Elite Dangerous | System Colonisation Beta Details & Feedback

FDev I beg that you address the CMM composites issue, my squadron and I have everything else covered but those and we're all searching but finding so little, appreciate the Orbis Starport is an undertaking and it's a one we're up for the challenge for, so long as the means to get the commodities is balanced, everything else is bar this one commodity :(
You had to build 1 CMM producer per 1-2 squadron member. That would help later. And that what frontiers want you to do :D
That's why they raised the rate and not amount today.
 
First off I'd like to say I'm really pleased with serval of the choices made for this, especially the refinery to allow miners an active role in the process.

The smaller 15ly radius is good for around the bubble, too large could create issues.

But the explorer group, who are cited as a big target audience for this update, don't usually like hanging out so close to the bubble. Many want a little system in the deep black.

My suggestion: Allow an FC to have the option to be permanently decommissioned into a colonization ship provided it is X many ly away from another populated system. The loss of a 5billion credit asset seems like a reasonable exchange and will limit the feature use, while also potentially reducing the sheer volume of FCs around.

To make it even better: provide a super bare bones station type that can be entirely constructed from minable and/or refined materials. This would allow them to be built entirely in the black without need of a supply daisy chain back to the bubble.
 
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.
First observation. There is no way to see what you need to obtain to build your new station outside of the colonisation ship. A list under mission tab in transactions would be helpful or/and highlighting the materials in the market.
 
What might have been cool to see: allow the architect to inject his own funds in the system colonisation ship, once in place. Similar to transferring funds to a carrier. Each credit transferred towards the ship increases the price value of the required commodities (proportionally, rounded down if FDEV prefers). This means that with enough money, you could make selling to the colonisation ship a lucrative proposition for other CMDRs. And it creates a credit sink for filthy rich architects.

This is why carrier trading is one of the better PwP experiences to date. But with system colonisation I see little incentive to go out there and help unknown CMDRs. It's basically a lot of work with nothing to show for it, the architect gets the glory while the haulers / dockers / loaders get the Type-9 maintenance bill and ruined peripherals.

Anyway, captain hindsight signing off.
 
concurring with everyone else here, trying to find 4500 CMM composites is going to be basically impossible unless the ai production is massively buffed, i can't find many systems with over a few hundred on inara
Super simple. Find anybody who already builds CMM factory and help them, or start own such project and ask to help others. This will be "AI production booster" u've asked for.
 
Solo, by the look of it, CMDRs should choose to build an outpost as, allegedly, the commodities needed can be carried on 1 FC.
Building a station with a large pad (which makes sense for hauling) is going to be a major undertaking, particularly with some commodities only being available in small numbers with a slow respawn.

I'll see if I can complete my claim in the 4 weeks I have, being retired I can spend more time than a working player, just playing the game.

I suspect I am going to fail if the goalposts are not moved in my favour. But it will be fun trying.

I am still just sitting on sidelines till it all settles down watching what changes, before attempt a solo attempt

but it will be interesting to see what happens if you fail to complete a build in the allocated time,
do you lose all resources delivered so far ?
if not what happens to them ?
 
I am still just sitting on sidelines till it all settles down watching what changes, before attempt a solo attempt

but it will be interesting to see what happens if you fail to complete a build in the allocated time,
do you lose all resources delivered so far ?
if not what happens to them ?
You lose the claim and every ressources, that has been said
 
I have logged out and back in again, the colony mission is now gone, and there is nothing in the 'your colony' section. I have returned to the system and there is a colony ship there, but it is not blue (as in owned by me)

I had already started delivering goods to the colony ship (only 2% complete)

Anyone else had this?
 
I have logged out and back in again, the colony mission is now gone, and there is nothing in the 'your colony' section. I have returned to the system and there is a colony ship there, but it is not blue (as in owned by me)

I had already started delivering goods to the colony ship (only 2% complete)

Anyone else had this?


I had this problem, I logged out and logged in again, it went back to normal
 
What the hell. Reserved a system, was told I had 24 hours to deploy the beacon. Went to bed because I was EXHAUSTED from being up all night waiting, log back on this morning to find beacon has disappeared and system is now blocked. Not claimed, just blocked. My claim has disappeared.

EDIT: I relogged, fully exiting the game, and it seems to have resolved.
 
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Spent 2 hours on loading carrier with 16.581 steel, will spend 2 hours to unload it. If everything will be like steel, to build Orbis Apollo (243.244 tons) solo player with carrier will spend 58 hours and 45 minutes of active playtime, not including carrier jumps (wich now is approx. 1 hour and 15 minutes). Anyway, we still have low capacity of CMM-composites on stations, so IMO with raising speed of their production also should be raised up their maximum capacity on stations, or waiting for full Imperial Cutter cargo will be from 10 to 20 additional minutes, or 10-20 additional hours at all, what makes 68-78 hours total. The player who spends 4 hours per day for the Elite will finish station at 17 — 19 days, which is, in my opinion, a little bit too much. However, the main problem is not the total time, but the time spent inactively waiting for the CMM-composites to be replenished at the station, which makes gameplay more boring. I hope that CMM-composites production and station capacity will be raised again, just to remove inactive waiting time.
 
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