Elite Dangerous | System Colonisation Beta Details & Feedback

Is anyone else having issues with cargo/inventory transfers between your ship and fleet carrier? I'm attempting to transfer items and unless my eyes are tricking me, inventory is vanishing into thin air instead of going into my ship hold.
I guess this is old bug related to the market ...try to disable sell/buy of what you transfer.
 
Feedback:

  • Extend the build time to three months (more casual player and medium ship friendly). **
  • Extend the range up to 25LY.
  • Offer decent credit returns per asset in the system.
  • Give player owned outposts and ports their own personal quarters / lounge as a new level in the lift from the hangar.
** Rome wasn't built in a day! I get these are big city structures so the material reqs might seem right, but don't force us casual players to grind every night for a month solid.
 
Last edited:
I'm Trying to claim a system but when I click purchase it keeps loading then saying "system claim unsuccessful" there are fleet carriers in the system are they causing an error. I've tried on multiple stations but I keep getting the same error
 
Indeed constructing a fully fledged space port is definitely not a task for a single cmdr yet an outpost is doable. Outpost is crucial, system is yours to manage from that point!
Material requirements for an outpost aren't challenging to gather including cmm compo,40k for a starport is a different story but merely 4k for an oupost, not a big deal. FDev, don't lower material requirements, they are fine. One small tweak is needed - buffing cmm composite supply by two to four times of current value and that's it
 
Many here have regretted choosing a bigger starport due to the extremely high material requirements.

Question 1: Is it possible to abandon the claim and reclaim the system right away in order to switch to a smaller outpost?
Suggestion: It would be even better if there was an option to "redeploy colonization ship" without taking the risk of someone stealing your system!
Edit: An option to "scale down construction effort" at a certain cost would also be a good idea, as it could help CMDRs to at least build a small station if they notice they won't be able to finish a big one.
I am one and now I can't reclaim. A squadron member was able to instantly. We both deployed the beacon but didn't deliver anything yet.
 
I used the compare commodities function at the commodities screen set to my colonization ship and in the column "Profit if sold at construction ship" it is displaying "N/A." I think that you should be able to do this as you can at any station and fleet carrier.
 
With a CG and station builders competing for CMM composites if the supply isn't increased no one will finish a station.
 
Would it be possible to include Items needed for the station within the mission tab on the left panel? It would save me a lot of time having to go to the system map, then across to the colonisation ship to see the list.
Mission tab.jpg
Mission tab 2.jpg
 
It is a totally useless grind. I need 50k CMM C. for my Station and a quick review at inara shows me about 50 Units available in my area. Apart from the other goods that need to be organized. Then this pointless 15 lj limit and the search around for an interesting system that is in the range and not absolutely boring. It's like always, you drag out a grind or a goal unnecessarily and actually only make the players leave bored. Even if it's a beta, things like this should already be fixed as basics.

I really don't have the nerve to transport the goods from A to B and then C for days. The lifespan is really too short for that. With the best will in the world, I can't imagine that a system or gameplay like that would create loyalty.

It only makes sense if you can choose the systems absolutely freely and the goods required are massively reduced. God, we have countless systems to colonize and the number of players should be relatively manageable. Long story short. With the current system or guidelines, it's not interesting to me.

Cheers Folks.
 
I carry goods using Cutter and in 4 hours the progress is 4%. Do FDs really think that building a station for 100 hours is fun?
 
Most of it seems fine to me so far except for the same thing everyone else has said which is lack of availability of CMM Composites is a massive problem, even if the restock rate is massively increased they aren't stocked in numbers that make sense compared to the requirement like the other bulk materials like Steel and Titanium. They may make sense lore-wise to be required in that quantity, but if they were that heavily used in the ED universe they should similarly be produced in huge quantities.
 
Last edited:
Not sure if others have seen this, but I started a system colonization and then it put the construction ship 45k light seconds away. It stated the colonization ship was arriving, but nothing appeared. I was mass-locked as if I was next to something large but there was nothing near me. I logged out and logged back in and the construction ship was 45k LS away at a far away gas giant. I plan on using my carrier anyway, but this would be awful if I didn't have one.
 
uh.... someone has just overtaken the system i claimed.... has anyone else seen this?

I placed the beacon, the colonization ship deployed, so i went off to start to collect resources and... now i see the mission is gone and some other commander now has my system.....
 
Back
Top Bottom