Elite Dangerous | System Colonisation Beta Details & Feedback

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.
Tnx. Safe flight!
 
Hi Frontier, think i have a Bug for you..

1) Claimed a system, choose Coriolis
2) realised Coriolis was too large for me to get done in 4 weeks (mainly due to CMM Composites)
3) Tried to cancel Coriolis and go with Output instead. Forced to cancel Claim
4) Can't reclaim that system. Had to claim a new system
5) Choose outpost, went to new system, deployed beacon, Colonisation Ship arrived
6) Started submitting materials
7).. suddenly while off getting materials, new system no longer has me recorded as Architect
8) Swapped to second account to check.. it seems the new system is still available to Claim despite being claimed and having a colonisation ship already in it
9) Swap back to main account and system is back to showing as claimed and showing me as the Architect.
10) only the CEO of Brewer actually knows if I have it claimed or not ;p
 
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OK, claimed a system and then deployed the beacon and started hauling for a station on Wednesday. After the weekly server reset the beacon and colonization ship are still there, but the architect name bar and build positions no longer show.
 
OK, claimed a system and then deployed the beacon and started hauling for a station on Wednesday. After the weekly server reset the beacon and colonization ship are still there, but the architect name bar and build positions no longer show.
This seems to be a common bug (reported here a few times) and the common workaround is log out and back in. It may take a few times to resolve the issue.
 
I see that my quantities of materials required is about 10 times less today, which is appreciated, but all of the ones that I had fully delivered are required again.

EDIT: Okay, that looks like a bug, because now my quantities have gone back to what they were yesterday, after just filling up my cargo with things I had already delivered. Very frustrating.
 
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Shadows still borked across the game
More janky UI not designed for input devices other than a mouse
Absolute A-B hauling focused grindfest as expected
Very little freedom in terms of where to place stations

If I want to build stations, I boot up X4 instead. Focus on what you're good at (space flight) instead of these hamsterwheel distractions.
 
Shadows still borked across the game
More janky UI not designed for input devices other than a mouse
Absolute A-B hauling focused grindfest as expected
Very little freedom in terms of where to place stations

If I want to build stations, I boot up X4 instead. Focus on what you're good at (space flight) instead of these hamsterwheel distractions.
Only the first station placement is predetermined. Feedback is best when the person giving it has taken the time to familiarize themselves with the function(s) being discussed.

Perhaps elaborate on what type of gameplay you might like to see when building stations, other than hauling mats? It seems like a logical gameplay loop for the activity.

I agree, the UI doesn't play well with a controller. I think, since they dropped consoles, they forget to test for that sort of thing. It does work, but barely. There also seems to be a second or so of lag between opening the new menus and registering input from controllers, which just makes everything more confusing.
 
Was helping a friend finish their first outpost in a system. Now that its finished the system shows as "previously inhabited" and he cant do anything else to the system. Anyone else having this issue too?
 
My colony has been lost?
After relogging today, my claimed colony is there, the colonization carrier is there, however:
  • it no longer recognizes me as architect
  • it is gone from my mission tasks
  • the colonisation map does not work anymore
anyone else with this as well?
Yes, everything was fine on Wednesday. But after the server tick when I logged in the beacon and colonization ship are still there, but the architect bar and build points don't show. Instead it just shows the system name. Is all that hauling and credits wasted?
 
Only the first station placement is predetermined. Feedback is best when the person giving it has taken the time to familiarize themselves with the function(s) being discussed.

Perhaps elaborate on what type of gameplay you might like to see when building stations, other than hauling mats? It seems like a logical gameplay loop for the activity.

I agree, the UI doesn't play well with a controller. I think, since they dropped consoles, they forget to test for that sort of thing. It does work, but barely. There also seems to be a second or so of lag between opening the new menus and registering input from controllers, which just makes everything more confusing.
Yeah... I wrote up my more detailed thoughts in a separate thread on purpose and in a fair bit of detail and nuance but that got locked straightaway with reference to here. Couldn't be bothered to paste that wall of text into this thread because nobody will read it given we're on page 25 and it was perhaps a bit more philosophical in tone (some might call it a rant) so didn't feel it belongs in here for that reason.

