Elite Dangerous | System Colonisation Beta Details & Feedback

A couple of questions:
How much ARX does it cost to be able to name your star port and at what point do you get to name it?
Do you get to decide what type of star port you have built (refinery, high tech, etc)?
What is the count up timer on the left side of the transfer screen on the colonization ship?
 
CMDR Mechan: "Trailgrinders Is Broken And Unfun"
  1. The gameplay loop is barebones (find a system, drop a beacon, haul, construct new thing)
  2. No undo button, teardown or remove construction from the system
  3. Build points and requirements are convoluted.
  4. Prerequisites for buildings are hidden in the UI.
  5. Can't pin resources, so you must take screenshots or spreadsheets of the required materials.
    1. Jumping from the trade window at a planetary port to the architect view that states what you require is user unfriendly.
  6. The grind is absurd (minimum-time-to-build).
    1. To build an Ocellus starport you need to haul things back and forth for 27 hours (optimistic). Maybe fun for hardcore truckers.
  7. Bugs
    1. Steal systems
    2. Primary port "state lost"
    3. Autodock of construction sites
 
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Greetings Commanders,

With the launch of our Trailblazers update we will be bringing System Colonisation to Elite Dangerous! The launch of System Colonisation will be as a live Beta for the feature, allowing us to review data and make adjustments over time. This is a significant update to Elite Dangerous and whilst we are very happy with the feature we do understand that some fine tuning may be required initially.

Though this is a Beta it will be on the live version of the game and any actions/progress made will NOT be wiped unless a significant issue is identified. Here is a brief explanation of how the Beta works:

✅ What the System Colonisation Beta is
  • Feature complete
  • All actions/resource payments made are final and will not be refunded
  • A period where we can monitor data and make balancing adjustments

❌ What the System Colonisation Beta is not
  • A work in progress
  • There will be no progress wipes
  • There will be no resource refunds

The aim of the Beta is to gather data and feedback specifically focused on resource balancing. We are happy with the System Colonisation feature itself and whilst we are always happy for you to share your feedback the aim of this Beta is aimed firmly at resource balancing and not changes to the feature itself.

To help us in our balancing we will be using this thread for you to share your feedback on the following areas:
  • Amount of resources required
  • Amount of time/distance taken to complete tasks
As always you are welcome to share additional feedback on the forums or to raise an issues you encounter on our Issue Tracker.
Finished my first starport. But once completed I don’t seem to own the system. So I can’t build anything else in the system. I’ve been able to claim a second system. Is this a known problem?
 
I like the new Colonization system. I agree with the initial star port time limit or we would end up with many half finished ports with no one being able to claim them. The CMM increase seemed about right to me. It is still difficult but it is achievable. I'm building an Ocellus solo and was able to obtain 14,939 CMMs in about 3 days. I look forward to building out my system at my leisure. Just my 2 cents....
 
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Does anyone know how long it takes after selecting a ground construction site until it becomes active and you can deliver materials? Because after selecting the construction site, the system said I should come back later because the construction site was currently being set up
Launch, go to supercruise, site should be ready.
 
Folks need to get a grip with moaning about supplies, we are still in the middle of a CG for megaships that will be stocked with them 🤷‍♂️

O7
 
FEEDBACK
  • I finally found a system I liked and started a claim. The process was easy enough and I was able to figure it out without any outside help (vids).
  • I started with the smallest station to build. I'm just trying this out by myself in solo so it's more practical to start small.
  • I find that the 15ly from a station with a Colonization Contact is fine. It slows down the mad rush and makes the haulage a bit manageable. If extended due to vocal demand, I wouldn't go more than 20 or 25.
  • I love the whole process and the feeling that I'm creating a system.
OPPORTUNITIES FOR IMPROVEMENT
  • The initial process of finding a system is not a great user experience. What I ended up doing was going to a contact and then getting to the galaxy map with the green 15ly border on it. It clearly showed systems status. What I'd like to have seen is some way to mark a route connecting the available systems so that I could then leave and fly to each to check them out. Even some kind of color ping on the systems of interest. What I ended up doing was bookmarking about 7 systems and then removing bookmarks as I explored each. It's a bit clumsy, but currently all that we have.
  • Put an option to display the 15ly border on the regular galaxy map for a targeted system would be nice for exploring systems for potential claims.
  • We need some kind of tab in the external (left) panel that shows the status of our colonization effort. Currently we have to go into the galaxy map, then system, then the ship and look at the menu in the system map for status of goods. That's buried pretty deep. Just get that up front and highlight in the station commodities list.
  • Picking a Startport seems to have some tiers of play in mind. The big ones are very costly and I don't think practical for a single player to make, unless you have a lot of free time and patience. There is nothing to tell a player that maybe if they are a lone wolf they should start small.
  • I'd love some way to leave messages to my neighbor architects to say hi and let them know I can help them out once I'm done. It does have the feeling of pioneers working together on the frontier. I like it.
  • The searching for items is a bit tedious. I've tried using ingame tools with the markets map in galaxy map. It doesn't seem to work well or show real information on where to find anything. I tried for a while, but then resorted to Inara to find where to go get stuff more easily. I think that there is room for improvement here for sure. Get the galaxy map updated to be more usefull in searching for commodities. Third party tools are well made and everyone uses them, why couldn't you have done that?
  • At the end of the day, when you are in the thick of it, the gameplay loop is claim and haul goods at the beginning...that seems a bit dull unless you are a space trucker who likes nothing else. I think some kind of signal sources in the system for helping or protecting NPC hauler vessels would be nice.
 
