Elite Dangerous | System Colonisation Beta Details & Feedback

they currently did push droprate again - in a System where yesterday 20-30 to per 10 Minute, now its 920 to / 10 Min, I think that fair and OK
I'd say that not only is it much better, but they'll probably have to adjust it back down when the initial building rush subsides.
 
I tested yesterday the Update. I was able to Claim a System next to the HQ System of my Squadron. The Configuration of the first Station worked well. Also flying to the target destination works.... I droped the Conalisation Signal... I got the Message that my Ship will arrive within 3 Minutes... after that 3 Mins I got the mission update about the time from 3 Weeks 6 Days and 23h to build the station... But nothing more happend... the Ship never arrived... and today about 24h later... the mission is gone... like I had never claim the system with the signal in the 24h timeframe.... which I did 100%

Update: After around 24-30h of waiting, the Ship finally arrived at my claimed System... but instead of create a Construction site for the small station I had chosen, the ship created a Construction site for a Level 3 Station? So I have to unclaim the system and retry, because I don't want to build that huge station within 4 Weeks. While Aluminum and CMM are so rare and out of stock anywhere.
 
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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
I had the same earlier today, relogged to main menu and all restored.
How much this is to do with the current server issues, unknown.
 
SERVER IS DOWN , it has been very laggy today it dont seem too bad , got 11% on my first station only problem is cmm composites and should be more distance maybe 300 ly, the real limiting factor i see will be transporting anyway
 
Hello everyone

I have crunched some numbers and I'd like to share the results to support the allegations that the material requirements are too high.

The basis for the calculations are the following:
  • Used ship: T-9, A-graded, unengineered, no guardian modules, 756T cargo capacity.
  • Fleet carrier support: no
  • Wing support: no
  • Closest surface settlement:
    • has a large landing pad,
    • is reachable in one jump, loaded and unloaded.
    • has a refinery economy.
  • Commodities are assumed to be always fully available, i.e the market does not serve other Cmdrs.
  • Travel time is assumed for a single two-way trip from the colonization ship to the commodity source and back as:
    • 15 min for a short jump (<15LY)
    • 35 min for a medium jump (<50LY)
    • 70 min for a long distance jump (ca. 100LY)
  • Colonization ship and the Commodity source are assumed to be both at 450Ls from their sun. SCO was not used.
  • Colonization building: starport
In other words we want to build the biggest Colony with the largest ship and get the materials from the shortest route.
(I know the T-9 can carry more, but I like to keep a shield around for the occasional pirate interdiction).

The results are the following (Disclaimer: required quantities have been rounded up for ease of use):

View attachment 418497

With the current requirements, a single player must be hauling for 30 days straight - forgoing food, sleep, family, friends, work - and they STILL wouldn't make it in time!

As stated before, the CMM composites are the bottleneck. Their spawn rate may have been buffed, but since the max cap is so low it doesn't change much in practice. On a short route that's about 20T refilled between deliveries. That is simply not nearly enough for the 49k goal.

Even ignoring the CMM, the time investement is steep: 70 hours. That's 2.5 hours per day, every day. And this is assuming most commodities can be found right next door. Any further, and it takes even more time. I don't feel this is compatible with the personal situations of many players.

Proposed solutions
  1. Reduce all the material requirements, especially for CMM composites.
  2. Allow for automatized hauling (Time for the npc crewmember to earn his keep. Personally, im fine with automatization being a paid feature if necessary).

o7 Cmdrs
Why would any solo player opt for anything other than a small port for the 1st port/settlement. Not rocket science. Start small. I've nearly gathered everything already on my own... easy peasy.
 
Fair point. Perhaps the starports could have the same marker as team missions? Could have used the heads-up.
Yeah I think they should have made the Outposts the first tab not the starports. Small UI change but I'm sure there's lots of people that clicked through without thoroughly examining all the information. They did show the resource cost but not sure how much it clicks for people the scale of work required to hit those numbers
 
Why would any solo player opt for anything other than a small port for the 1st port/settlement. Not rocket science. Start small. I've nearly gathered everything already on my own... easy peasy.
exacrly ^^THIS. Within 2 days you build your Outpost (I did yesterday & today), after that you have all the time in the world for upgrading your System, as the 4 weeks apply to first port only
 
This is intentional. The System Colonisation contact is available in the core systems and in all successfully colonised systems which have completed the primary port. Certain signature systems cannot be claimed.
Thanks for the reply! Are there any plans of enabling colonization in the region? Maybe after fine tuning. etc. By the way Colonia region w\o colonization even sounds oddly. Star density is much better, than in old bubble indeed, and Colonia bridge will route to growing region, not a small village, the area is now
 
Hello everyone

I have crunched some numbers and I'd like to share the results to support the allegations that the material requirements are too high.

