, etc). My suggestion would be to choose one or more of those attributes and make them affect how many mats are needed to build a new station-- like a percentage reduction. The end result should be that at the beginning it's tough to build new stations, but once you have a few built, building a smaller station becomes easy, and a large station becomes more manageable-- ideally about the same effort as outposts are now.
 
I’m probably repeating what has already been mentioned many times at this point, so I apologize in advance.

First off, the 10 LY was the bare minimum and I am really happy with the < 16 LY range. These people acting like 50 LY is ok, don’t seem to grasp that this is a system being implemented to last the lifetime of the game. Traveling to Colonia in 3 months time at 50 LY would defeat the purpose of a slow, methodical expansion. Please don’t boost the range beyond 20 LY at max.

As for the commodity issue, people aren’t understanding that tier 2/3 star ports are end game or large squadron level challenges to get done in a 4 week period. I found the outpost to be a very nice amount of commodities needed as a solo/wing of 2/3. CMM composites are showing that they are in extreme demand and I would appreciate a boost in how much stations restock at a time, but I think them being on a planetary station makes them a nice grind rather than just starport materials. Lowering the amount needed for a station would be the wrong route in my opinion.

Lastly, I understand the server limitations on fleet carrier jumps. But could you look into this being shortened please.

I am very excited about colonization and I’m getting friends back onto the game because of the level of impact it allows us players to have on the galaxy.

o7
 
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.

This thing is totally borked. I'm trying to colonize a system that is showing up as a valid target on the map, and it just won't let me. When I deploy the beacon, nothing happens and the colonization ship won't show up.

If I restart the game, sometimes it deletes the beacon and I have to redeploy it, and sometimes it looks like it has started the colonization phase (the system shows up under "your colonies" on the galaxy map, I've received the reminder about the 4 week deadline, and the system map shows the construction site slots), but when I restart the game again, the system gets un-claimed. If I then go to a station and try to claim it again, it either says the claim was unsuccessful or that the system isn't claimable, even though the galaxy map shows it as a valid target.
airs
I don't mind waiting a bit, but what I really want to know is what FDev's policy is with regards to conflicts between players who tried to claim the same system. If I claim a system but the claim doesn't go through because of server issues, and then someone else gets lucky with the servers and manages to claim the same system, can I file a ticket with support to have ownership of that system transferred back to me?
its was always gona be just so methinks it is a game of musical chairs when it comes to claims getting back to the main servers namely amazon ecs ireland on a peer to peer network glad i live near amazon london as thats just a couple of data packet hops away🤷‍♂️
someone somewhere is always gona loose out............
well until the perimeter of the bubble expands then greater the chance of actually making a successful claim should too
unless your connection is just simply :poop:
net traffic will decrease as time goes by too its only just launched so there is hope...........
 
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Is there a way to change first station, or recolonise system?
You can go back to the station that authorized your claim and cancel it, and then re-claim it.

Some notes, though:
  • For me personally, it took 2 hours for my unclaimed system to be re-claimable, This might be due to the servers being overloaded. My Squadron members reported that it took maybe 5 minutes for theirs to become available again.
  • Reportedly, if you abandon the same system twice (or otherwise fail to finish the claim twice), you're locked out of claiming that system for a matter of days.
  • Someone else can potentially take your system while you're in the process of re-claiming it, like always.
  • You may have to wait for the colonization ship to depart the re-claimed system before you can drop the beacon again. My squadron member said this took ~30 minutes; after my 2 hour wait, the colonization ship was presumably long gone. May also be a function of an overloaded server.
FDev should probably tell us precisely how it's expected to work, so we can tell what is working as intended and what is broken.
 
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Hello.
1. Metaalloys stopped appearing in the Maia system. Is this intended?
2. When mining asteroids, surface deposits from an asteroid shattered by an explosion are not mined with an abrasive blaster. Is this also intended?
3. When you return to Russia on Steam, I’m tormented with my horizons, in which nothing is available.
Oh... Wait. I think I understand.
 
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