Elite Dangerous | System Colonisation Beta Details & Feedback

My head canon is that you are just contracted to deliver some proportion of the required commodities. They are nowhere near enough to build e.g. a Coriolis. NPCs are delivering the rest. If you wanted to include NPC deliveries in your counts you'd need to multiply them by 10 ;p
I like this idea... kinda makes sense. Just wish all those NPCs landing on my carrier were actually selling stuff LOL
 
Further observation......

TD:LR Provide a means to abandom a secondary station build within 48hrs of initial contruction order AND before any commodities are delivered.

Having now built a number of stations and installations (both space and planet side), I ran into a problem (as I see it).

I was attempting to place an orbital around a landable planet. I selected it via the placement mech and comitted to its contruction.

However, before I delivered a single tonne to its construction platform, I decided that I wanted to change the station type so as to place a particular economy type. That's when I discovered there is no way to change this build or to even completely abandon it.

I would suggest that there be a means to allow a build to be abandoned if it is done within 48hrs of the initial placement AND before a single commodity is delivered.

I would consider the provision of a penality (payment) to BREWER CORP to be a fair fee for this change. (or maybe a limtied number of cancellations per system).
 
It's been 9 days since i started my Orbis and I'm about to finish it in the next few hours (not playing every day- family, etc). That's almost 3 weeks earlier than the deadline.
Yes, I'm building solo a large Tier 3 starport, and it's also a Primary Port, so the amount of hauling is even greater (~250.000 commodities).

The thing is, after you finish building one, you really, really don't want to build another one, at least in this lifetime. The FDev went really , really wrong with this, because instead of making the game more addictive, it's actually more annoying. This is how you lose players in the long-term.

My proposal: make it so at the beginning of every construction players will have to make a selection: solo or group building.
Keep the high amount of necessary commodities for players that are playing in a group.
For solo players don't allow anyone else to dock at the colonization ship/ construction site, but decrease a lot the required commodities.
They could have released a large cargo ship like the Panther Clipper with 2000T of payload instead of the Corsair, which looks great, but the Panther would have been much more useful with Trailblazers.
I'm colonizing alone too, and I'm fed up with 760T round trips.
 
Even if we were being sold a 2kt ship, it wouldn't change the fact that colonisation is still monotonous as hell, and less of it is just a bandaid to the greater issue that it needs to be fleshed out and involve multiple activities... cmon they figured this out once with pp2....
 
Even if we were being sold a 2kt ship, it wouldn't change the fact that colonisation is still monotonous as hell, and less of it is just a bandaid to the greater issue that it needs to be fleshed out and involve multiple activities... cmon they figured this out once with pp2....

I can understand that it takes a lot of resources to build, but what's the logic? "We release a colonization expansion and give them a new medium ship."
 
I can understand that it takes a lot of resources to build, but what's the logic? "We release a colonization expansion and give them a new medium ship."
Logic there is to not be mobile game tier devs by exploiting awful game design by monetising a bandaid for it.

Yes, it should take a lot of resources to build, but we see npc convoy signals everywhere, we could do favours for em to send stuff from their stations over to our construction, that way we can tie in a bunch of missions/activities/whatever into the gameplay loop. And hauling is still needed, because theres going to be some economy missing in the area (particularly once costs get rebalanced to not 90% refinery) .

Do look at the feedback post in my signature for more fleshed out ideas, but the gist of it is that endless hours of hauling can't be the ONLY way of interacting with the colonisation system.
 
nowhere, there is no cancel button. You can cancel the system, for this you can visit the station where you submitted the application
you misunderstood me, I am building a construction hub for subsequent advancement across the galaxy, at the moment I have built steel production. There is an orb. 2 refineries. 1 production on the planet and I wanted to put it in space, but production was established, which hit steel production hard.
 
you misunderstood me, I am building a construction hub for subsequent advancement across the galaxy, at the moment I have built steel production. There is an orb. 2 refineries. 1 production on the planet and I wanted to put it in space, but production was established, which hit steel production hard.
I think there is no way to wipe out a station that was already initiated and/or fully built.

If you picked the wrong type, I'm sorry, it is your fault. If you picked the right one, but the game built the wrong one, try opening a ticket for that and/or contact support - maybe the can help you out. But I doubt it somehow, as the whole thing still is in Beta.
 
I can understand that it takes a lot of resources to build, but what's the logic? "We release a colonization expansion and give them a new medium ship."
You don't need to release a bigger cargo ship when you can just adjust the base prices. I highly doubt we're going to get any cost reduction or bigger cargo. People are already developing systems at a crazy high rate despite not enjoying the constant hauling. Also we're still in beta it'd make more sense to release a ship when it goes live and gets fixed than while it's still in testing. We're going to want that new medium ship for all the BGS work using outposts people are doing to flip their colonies. It fits very well with colonisation when you look at colonies as more than just markets for building more colonies. They are semi functional systems that you can do most of the usual game activities in.
 
My proposal: make it so at the beginning of every construction players will have to make a selection: solo or group building.
Keep the high amount of necessary commodities for players that are playing in a group.
For solo players don't allow anyone else to dock at the colonization ship/ construction site, but decrease a lot the required commodities.
Absolutely wrong idea.
First, I don't understand the reason to punish groups of friends. Are you a misanthrope?
Second, groups can easily overcome this problem. They will choose to buld 'solo', but friends will deliver filled with building materials fleet carriers.
 
They could have released a large cargo ship like the Panther Clipper with 2000T of payload instead of the Corsair, which looks great, but the Panther would have been much more useful with Trailblazers.
I'm colonizing alone too, and I'm fed up with 760T round trips.
I think 2000 tons worth of module slots would be quite excessive. A ship three times the size of the Type-9 or the Cutter? No way it would fit on a large landing pad or through the mail slot.

1000 tons would be more credible. Maybe 1200.
 
I think 2000 tons worth of module slots would be quite excessive. A ship three times the size of the Type-9 or the Cutter? No way it would fit on a large landing pad or through the mail slot.

1000 tons would be more credible. Maybe 1200.
25% of colonization speedup? It's a joke. Ah, right, it's 1-st April today.
 
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