Elite Dangerous | System Colonisation Beta Details & Feedback

I read somewhere that Orbital outposts have a fixed economy that can't be influenced.

If so what's the point of a Civilian orbital outpost with a colony economy, or will this one become agricultural in the same orbit as a space farm for example?
 
I read somewhere that Orbital outposts have a fixed economy that can't be influenced.

If so what's the point of a Civilian orbital outpost with a colony economy, or will this one become agricultural in the same orbit as a space farm for example?
There was a post that listed the outpost types and there default economies which said that some were fixed and some weren’t.
 
I better repost this:

1000002603.jpg


source: https://forums.frontier.co.uk/threads/construction-requirements-matrix.634358/
 
Construction points increase should be romoved, or at least is necessary to separate constructions into different groups.

Example: Coriolis should not increase requirements of construction points for T3 planatary port.

Groups: firs: coriolis and asteroid base let it be i one group. Second group: T3 space ports ocellus and orbis. Third group: T3 planatary ports. Fourt and other groups other constructions with influence on construction points increase.

Until it happens there is no reason to build something else besides T3 planatery ports because it have best stats. It is stupid to build coriolis and asteroid base, for example, because it seems ability to buld T3 ports will be blocked because of that ***** construction point increase mechanics.
 
Until it happens there is no reason to build something else besides T3 planatery ports because it have best stats. It is stupid to build coriolis and asteroid base, for example, because it seems ability to buld T3 ports will be blocked because of that ***** construction point increase mechanics.
nope your honor - T3 planetary Port needs 21.5 Kto Mats per Pop-Point, Civil Port T1 Clothos needs 18 Kto only.
Same applies to SoL.
Currently the Ports anyway are not really favourable as their markets just have 3 Commodity-Slots.
 
It's not a solution. It should be changed.
No, it's not a solution. It is a workaround that is a bit better than relogging.
Of course it should be fixed.

I read somewhere that Orbital outposts have a fixed economy that can't be influenced.

If so what's the point of a Civilian orbital outpost with a colony economy, or will this one become agricultural in the same orbit as a space farm for example?
Imho you can change the economy of Orbital outposts, regardless of whether they have an initial economy or not.
 
nope your honor - T3 planetary Port needs 21.5 Kto Mats per Pop-Point, Civil Port T1 Clothos needs 18 Kto only.
Same applies to SoL.
Currently the Ports anyway are not really favourable as their markets just have 3 Commodity-Slots.
What? Why just 3 commodity slots? Thats hilarious, better be a bug tho, how does that even happen? Has fdev acknowledged/said anything about it?
 
First of all, I LOVE that y'all finally started to implement colonization. NMS and even Starfield already have that system, and I think you guys could do light years better than both of them. I stick with E-D because it's the Star Trek of space sims. So far I'm enjoying it. In the future, why not allow us to eventually free ourselves of existing faction chains, and let us create our own factions? Let's go full colonization!!!!
 
Last edited:
sorry, please don´t take this personally, but I am fed up with all that meeh, meeh, meeh here in the thread.

CMM / Insulating membranes not available at my favourit startport and I don´t want to use a medium ship to get them, FC are blocking all the slots in systems with Trailblazer ships, I have to approach docking area at construction site manually until in clear range, guys are you pilots or are you flying a desk?
Why not complaining "I just want to push a button and have my construction finished already"???

Xenia out.
Why not just pay ARX? :)
 
Heh. After losing 50% of my shieldless Cutter's hull numerous times at orbital construction sites due to crazy auto-dock I'm now docking her manually. Those repairs were becoming expensive! The screens there are a pain though.

I could get behind an extended large docking pad with clear access though. (Shakes fist at the galaxy).
Those cargo containers and stadium lights are hungry...
 
get your point, boosting a T-9 Brick with G5dirty through the construction-site.
Cutter I banished as she´s drifting to strong for my liking - most possibly the reason for your collisions, as the docking computer also has trouble compensating for that - and with the amounts we have to haul, that 4 tons of cargo-space (flying barebone 788 to) difference between Cutter and T-9 do no matter....
For those who have ship kits, they do count for catching on obstacles while attempting to dock.

Nowadays, after having some pain, I always run a shield, and if the pad is on the other side of the tower gantry, I hand fly the approach until over the numbers.
 
Greetings Commanders,

With the launch of our Trailblazers update we will be bringing System Colonisation to Elite Dangerous! The launch of System Colonisation will be as a live Beta for the feature, allowing us to review data and make adjustments over time. This is a significant update to Elite Dangerous and whilst we are very happy with the feature we do understand that some fine tuning may be required initially.

Though this is a Beta it will be on the live version of the game and any actions/progress made will NOT be wiped unless a significant issue is identified. Here is a brief explanation of how the Beta works:

✅ What the System Colonisation Beta is
  • Feature complete
  • All actions/resource payments made are final and will not be refunded
  • A period where we can monitor data and make balancing adjustments

❌ What the System Colonisation Beta is not
  • A work in progress
  • There will be no progress wipes
  • There will be no resource refunds

The aim of the Beta is to gather data and feedback specifically focused on resource balancing. We are happy with the System Colonisation feature itself and whilst we are always happy for you to share your feedback the aim of this Beta is aimed firmly at resource balancing and not changes to the feature itself.

To help us in our balancing we will be using this thread for you to share your feedback on the following areas:
  • Amount of resources required
  • Amount of time/distance taken to complete tasks
As always you are welcome to share additional feedback on the forums or to raise an issues you encounter on our Issue Tracker.
Started system colonisation with enthusiasm, now into second system as game time is limited, no squadron affiliation (approx 2hrs per session and would not expect help if I couldn't contribute similar) cannot see how the next 'Vanguard' update would change that also.
The apparent increase in commodities for station building hardly seems like a reward for reaching ten constructions, building a Coriolis station that totals 54,000 cargo using An imperial Cutter with 720 cargo space with an average of 12 minutes per run fully loaded still gives 15 hours (or 8 days continuous mind numbing hauling), no power play involvement or any other contributions hardly what I would consider enjoyable.
So it appears that the Trailblazer update is clearly aimed at squadron level with 'vanguard' looking to be an increase in squadron involvement, players who either by choice or time restrictions can only play solo will increasingly be 'left out' of any future considerations regarding game play.

The recent 'bug' that is showing incomplete Coriolis stations when an outpost or installation has been completed (https://issues.frontierstore.net/issue-detail/73776) does nothing to encourage spending hours on construction that cannot be accessed.After 5 days it is still shown as 'confirming' even with user contributions showing a problem does exist. A support ticket that, as yet, still has not been acknowledged even if just to say the problem is being investigated.
 
Back
Top Bottom