Not even sure why I bothered in hindsight... but the above is my immediate feedback in a nutshell if just greatly summarised.

And honestly, even if I were to offer detailed suggestions, Colonisation is feature complete as FDev already stated so no point in making suggestions to change it (beyond tweaking numbers), and it's clear what direction FDev is taking the game in general at this point - minimal effort UI updates based on grindy gameplay to keep people engaged for the sake of it, and monetise the heck out of Arx. Looks like the next update will also be a pass for me which is a shame as I still like the core game despite its flaws.
 
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OK, Some initial feedback:
I have found and claimed a system, a very modest one. My first Starport is a Coriolis, they all cost the same and you still need to do the grind and I can use my carrier to do the lifting. Just got 3 weeks to do it!!.😬 The colonisation ship, also decided to spawn 14,000Ls from the primary star😤
My first annoyance, is that the only way to see the list of commodities when not in your claimed system is through the Galaxy map to access the system map and then click on the colonisation ship. You do get a mission to collect all the commodities, but no list.
CMM Composites - This was mentioned on the live stream that there would be a buff. However Inara is only listing Fleet Carriers and the prices are stupidly expensive at north of 500,000 per unit 😵‍💫
So now doing the UPS grind, hopefully completing it in the allotted time.

Oh...one last comment...Since the update Fleet Carrier jump times have been over an hour constantly @Fdev...you need to look at this!
 
image_2025-02-27_152415099.png
I don't think its supposed to be that way.... I didn't see the option to change the landscape and well, not its floating/clipping through hills. And because of that no one can land, and I somehow got stuck while trying to look at it and got a fine. How do i fix or cancel it?
P.S. the defence turrets and lighting poles are place ok though...?
P.S.S. Relogging twice solved the issue
 
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OK, Some initial feedback:
I have found and claimed a system, a very modest one. My first Starport is a Coriolis, they all cost the same and you still need to do the grind and I can use my carrier to do the lifting. Just got 3 weeks to do it!!.😬 The colonisation ship, also decided to spawn 14,000Ls from the primary star😤
My first annoyance, is that the only way to see the list of commodities when not in your claimed system is through the Galaxy map to access the system map and then click on the colonisation ship. You do get a mission to collect all the commodities, but no list.
CMM Composites - This was mentioned on the live stream that there would be a buff. However Inara is only listing Fleet Carriers and the prices are stupidly expensive at north of 500,000 per unit 😵‍💫
So now doing the UPS grind, hopefully completing it in the allotted time.

Oh...one last comment...Since the update Fleet Carrier jump times have been over an hour constantly @Fdev...you need to look at this!
A more readily accessible list would be good, yes. I noted down all the commodities and the amounts needed in good old Notepad.
 
CMM Composites - This was mentioned on the live stream that there would be a buff. However Inara is only listing Fleet Carriers and the prices are stupidly expensive at north of 500,000 per unit
You want surface stations with Refinery economies.


A lot of these have ancient market update data so won't be showing up on the Inara commodity search (which means that they have a decent chance of a good CMM stockpile, because no-one will have thought to look there yet)
 
I think the biggest Elephant in the room, at least for me, is not the limitations of Star System micro-control options: It's the cost and time-frame.

I see 2 main costs:
  • Resource costs
  • Time costs
I don't think the credits cost is absurd at all, but I think mostly everyone can agree the resource costs are heavy. It's still fresh though. But what does that translate into time?

There is nothing I value more than my time and effort but mostly, my time. Effort is up to me but the time is not. Having my time respected means a lot to me and it has become a trend in modern games to not ultimately respect players time. I do understand the balancing issues with not everyone being able to commit the same amount of time in their day to the same tasks. Work, school, family, kids, events... the list of priorities goes on.

Currently I have checked a couple dozen systems within range of a station and found nothing of interest. I crossed off 2/3rds of what I found because they were just stars. But this would be part of my issue, where/how do I know the value that I will get from locating a station basically right next to another system with a station?? Is a 1 system with 1 star "good"? How does various planet types affect the value of my time, effort and resource investment?

