Elite Dangerous | System Colonisation Beta Details & Feedback

There is a saying fight fire with fire if I recall it well so why not recruit one of those players in Your squad? This way You will get "claim" sniper to counter other snipers.
Another question is what happens when You get to destination? Will You want to build that bubble alone with Your squad or do You want other non-squad member players to help? The most likely scenario is players noticing Your squad is in interesting area and then swarming to it, even to the point of claiming target system You want.
This is also why I have suggested this to be a reward for players developing one system to certain level for three reasons:
1. To allow claims of distant system for players who only want to develop one system at the time. In case of my own system of choice I welcome other players to build around it.
2. To somewhat restrict "ninja claim" or "sniper claim" tactics usability. You get one system far away, most likely the one You want the most. Once claimed other players can build there too. In this case player who only wants to build single outpost will be still able to do so and the one who made claim far away will be able to do so again once time limit is out.
3. To make more systems available to the players since those claimed by bridge building mechanics will most likely end up with single outpost and get abandoned. Imho that is not a problem since other players might use it to their advantage too and claim something interesting nearby, create branch routes etc, but seeing so many systems abandoned feels like kind of waste.
The fact that you’re trying to justify an exploit by encouraging players to “recruit their own snipers” says everything. That’s not strategy — that’s adapting to broken mechanics with more broken behavior.

Also, your suggestion completely ignores the coordinated effort of structured colonization. We're not dropping single outposts for fun — we’re building infrastructure, trade chains, and systems meant to be part of a growing autonomous region.

This isn't about random access to shiny systems. It’s about respecting effort, coordination, and actual multiplayer cooperation — not solo-mode opportunism.
 
So you're saying it's perfectly acceptable to rat out a system from under a group of players who put real effort into building and expanding?
Just because "technically" it wasn't theirs yet? That's the standard we’re going with?


You might not have taken it “from us” in a literal sense, but you absolutely exploited a broken system to steal the reward of someone else's work — and you’re justifying it on a technicality.


That says a lot.
How many systems have you ruined for other players while building your Chain ?
 
Coming back to the topic (colonization feedback), two of my colonies, at the end of the colonization break have lost their Colonization Contact.
It is still missing, even today.
Does anyone else have the same problem?
 
Seriously, Frontier?


This is the second time now.


Our squadron has been pushing out over 400 light years from the bubble, building stations, expanding colonization chains, working together every single day—the way Trailblazer content was meant to be experienced.


And yet again, after all that effort, after constructing two installations, coordinating logistics, and investing real time and passion into expanding into a specific system…


We were sniped.
By another invisible rat hiding in Solo Mode.


No interaction. No warning. No fight.
Just some ghost player exploiting your broken shared-mode mechanics and undermining the entire point of building and colonizing systems together.


You’re pushing colonization like it’s a new frontier for player-driven storytelling, and we believed in it. We made plans. We brought friends. We built infrastructure in deep space.


But your refusal to restrict Solo Mode’s influence on the BGS and colonization has made all of that completely meaningless.


At this point, this isn’t “inclusive gameplay design”—this is pure, unchecked griefing through exploits.


You have handed tools to exploiters and left squadrons like ours to suffer the consequences. What kind of “multiplayer experience” is this?


Fix this.
Before you lose even more of your community.
We are not going to build another 400 LY route just so another Solo Mode ghost can swoop in and undo it all.


– A betrayed commander, twice burned, representing dozens of disillusioned players.
You could consider returning the favour; sus out the players usual playtime hours, finish primary facility, then claim the next systems(s)?

Edited.
 
Coming back to the topic (colonization feedback), two of my colonies, at the end of the colonization break have lost their Colonization Contact.
It is still missing, even today.
Does anyone else have the same problem?
do you have claimable systems within range of said colonies? If not, sometimes they are greyed out, sometimes just disappearing.
If you got claimables in reach, I propose to issue a ticket....
 

Ozric

Volunteer Moderator
Can you all please knock it off. This is a thread for feedback on the Beta. It's not a thread for arguing about playstyles or making wild accusations.

Keep on topic, and show some respect to other people, or you'll lost the ability to post in this thread.
 
I've been using a shieldless Cutter myself, 792 tons cargo capacity (albeit with 2x hull reinforcements in the military slots), and this has been going pretty well despite the docking computer sometimes having a moment around orbital construction facilities.
Ditch the docking computer and get 794 tons like mine. But you have to be prepared for minor damage repairs at almost every time you dock.
 
My construction crew seem to be on strike. I just watched the building site for a minute -- that was as long as I could stand it -- and it was all very static.
No bulldozers, no workers, no movement at all. The only thing was a small bit of steam coming from a chimney.

Just a bit of movement would be good, like the guards patrolling an installation. So it is possible.
 
My construction crew seem to be on strike. I just watched the building site for a minute -- that was as long as I could stand it -- and it was all very static.
No bulldozers, no workers, no movement at all. The only thing was a small bit of steam coming from a chimney.

Just a bit of movement would be good, like the guards patrolling an installation. So it is possible.
on the other hand they have a perfect work-safety-score.....
 
Ditch the docking computer and get 794 tons like mine. But you have to be prepared for minor damage repairs at almost every time you dock.
I'll stick with the docking computer as it allows me to do Lazy Hauling(TM) while not leaving the docking process completely unattended around orbital construction sites. But thanks for the suggestion. :)
 
Can you all please knock it off. This is a thread for feedback on the Beta. It's not a thread for arguing about playstyles or making wild accusations.

Keep on topic, and show some respect to other people, or you'll lost the ability to post in this thread.

& to quote the OP : -

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
 
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More specifically (& to quote the OP) : -
Getting lost in those bits of balance would be completly missing that in its current state the colonisation system is a far cry from "feature complete", and A->B->A Hauling for hours on end is not game design. By those constraints we would only be able to ask for a bandaid solution of FDEV shadily monetising goddawful game design by selling a larger ship, or reducing resources requiered as a half fix. When what we really need is for fdev to take back colonisation and actually work on it, maybe think of the gameplay they are making. They are ocasionally capable of that, SCO FSDs replaced the boredom of supercruise acceleration with the slight excitement of the ridiculous boost it can give, they can get things right sometimes. If this last years resurgence is to continue, they do have to continue with things like that.
 
What we want is that bi arichitects are given the right to choose 1 system after construction. Yes, it may be temporary, but it can prevent the situations we read above where someone stole or took the system I wanted.
And then it will be possible to send a person to those mechanics saying you had time to take it, but you ignored it/didn't want to.
 
My construction crew seem to be on strike. I just watched the building site for a minute -- that was as long as I could stand it -- and it was all very static.
No bulldozers, no workers, no movement at all. The only thing was a small bit of steam coming from a chimney.

Just a bit of movement would be good, like the guards patrolling an installation. So it is possible.

on the other hand they have a perfect work-safety-score.....
and have the tea on.
 
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