Elite Dangerous | System Colonisation Beta Details & Feedback

Id say with the adjustment to cmms earlier we are in a better spot. The time it takes me to land buy the stock of cmms (250ish) and get back to my carrier to sell them along with a few other items that the same station sells then get BACK to said base they have refilled to the 250ish mark again.
 
o7 What about BGS, how is the controlling faction determined in the system being colonized? Does it belong to a squadron or who? How is it determined who owns a system in BGS?
 
o7 What about BGS, how is the controlling faction determined in the system being colonized? Does it belong to a squadron or who? How is it determined who owns a system in BGS?
pretty sure its determined by where you came from. IT seems like its just an expansion of the current controlling faction
 
pretty sure its determined by where you came from. IT seems like its just an expansion of the current controlling faction
It's very strange, let's say we build a station with a squadron, but the system turns out to be unconnected to the squadron and not connected to the minor faction either.
 
So it's occurred to me this morning that unless you're actually on the colonisation carrier, there's no way to know what's still to be donated.

This is especially a problem if you're working as part of a player group as I am.

We need an interface in-game so we can check this.
 
The 16LY seemed reasonable at first, but all the systems I wanted did not have a populated system within the required range. I think 25-30LY would allow more flexibility. Nonetheless, I did find a system to claim and the beacon was deployed... However, it put the Colonization Ship >43,000LS from the primary star. That will require a lot of extra time to deliver supplies. There are planets that are closer, so I'm not sure why it deployed it so far away. Unless I missed something and there was a click where it asked where to put it, but I didn't see anything. Since it's a Beta test, it would be nice if I could move it closer.
 
So it's occurred to me this morning that unless you're actually on the colonisation carrier, there's no way to know what's still to be donated.

This is especially a problem if you're working as part of a player group as I am.

We need an interface in-game so we can check this.
Totally agree that it would be super to have an interface with the necessary resources in the “transaction” tab. However, the required resources can be viewed through the system map by clicking on the construction aircraft carrier
 
As I was busy engineering my new Mandy: can you have more than one Colony system?
AFAIK you can have as many colonies as you want, but you can only be the architect for one, that is, you can only edit one colony at a time. I don't know if you can switch between colonies to continue building/editing a previous colony that you have stopped editing or not.
 
So it's occurred to me this morning that unless you're actually on the colonisation carrier, there's no way to know what's still to be donated.

This is especially a problem if you're working as part of a player group as I am.

We need an interface in-game so we can check this.
You can check this via system map - go back to your system on galaxy map and select colonization ship.
Not that it's ideal (those commodities should be listed on colonization mission page f.ex.) but you can do it.
 
So it's occurred to me this morning that unless you're actually on the colonisation carrier, there's no way to know what's still to be donated.

This is especially a problem if you're working as part of a player group as I am.

We need an interface in-game so we can check this.
That's not accurate, you can see it on the system map, just select the station that is under construction, and click the colonization tab, it will list the required materials.
 
So it's occurred to me this morning that unless you're actually on the colonisation carrier, there's no way to know what's still to be donated.

This is especially a problem if you're working as part of a player group as I am.

We need an interface in-game so we can check this.
на карте галактики справа есть раздел со списком, посмотрите его
Google Translate said:
On the Galaxy Map on the right, there is a section with a list, check it out
Moderation Message said:
Please post in English only unless posting in one of the language specific sub-forums. Thanks.
 
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As I was busy engineering my new Mandy: can you have more than one Colony system?
One player, one system at a time. So this suits squads to an extent but at the same time the single commander pledged to a different faction is an interesting curveball they threw in
 
Feedback on costs:
25M for colonization: great. Could be higher. But i dont care. This is not prohibitive and every intermediate Player can join.

Costs for stations: think you nailed it in general.

Issue: the requirements for CMM composites are too high.
We need 50k for an Orbis. Max supply within 80ly is 234. This is an issue and needs to be addressed. So please add a 0 to the supply rate.

Or.. Simply remove the cmm requirement altogether!
 
Feedback on costs:
25M for colonization: great. Could be higher. But i dont care. This is not prohibitive and every intermediate Player can join.

Costs for stations: think you nailed it in general.

Issue: the requirements for CMM composites are too high.
We need 50k for an Orbis. Max supply within 80ly is 234. This is an issue and needs to be addressed. So please add a 0 to the supply rate.
That, or (I hope) the megaships that are being built in the current CG will have huge supplies of the goods used for station/port construction.
 
That, or (I hope) the megaships that are being built in the current CG will have huge supplies of the goods used for station/port construction.
I suspect they will have same amounts as good planetary bases ~200 - 400 to / 10 Minutes
 
Cmm composite needs a significant production boost 14,000 per tier 2 station and it takes camping a refinery for an hour to fill your ship if you are lucky.

I don't mind grinding space trucking, but you need the actual commodity to haul before you can haul it. Either cut the requirements by a factor of ten or boost production by a factor of ten. Otherwise I predict in 4 weeks a lot of ed off commanders rage quitting after all their hard work is for nought because they can't get this one rare commodity.

Oh and before I build a refinery to make the stuff I need a system colonised, so please don't give me the argument of it being a cool way to influence the in game world and for the players to fix the supply problem. It's a horrific bottleneck on a brand new feature, that is never a good idea.
 
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