Elite Dangerous | System Colonisation Beta Details & Feedback

Man, this CMM Composite thing needs to be sorted out properly. Apparently the quantities have gone up but I've visited 8 systems and still only have 231 tons of the stuff.
This is not viable.
I'm building a Coriolis solo and as long as the availability is there it's no problem to shift the materials. That I don't mind. I delivered over a third of the steel last night alone so it's totally doable. If the availability is there.
 
I was thinking, IRL, project over-runs incur penalties. So how about if your starport is (say) > 50% finished but you are running out of time you get the option to pay a penalty Cr 5m per week of over-run, rather than immediate project cancellation ?
 
Man, this CMM Composite thing needs to be sorted out properly. Apparently the quantities have gone up but I've visited 8 systems and still only have 231 tons of the stuff.
This is not viable.
I'm building a Coriolis solo and as long as the availability is there it's no problem to shift the materials. That I don't mind. I delivered over a third of the steel last night alone so it's totally doable. If the availability is there.
Did you visit surface refineries (I think, or industrial) in boom and waited for the 10 minute refresh?
 
Man, this CMM Composite thing needs to be sorted out properly. Apparently the quantities have gone up but I've visited 8 systems and still only have 231 tons of the stuff.
This is not viable.
I'm building a Coriolis solo and as long as the availability is there it's no problem to shift the materials. That I don't mind. I delivered over a third of the steel last night alone so it's totally doable. If the availability is there.
Change your strategy. Supplies restock every 10 minutes. Find a base with a high restock rate and just sit there until you're full. Way more efficient than flying all over the place hoping to get lucky. On the negative side though, it's a lot like watching paint dry.
 
some of us use "large ships" which use a "large landing pad" which means an outpost is useless unless we want to fly our T8 and cobra exclusively
 
This is going to be a hell of a lot of space trucking and UI headbanging

Sorting by alphabetical name is surely easy to implement (as would be sticky filters between docking), as would an accelerating transfer amount button like other areas of the game UI.
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I hope fdev follow through with a year-long rollout of many, many, MANY, MANY!!!! QOL improvements, these should be the urgent first ones!

Also it would have been great to have a 2000± cargo capacity Panther Clipper by now! Just sayin'
 
The fact that you can't choose where the station is placed nor what faction controls it is criminal. I had high hopes to have my own faction occupy the station and instead the game auto-picked some player faction I could not care less about. Why should I spend several days worth of game play delivering materials to a site when I can't even stake a claim on all that effort?

-25mil I suppose, not even going to bother delivering anything.
Also these requirements seem overly inflated, especially for a solo player with very limited playtime per week.
 
some of us use "large ships" which use a "large landing pad" which means an outpost is useless unless we want to fly our T8 and cobra exclusively
... which is why you build the outpost FIRST to stop the clock but then you build ANOTHER station at your leisure.

Plus, the game offers a huge range of ships which suit different circumstances and this is a new and different circumstance. So get a T8, which is now your Colonisation role ship.
 
I'm not sure if this is a bug or intended design, but you cannot release a claim you have on a system once you have contributed some resources towards it's construction. I'll put it in the bug report section if it is a bug, thank you.
 
The CMM Composite requirement for building a Coriolis station or even an Outpost seems a little steep. An Outpost requires 3,912 units of CMM Composite which requires a bunch of system-hopping as the biggest single supply is 364 according to Inara. Should be sharply reduced as this will otherwise be a significant resource bottleneck.


For comparison, a Coriolis station requires 11,261 units of CMM Composite.

Yep, buffing the amounts of CMM spawning is a step (but it shouldn't be buffed too much, I worry about unintended BGS economy consequences), in addition a vast reduction of the required amounts needs to also be implemented, like still to about a quarter of current requirements.

Or maybe there should also be a secondary way to get the resources, maybe at the Colonisation Ship, there should be a menu where you can pay over the market value cash into their coffers to place a buy order for up to 25% of the outstanding amounts, where NPCs (and other players) would SLOWLY (e.g. over a week) start to fulfil that purchase order.

Elite has always been about having multiple ways to reach goals... it would be good to have more than one mad commodity scramble way to do this - at the very least at the initial claim hurdle.
 
ok... well, i am for the third time, claiming a system.