The basis for the calculations are the following:
  • Used ship: T-9, A-graded, unengineered, no guardian modules, 756T cargo capacity.
  • Fleet carrier support: no
  • Wing support: no
  • Closest surface settlement:
    • has a large landing pad,
    • is reachable in one jump, loaded and unloaded.
    • has a refinery economy.
  • Commodities are assumed to be always fully available, i.e the market does not serve other Cmdrs.
  • Travel time is assumed for a single two-way trip from the colonization ship to the commodity source and back as:
    • 15 min for a short jump (<15LY)
    • 35 min for a medium jump (<50LY)
    • 70 min for a long distance jump (ca. 100LY)
  • Colonization ship and the Commodity source are assumed to be both at 450Ls from their sun. SCO was not used.
  • Colonization building: starport
In other words we want to build the biggest Colony with the largest ship and get the materials from the shortest route.
(I know the T-9 can carry more, but I like to keep a shield around for the occasional pirate interdiction).

The results are the following (Disclaimer: required quantities have been rounded up for ease of use):

View attachment 418497

With the current requirements, a single player must be hauling for 30 days straight - forgoing food, sleep, family, friends, work - and they STILL wouldn't make it in time!

As stated before, the CMM composites are the bottleneck. Their spawn rate may have been buffed, but since the max cap is so low it doesn't change much in practice. On a short route that's about 20T refilled between deliveries. That is simply not nearly enough for the 49k goal.

Even ignoring the CMM, the time investement is steep: 70 hours. That's 2.5 hours per day, every day. And this is assuming most commodities can be found right next door. Any further, and it takes even more time. I don't feel this is compatible with the personal situations of many players.

Proposed solutions
  1. Reduce all the material requirements, especially for CMM composites.
  2. Allow for automatized hauling (Time for the npc crewmember to earn his keep. Personally, im fine with automatization being a paid feature if necessary).

o7 Cmdrs

I'm building a Coriolis using a T9. It took me a little over 2 hours to collect 10% of the materials this morning. Now I'm just down to the big 4 (aluminium, CMM, steel and titanium). I reckon 20 hours grinding over 4 weeks for a coriolis build isn't arduous and I'll probably look to complete it in a little over a week.

But if people want to go for the bigger starports, then they'd be better off building an outpost first (which is most definitely doable for one CMDR), and then they won't be time-contrained on anything else they look to build in that system.
 
since the BETA-update the Elite servers are very slow, today it is not playable, because I have several crashes and do not get connected to the server and if, then a playing time of 2 minutes is the maximum. please fix it soon.

I am watching a twitch Stream from a Elite Partner, his game also crashes all the time...
Thanks for the Heads-up. I was just logging on for Today. :) o7
 
I'm building a Coriolis using a T9. It took me a little over 2 hours to collect 10% of the materials this morning. Now I'm just down to the big 4 (aluminium, CMM, steel and titanium). I reckon 20 hours grinding over 4 weeks for a coriolis build isn't arduous and I'll probably look to complete it in a little over a week.

But if people want to go for the bigger starports, then they'd be better off building an outpost first (which is most definitely doable for one CMDR), and then they won't be time-contrained on anything else they look to build in that system.
Cmm composites are tough to come by right now.
 
Feedback: UI UX issues as per usual.
The list of commodities we need to drop off at the megaship is obscured and hard to find, when it should be available quickly at all times.

We need, at minimum:
  • the left hand panel transaction description must include the list of required commodities and their quantities just like for any other mission or community goal.
  • an option to have relevant commodities highlighted when we browse the commodity markets at stations.

Devs, ask youself how you would expect us to track and remember how much of which commodity we need to get as we go about our shopping and hauling for the mega ship. If any part of that workflow is "write it down on paper or a spreadsheet" - this is your cue to update the UX an provide the information in the appropriate place.
 
I think the Commanders complaining about the resources needed for the big stations are equivalency trying to go from a SIDY on day one to a CUTTER/VETTE/CONDA.

It just doesn't make sense.

Start with the outpost and upgrade as time and resources allow.


AKA, you don't fight the Final BBEG at level 1...
 
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