Elite Dangerous | System Colonisation Beta Details & Feedback

you just make it cost the same points as it produced to tear it down.
If you want to tear something down where you already used the points you'll need to tear something else down first to get the points back.
 
the easiest solution to the whole economy nonsense is just to let us select what economy we want when we place down our ports, we can already for the most part do this with outposts save agriculture and refinery.

Hubs and other infrastructure can then be used to just boost the output of the corresponding economy type, literally the easiest and yes most boring way to fix it to a degree but at least we will have something working and still worthwhile to do.
 
if FDev would go that path then there is no reason for the Tier System at all, neither for increasing points after two T2/T3 ports.
And for the costs - well the small settlements require around 2850 tons - 4 runs with a T9.....
I suppose FDev shoulda thought ahead before costing small settlements only 2,800 commodities. That's not the player problem. So if station removal is allowed then a Tier 2 station effectively costs a clever cmdr an additional 2,800 commodities. Oh well. 🤷‍♂️ I mean really, what kind of programmer designer would have created a building sim with a) no direction and b) no ability to correct mistakes. 🤷‍♂️ Given the concept oops, allow players to cheese the system. Its not a game breaking solution.

Alternatively (a silly but ok idea): add Tear Down Points. Every 10 system Points grants an architect a Tear Down Point.

Edit: Or allow players to change a facility. Upgrade its size and switch its economic focus. Throw a cost at it, that's fine.

Edit: Ultimately to be reasonable, the game must offer the player the ability to correct mistakes. Especially considering there is no instructions. Currently this is a massively time-intensive puzzle game with no ability to retrace steps or make corrections. I am thoroughly shocked that a 'gaming company' doesn't understand this as a fundamental concept.
 
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It is possible that the ability to change/remove of facilities does already exist but wasn't released yet because FDev knew the economic model wasn't figured out.

Player backlash would be even greater if players built stuff, discovered their mistake, deleted it, just to have the economic model change again, and again, and again. Players would be furious if they had to keep destroying and rebuilding facilities to keep up with an ever changing economic model.
 
I was extremely relieved to learn about the rollback of forced planetary economy - somewhat disheartened to learn that due to the rollback, currently  no economy is working, but I'm sure that will be addressed as soon as they can.

I'm sure I'm not alone in this opinion, but as we work through the beta period and FDev continue to make changes to the mechanics of colonization, the feature that will be most necessary to the success of the program will be the ability to decommision and remove installations. I'm happy to accept the time cost of hauling and construction to test Trailblazers, but as changes are made to economic mechanics in response to player feedback, if players are unable to remove facilities in the future to respond to these changes, the bubble-envelope will be riddled with useless, abandoned systems from the days of testing (and, I imagine, disgruntled commanders...).
I agree but I also think they need to broaden the gameplay loop. Allow other activates to contribute towards your facilities. Its getting really monotonous hauling crap from station to carrier and then carrier to facility. It doesn't help that the only 2 ships that are in any way efficient are the least fun to fly in the whole game. Even with something up on YT to watch during the hauling its deeply un-fun. Taken to just using the auto-dock and zoning out whilst it lands itself, although I have noticed that the AD really struggles with large landing pads at the settlement construction sites (flying the mind numbingly boring cutter).
 
I noticed 2 things (in the jorunal) about the new orbital outposts that I build:


Why "SurfaceStation" since they are orbitals?
The ones on the ground are:

Older orbitals have:
If I had to guess it may be because they're buildings that are pulling influence from the buildings on the planets they're orbiting. My guess is that maybe surface buildings do this by default and they used this to make the orbitals able to inherit economy from surface buildings. Just a theory though.
 
Orbital station economy stuck on Colony despite multiple Large Mining Settlements — is this a bug or intended?
Likely not intended. The devs recently made some kind of mistake on the server side (relating to colonization economy) that they had to undo, and it's taking its sweet time to be undone. It's likely that the current messed-up state of colonized systems economy is a result of this, and it's not intended to be the final behavior.
 
Pay To Win.
I just completed (in Traveller terms) a J1-J2 main of six systems. I'm boxed in- 360 orbital. Zhodani and Aslan and KKree and Hivers on all sides. Even the little Droyne guys. :(

Took me six weeks. I would have happily paid to bypass that grind. I don't think I'm alone.
 
What about X amount of Tier 3 points to move a Tier 2 structure. Y amount of Tier 3 points to move a Tier 1 structure.
How about a currency or voucher system to move a structure that can only be earned by missions.
There could be a CG that produces specialized tug transports to move a station.

Many ways this could be accomplished with the addition of game-play content.

Edit:
Caveat - This would require new programming, so not an easy or timely solution.
 
Really starting to feel that emergency power cells really need to be available at systems we make. There are so few places to get them, and I cannot for the life of me think of why that might be.
 
Really starting to feel that emergency power cells really need to be available at systems we make. There are so few places to get them, and I cannot for the life of me think of why that might be.
+1 for that. I keep a supply of 300-400 emergency power cells in my fleet carrier's hold to save me some travel time for restocking.
 
Colonized another system and got this StationName and StationType of "colonization ship".
Game log:
"timestamp":"2025-04-13T04:16:52Z", "event":"Docked", "StationName":"$EXT_PANEL_ColonisationShip:#index=1;", "StationName_Localised":"System Colonisation Ship", "StationType":"SurfaceStation", "Taxi":false, "Multicrew":false,...}
There is a mistake in the name of the station. And the question is, is the station type "SurfaceStation"?
 
Hi All :)

Yes I have that problem. A coriolis around a non landable planet, that's effectively dead . No commodities, outfitting, shipyard. It's ridiculous. They should have the basic features and commodities active, even if their supplies are limited .

Same setup here, Coriolis orbiting a single non landable high metal content world, no other planets attached, except for, it has shipyard, outfitting and missions. Cartographics is not enabled and greyed out which I find puzzling?...The usual economy common presently, hydrogen and bio waste. I've not progressed to building anything else in the system at the moment in case any efforts are going to be fruitless.
I would also like to name the station, but until I have a better grasp and knowledge of how all these features should work I'm loathe to part with any ARX in case the station proves to be unsuitable for my gameplay progress! 🙁

Jack :)
 
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