First time it was taken somehow by another CMDR even after i placed the beacon and colonization ship arrived.
Second time, the system came free, so i re-claimed it. Placed beacon, delivered some supplies.. After today's outage it was again lost and someone else claimed it.
Third time now, i claimed another system, and delivered supplies today....

Let's see if any funny business with this one...
 
ok... well, i am for the third time, claiming a system.

First time it was taken somehow by another CMDR even after i placed the beacon and colonization ship arrived.
Second time, the system came free, so i re-claimed it. Placed beacon, delivered some supplies.. After today's outage it was again lost and someone else claimed it.
Third time now, i claimed another system, and delivered supplies today....

Let's see if any funny business with this one...
That’s a bummer. Hopefully 3rd time is the charm.
 
A simple idea for immersion and colonization.

We have all seen NPC ships land and depart colony ships and carriers. I don't think anyone knows what the NPCs are doing besides giving an impression of not being alone. Have the NPCs contribute to passive goods delivery in the following manner:
1. Goods priced between 100 - 125% Galactic average. NPCs deliver 1% per day
2. Goods priced between 126 - 150% Galactic average. NPCs deliver 2% per day
3. Goods priced between 151 - 200% Galactic average. NPCs deliver 3% per day

Since colony-building goods are automatically priced at above Galactic averages this will ensure some "assistance" for system architects. The catch is that NPCs will always deliver the most profitable goods first. You have to pay a price for other's labor.

NPCs will only be able to contribute a maximum of 28% to a colony project. You can add a 3-day delay for news of the new colony to get out to cap it at 25%.

This also deals with arguments of people with carriers manipulating the system because they will lose credits if they offer to buy goods at higher prices for colony building.
 
Will there ever be an increase for how many people can move carriers? its been hours and i still cant move my carrier to offload my building materials, constantly full
 
A simple idea for immersion and colonization.

We have all seen NPC ships land and depart colony ships and carriers. I don't think anyone knows what the NPCs are doing besides giving an impression of not being alone. Have the NPCs contribute to passive goods delivery in the following manner:
1. Goods priced between 100 - 125% Galactic average. NPCs deliver 1% per day
2. Goods priced between 126 - 150% Galactic average. NPCs deliver 2% per day
3. Goods priced between 151 - 200% Galactic average. NPCs deliver 3% per day

Since colony-building goods are automatically priced at above Galactic averages this will ensure some "assistance" for system architects. The catch is that NPCs will always deliver the most profitable goods first. You have to pay a price for other's labor.

NPCs will only be able to contribute a maximum of 28% to a colony project. You can add a 3-day delay for news of the new colony to get out to cap it at 25%.

This also deals with arguments of people with carriers manipulating the system because they will lose credits if they offer to buy goods at higher prices for colony building.

Yep, I just said something along these lines too - in addition to space trucking we should be able to pay the colonisation ship to put out purchase orders that are slowly fulfilled by NPCs like this.

Also the initial 4 week period should not be a hard fail, but rather after the 4 weeks there will be a penalty cost to keep going. Something someone else just said a moment ago too.
 
A simple idea for immersion and colonization.

We have all seen NPC ships land and depart colony ships and carriers. I don't think anyone knows what the NPCs are doing besides giving an impression of not being alone. Have the NPCs contribute to passive goods delivery in the following manner:
1. Goods priced between 100 - 125% Galactic average. NPCs deliver 1% per day
2. Goods priced between 126 - 150% Galactic average. NPCs deliver 2% per day
3. Goods priced between 151 - 200% Galactic average. NPCs deliver 3% per day

Since colony-building goods are automatically priced at above Galactic averages this will ensure some "assistance" for system architects. The catch is that NPCs will always deliver the most profitable goods first. You have to pay a price for other's labor.

NPCs will only be able to contribute a maximum of 28% to a colony project. You can add a 3-day delay for news of the new colony to get out to cap it at 25%.

This also deals with arguments of people with carriers manipulating the system because they will lose credits if they offer to buy goods at higher prices for colony building.
Agreed. I said something similar earlier and said it should be based on the commodities the colony produces and it should attribute a portion of its regeneration rate. If there isn't some kind of passive way to slowly make progress, then solo players will nab good and potentially helpful systems, build their first outpost to solidify the claim, and then abandon all interactions with the colonization system when they realize how grossly disrespectful it is of their time. That's going to leave a lot of dead systems sitting around that could have been so much more than a simple outpost.
 
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