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  • I find that the 15ly from a station with a Colonization Contact is fine. It slows down the mad rush and makes the haulage a bit manageable. If extended due to vocal demand, I wouldn't go more than 20 or 25.
I need to build 221 outposts to get to the ONE star I want, 1800ly away. The tether concept altogether is less than ideal. I'd much rather have a per-commander or per-squadron (scaling based on size -- incentive to recruit more) cap than a tether because I don't want 221 additional land claims and 2.42 years of work (averaging 4 days per outpost here) just to get to the one star I want.
 
it's not the quantity of supplies that I'd complain about. it's how you need to get them to where they need to be that sucks.

i have a carrier, i don't need a colonization carrier to hold the goods. it doesn't make sense to move the goods from one megaship to another. i could take the credit hit and use my own and save the time space trucking from one to the other.

why is there not a salvage mechanic in this game yet that lets me use my own dredger to eat all the pirate ships i kill and convert that into the commodities needed?

why is the internal trade options in the game so poor everyone would rather use inara?

why do i have to take screenshots on my phone to keep track of my progress and requirements?

i have no problem with requirements existing to achieve something trying to be special, but we're not talking about 'difficulty' here, were talking about balancing this feature with boredom via repetition and time where no skill is needed. that's what ought to change.
 
I need to build 221 outposts to get to the ONE star I want, 1800ly away.
But that's how you blaze a trail! One stepping stone every 15Ly. You gotta place outpost "breadcrumbs" on your trail for people to follow! This way nobody gets lost in the deep black of space. To visit your final system cmdrs must travel one system outpost at a time. You don't want people getting lost do you? :ROFLMAO:

Edit: What would be better is if we had to build a physical road through space to the final destination. Then cmdrs can drive their SRV 1800Ly to your fancy location.
 
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But that's how you blaze a trail! One stepping stone every 15Ly. You gotta place outpost "breadcrumbs" on your trail for people to follow! This way nobody gets lost in the deep black of space. To visit your final system cmdrs must travel one system outpost at a time. You don't want people getting lost do you? :ROFLMAO:

Edit: What would be better is if we had to build a physical road through space to the final destination. Then cmdrs can drive their SRV 1800Ly to your fancy location.
221 additional claims just to get to the one area I want causes so much unnecessary clutter and server work, plus adds almost two and a half years to project completion time for no good reason. Where we've gone, we don't need roads.

Per-commander/per-squadron cap and removal of the tether would be far more efficient for player and server alike, and severely reduce kruft.
 
I need to build 221 outposts to get to the ONE star I want, 1800ly away. The tether concept altogether is less than ideal. I'd much rather have a per-commander or per-squadron (scaling based on size -- incentive to recruit more) cap than a tether because I don't want 221 additional land claims and 2.42 years of work (averaging 4 days per outpost here) just to get to the one star I want.
But isn't this update about expansion of the bubble? All the new systems have to be connected to the background simulation which entails traderoutes and commerce between systems. It's not about claiming some isolated system in the middle of nowhere cut off from everything.

Sounds like what you were looking for is different from the current update. Like some kind of single system building that is independant of the BGS to make a mini-bubble so to speak where you can have a planet for aggriculture and then some rings for resource mining...basically setting up your own mini BGS to hang out in. I mean, that sounds pretty cool too.
 
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