I will not pretend to know how the in-game economy works but what's the value here? If every "available" system has a station, why go to any one specifically unless it has a commodity or price you want/need? If there are no planets to place other installations on, then how valuable really is a system with a star (or 4) and no planets? Further to that, relevant to my time, why would I want to invest on a system that seemingly provides me no benefit and arguably, my developing it gives benefit to someone else who picks the next system over from mine just for being a good system?

If the reach of the power results in a terrible investment of time and resources by virtue of having poor selection, it will likely not be purchased and built on or if it does, it will be at a later time when there are no other better systems left. Sure, it could open up expansion to better systems... maybe after a few bad necessary investments though, so who takes the hit and how does this affect growth of a faction power?

I am imagining the unlikely but still possible scenario of completely encapsulating another power so they could not progress. What is the solution for that? Or is that allowed? Why would someone or should someone do such a thing?

Either way, I am looking for the value and return on my time and spent resources to better understand what it is I should do to maximize my return and simultaneously enhance the game.

Most of what I found was the same: 1- 3 stars only or 7-12 icy and rocky planets of virtually the same composition and no gas giants with rings and such. I am not saying I wont find a better populated system, but is there an advantage for me to spend the time and resources on a single body system so I or even another player has access to a system that is more beneficial? If I lose a system next in line; that I was working for, that would better benefit me and end up doing the same work for less, what's my motive?

I wonder about the bubble around a colonized system and why there would not be a minimum distance for colonization as well - with say 10-20ly radius from a colonized system needing to be had, not just a maximum range from a colonized system.
  • The bubble around the colonized system being it's overall economy instead of just the system itself. Essentially where purchasing a system affords a bubble of systems around it that are expanded to and supplementary to the chosen colonized system, similar to how it's expressed for a system. The expansion could be automated to a large degree while still requiring resources and allowing players to be the "Architect", placing settlements who return commodities also to the main system or have pirate issues etc.
  • I'm not looking to re-write things here, I am simply trying to understand. In my mind two systems directly side by side would wind up in competition, even if owned by the same power or player.
  • What I am asking about, specifically if they were bubbles, would have unoccupied space where the areas do not touch or overlap. A mechanic for pirates or a dominant bubble expands to or etc. etc. I can see it being an obstacle or something unwanted in the game. I could also see it as just another mechanic. I have no idea, just thinking very out loud.
I need more information on why or how to pick a system to colonize. I am concerned about the time and energy I may put in for little benefit. Of course I am going to give it a go but I don't believe it's necessarily fair to wait until another player who makes tutorials finds out to then post a video I can hope to find when I search or it hits my suggested feeds.

Otherwise I think this a really cool idea. I just don't know enough.

Please advise, inquiring minds would like to know.

Cheers,
Getdunson
 
Hi all,

I hope I am the only one having this problem and that Frontier can fix it for me:
1. I started colonization of a system launched the beacon and claimed the system
2. I started trucking materials in, and ended my game session yesterday at about 10% progress, which I thought was swell
3. logged in today to find that all that was apparently for nothing, see screenshots.

Did anyone else have this issue?

Please let me know.
CMDR Ubikuitous
 

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Is it not possible to select your primary stations location?
It would be nice if so but I can only assume there's a technical reason as to why you can't. However, some of the options for your primary starport can push things in the direction you want. My system has three ringed planets which are all icy, so choosing an asteroid base forced the game to pick one of those which worked out ok. However, again, it would be preferable to be able to select it from the get go.

Please, let us pay for cargo delivery.
I think this is going to be a fleet carrier thing. If you don't have a fleet carrier, maybe try to see if there are any other players who would want to set up some buy orders that can be of benefit to you.

About the quantities required for stations, I'm wondering if I'm missing something but the requirements don't look to unreasonable to me. I want to say that I hauled 12,000tons of needed to a recovery system during the 2nd Thargoid War in one afternoon, so when I looked at the amounts, it didn't look too crazy to get done in four weeks.
 
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