Elite Dangerous | System Colonisation Beta Details & Feedback

the ridiculous carrier jump time process whenever more than 10 players are active in the game is getting rather old.

Hrm...choice, i can stop playing for an hour or come back the next day and minimize this space trucker grind or I can suffer 2-3 times as much space trucker grind while fdev's hamster is spinning away to power the vm handling carrier jumps. It's not a good look for the game and knee caps a 4-5 billion credit investment. Fix this. It's broken.

edit: and if it's the market that is the problem, let us uninstall that module. If it is that our carriers are visible to everyone and not just the owner's instance, let us decide to "de-list" our carrier with the pilots fed/stellar cartographies etc. Give that a 1 weekly tick timeout. I'd uninstall the market or de-list in a heartbeat to get the same jump wait (3 min) as the colonization carrier. All i need is a carrier with a big cargo hold for me to dump items into. Players who want to farm that out to others can remain with the status quo and the downsides associated.
 
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the ridiculous carrier jump time process whenever more than 10 players are active in the game is getting rather old.

Hrm...choice, i can stop playing for an hour or come back the next day and minimize this space trucker grind or I can suffer 2-3 times as much space trucker grind while fdev's hamster is spinning away to power the vm handling carrier jumps. It's not a good look for the game and knee caps a 4-5 billion credit investment. Fix this. It's broken.

edit: and if it's the market that is the problem, let us uninstall that module. If it is that our carriers are visible to everyone and not just the owner's instance, let us decide to "de-list" our carrier with the pilots fed/stellar cartographies etc. Give that a 1 weekly tick timeout. I'd uninstall the market or de-list in a heartbeat to get the same jump wait (3 min) as the colonization carrier. All i need is a carrier with a big cargo hold for me to dump items into. Players who want to farm that out to others can remain with the status quo and the downsides associated.
I suspect the issue is none of the above. Even if you delist... it still has to function as a system asset to you, and therefore go through all the regular loops of an asset, and still needs to be databased as such... otherwise you're duplicating effort and ruining optimization [1]

(personally, remove FCs, but that's never going to happen)

[1] just revenging in my head...
 
There's no problem with enabling players to hire NPCs to deliver materials to build facilities. Because building could take 1-4 weeks. It reduces the (boring) grind and makes the game more fun. It's not a cheat or shortcut, because there is a credits and time sink. By doing it manually it could take half the time while hiring NPCs takes double the time to complete a facility. Players who hate hauling and can't find volunteers would have a reason to return to ED to place, check and manage the completed facilities.
Or instead, give other options to help that aren't hauling.

Paying NPCs to make a problem disappear is dead-end gameplay. Just look at C&P for a great example of that.

Like I said before... imagine if we won the Thargoid War just by paying NPCs to do it. Great content right there.... sounds like an idle game tbh... whereas I'm pretty sure FD want players actively playing.
 
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I suspect the issue is none of the above. Even if you delist... it still has to function as a system asset to you, and therefore go through all the regular loops of an asset, and still needs to be databased as such... otherwise you're duplicating effort and ruining optimization [1]

(personally, remove FCs, but that's never going to happen)

[1] just revenging in my head...
the colonization ship is the same thing, it had no problem getting assigned to a system.

3 min and it probably takes less time but fdev can't help themselves with time sinks.

so, no. it's not a technical limitation of the fundamental asset.
 
This isnt X4, i appreciate your issue with time, but colonisation was intended as a joint venture, something for folks to get together and achieve, the fact we have anything Soloable is credit to Fdev chucking us a bone.

O7
Where do you get that idea from? This is a MMO where you very rarely but sometimes randomly meet other players. It even has a dedicated solo mode. The idea of colonisation is to expand the bubble quickly. They even say: "the power to claim and expand your very own Star Systems is in your hands" on the website!
So it's nice that a very few of you are in groups and enjoy hauling together, but that does not seem to be the intended mechanic. Grow fast, grow many systems, expand the bubble!
So cheaper systems (in terms of materials) please, so we don't need 97 trips of a 750t T9 to complete an asteroid base. That's just boring.
 
Like I said before... imagine if we won the Thargoid War just by paying NPCs to do it. Great content right there.... sounds like an idle game tbh... whereas I'm pretty sure FD want players actively playing.

The Thargoid war is different, because combat and battles are exciting. Grinding for hundreds of hours just to build a few settlements and stations will get boring. There are not enough active players to help solo players. There are fewer active players who want to build up other people's colonies. Many solo players do not want to join a guild either.

Ultimately this feature is about more player activity (higher player count). It's bad if many players quit colonization because of the boring grind of hauling materials. By giving solo players an option to hire NPCs to help haul materials its more likely that they will keep playing long-term. NPC haulers don't have to be overpowered, it could take more time and cost more credits.

System colonization has too little management features. What do you do after you built all the facilities in 1 system? It needs more purpose, utility value post-construction.
 
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Colonisation Ship is nowhere to be seen. If I exit the game (to desktop) and relog I get to deploy the Colonisation Beacon again. Time is ticking and I'm gonna lose those painstakingly earned 25mil :)

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We need to increase the supply of CMM composites and adjust their spawn locations to space station.​

Currently, they only appear at ground stations, which limits availability. Please make them spawn at large space stations as well to improve accessibility.​

Or just vastly reduce the requirement numbers for them. Easiest solution and least de-stabilising of the BGS economy
 
System colonization has too little management features. What do you do after you built all the facilities in 1 system? It needs more purpose, utility value post-construction.
QFE ^ yep totally agree

i know this is obvious but: Just imagine if our cherished Elite Dangerous ever had actual habitable/terraformable atmospheric planets ( waterworlds, earth-likes, etc. ) WITH flora & fauna , similar to 'No Man's Sky' but less cartoonish and more Elite Dangerous realism style, this game would literally be the BEST space-sim of all-time.
As in, a complete game fully realized.
 
Good afternoon! I cannot build new constructions after the completion of the main station. When trying to build an additional constructions, the limit was lowered by 1 unit. I've noted this in the screenshots below.
 

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Imo CMM needs reduction by 1/3 (1/2) and the end of ongoing CG (which pays well for them) could be well enough to keep decent balance. They were by far the most critical commodity for my first station build up. And the needs for build an outpost imo are set well ... not too much, but also not too low.
 
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Paying NPCs to make a problem disappear is dead-end gameplay. Just look at C&P for a great example of that.
“Dead end” gameplay means transporting goods from A-->B for tens or hundreds of hours. It's not fun, it's boring and even tedious. They called us "Architects", do you know at least one architect who personally transports goods to a construction site by truck?
 
I have a question. After delivering all the materials and building the station, do I have to wait with the next colonization jump from this sector until the station is launched and operable on Thursday?
 
When you build an asteroid station,
“Dead end” gameplay means transporting goods from A-->B for tens or hundreds of hours. It's not fun, it's boring and even tedious. They called us "Architects", do you know at least one architect who personally transports goods to a construction site by truck?

I just finished building my very own ice station. It was fun, it wasn't boring and it wasn't tedious.
 
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