Elite Dangerous | System Colonisation Beta Details & Feedback

When the update dropped, I wanted to run with a Coriolis station, now I realise that an Outpost is better to get the ball rolling and launch from there. I cancelled my claim to reclaim it (first time, so shouldn't be locked out) and the UI is saying I'm now locked out of that system, even after a relog and waiting for the ship + beacon to disappear.

This has also happened to a friend of mine, which led to her losing the claim to someone else, and was a system she was eyeing up.

The issue of being locked out immediately should either be clarified or fixed urgently, so people can safely restart a claim without the chance of someone else taking it.
That breaks the idea of 30 days completely. Somebody could cancel on 29th and reclaim it again infinite.
 
Is it not possible to select your primary stations location?
I suspect that colonization ship location is random (or I missed part when you choose its destination) and I'm hoping that when you bring all commodities you will be able to select location for a station to be built. But that's me guessing right now.
 
Will need more patience
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This is a suggestion that I've seen in this thread, so if it doesn't fit the intent of this thread, please delete it.

Would colonial ships be included as a trading destination for NPCs?
If NPCs see it as an attractive trading destination, we think it will help CMDRs who have a small group of people to explore.
In other words, like the FleetCarrier market, we would place credits on colonial vessels in advance, set a purchase price, and have CMDRs transport them several times,
If the NPCs recognize that this is a good place for them to trade, I think the threshold for bringing in materials will be lowered.
I think it is too idealistic to aim to have all the materials brought in by NPCs only, but if NPCs could transport them in trade, even if it is just a little bit for 24 hours a day,
I think we can enjoy this content without lowering our real QoL too much.
Not necessarily right now, but I hope it will be implemented in the future.

I am using machine translation. Sorry if it's hard to read.
 
Hi :)

When the update dropped, I wanted to run with a Coriolis station, now I realise that an Outpost is better to get the ball rolling and launch from there.

Just out of interest on this specific item....How and where can you disable your first choice of station and select another lesser one is it possible?
I've also claimed a system and started with a Coriolis orbital port but like the OP I might wish to downgrade to an outpost instead.
Any feedback from anybody (including the developers) welcomed as I'm pretty sure there's a few Cmdr.'s who might now be considering this. :oops:....:)

Edit.....I've looked on the System Colonisation Carrier in my claimed system but I can't see anyway of doing this either in the menus and transactions menu (in my ship menus docked at the Colonisation Carrier). There doesn't appear to be anything in the system Map menus either.
So....everything is good to go with the Coriolis Station, just needing me to collect commodities etc. but as I've said, I can't see anyway of deleting the first choice of station and being able to select a a lesser station (Outpost).

Jack :)
 
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Not seen if it's reported, but outpost's description is equal for every pattern. We expected different for a dedication (like short about civilian, a quick note about trade, some lines about industrial etc.)
Also colony-carrier arrives only when you reloading instance. It doesn't appear by timer if you're staying near the beacon.
Unconfirmed case if your carrier can't jump to your claimed system after it's marked for construction. (as well the FC launch timer can often be over a hour again)
 
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Question for anyone: What makes a system "Invalid" for colonisation? There's obvious reasons like lore, but there's a couple Brown-Dwarf nothings nearby (e.g Col 285 Sector LP-G A40-3) which are invalid, just peppered around the bubble here and there.
 
Not seen if it's reported, but outpost's description is equal for every pattern. We expected different for a dedication (like short about civilian, a quick note about trade, some lines about industrial etc.)
Also colony-carrier arrives only when you reloading instance. It doesn't appear by timer if you're staying near the beacon.
It happens for regular carriers last year too. Couldn't catch "arrival" couple times.
 
Question for anyone: What makes a system "Invalid" for colonisation? There's obvious reasons like lore, but there's a couple Brown-Dwarf nothings nearby (e.g Col 285 Sector LP-G A40-3) which are invalid, just peppered around the bubble here and there.
I tried Algol

Sadly It was not available for colonization
 
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.
 
My system colonization of system Nakulu seems to have lost data on who the system architect is post maintenance.. is there a fix for this?
 
salut pour moi je pense qu'il faudra réduire les ressources pour la construction et augmenter le prix d'achat de la sonde à 1 000 000 000 et surtout pence au joueur qui est seul car tout le monde ne fait pas partie d'une grande tribu désolé pour la traduction je suis français et j'utilise google traduction
Google Translate said:
Hi for me I think it will be necessary to reduce the resources for the construction and increase the purchase price of the probe to 1,000,000,000 and especially pence to the player who is alone because not everyone is part of a big tribe sorry for the translation I am French and I use google translate
Moderation Message said:
Please post in English only unless posting in one of the language specific sub-forums. Thanks.
 
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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.

First of all, many thanks to FDEV and Frontier for the implementation and planning 2025 of many of our wishes and suggestions.

First impressions of the new update:
Very good. Great performance.

Merchandise management:
Unfortunately, the quantities of goods that the players have to provide are in all likelihood not achievable for small player groups in the specified time.
Suggestion: Cargo ships with much larger holds or longer time frames.
In addition, goods such as CMM Composite
are not available on the market in the quantities required!
They are sold out!
Another extremely negative aspect is that many large organizations with their large quantities of carriers are buying up the goods and selling them for extremely high prices!
Unfortunately, this will not work.

Best regards to the team
 
o7, can you tell when it's visible in the Game? Its been over an hour and still nearly no supply
Greetings Commanders!

Supplies of CMM Composites have been significantly increased. Thank you for your continued feedback!
o7, can you tell when it's visible in the Game? Its been over an hour and still nearly no supply
 
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