Elite Dangerous | System Colonisation Beta Details & Feedback

I love this update at its core and playing around with the economy of your own system seems really fun. The whole addition is impressive. However, the reality is that all of that is marred by the overly repetitive gameplay' which is just 99% hauling. I believe this is genuinely killing the enjoyment for the vast majority of the playerbase. I dont like the idea that a whole system can be built within a week, however, locking progress to a singular, mind-numbing, gameplay of doing thousands of trips from A to B with minimal varity is genuinely tedious. I would honestly rather grind engineer mats as, at least, there's more variety to it. So tedious and mind numbing it is that I would personally recommend it as a torture method at Guantanamo Bay.

If only there was way of NPCs helping you build the system AFTER you've build the primary port, I believe it would have been quite more acceptable. Even the ability to pay players/ stepups contracts would have made this so much more bearable.

Also, please stop being stingy with CMM Composites. You can't really expect people to try their chance at a planetary station to get some CMM before another commander scoops all 700 cmm there. It's a waste of the players time and it just makes this grind even more tedious that i should be. should be at least 2k+ for the majority of the stations.
 
My Feedback So Far:

First off, well done on the initiative—this is a solid update, and I have to say I’m impressed! Of course, some old bugs persist, but no one is perfect. Now, onto my thoughts regarding colonisation:
  1. I haven’t yet claimed a system, as I’ve been assisting my squadron with logistics. However, I did try scouting for a system with at least 30 bodies, including orbiting bodies, at least one gas giant, and planets with atmospheres. I spent five hours searching, and they’re all taken. The only remaining systems are those with stars but no planets. Please consider increasing the radius to 100Ly so that latecomers still have the opportunity to claim a suitable system. While it is a first-come, first-served system, everyone should have a fair shot. On the next tick, players in favorable time zones will likely claim the next best systems anyway, so expanding the range would help balance things out.
  2. The material requirements for large stations need to be significantly reduced—at least to a level where they can be transported in two Fleet Carrier trips. Currently, one station alone requires not just one, but at least eight fully loaded Fleet Carriers. Increasing supply availability, as you did for CMM Composites, would help. These materials should also be distributed across various orbital stations rather than just ground stations. Colonisation should be accessible to all players, not just squadrons. If it’s intended for groups, then systems should be claimable under a squadron’s name rather than an individual’s.
  3. This system is heavily haulage-based, and what do we use for massive hauling? Fleet Carriers. Yet after two days, I keep getting "No time slots available," and if I do manage to get one, I have to wait over an hour. How are we supposed to transport 120k tons of commodities from the heart of the Bubble to a claimed system 250Ly+ away using a 784-ton Cutter with a 25Ly jump range? Not everyone has the luxury of treating Elite like a full-time job. Please, during this beta phase, consider those of us with limited playtime and make it possible for all players to participate in colonisation and invest Arx into this feature.
With so many systems available in the Bubble, I’m eager to start colonising beyond it. As the statistics show, colonisation has been a massive success. Please ensure that those of us who weren’t lucky enough to claim a system early on still have the opportunity to take part.

Great job so far—initiatives like this keep us engaged, investing our time and money in a game we love!
 
My Feedback So Far:

First off, well done on the initiative—this is a solid update, and I have to say I’m impressed! Of course, some old bugs persist, but no one is perfect. Now, onto my thoughts regarding colonisation:
  1. I haven’t yet claimed a system, as I’ve been assisting my squadron with logistics. However, I did try scouting for a system with at least 30 bodies, including orbiting bodies, at least one gas giant, and planets with atmospheres. I spent five hours searching, and they’re all taken. The only remaining systems are those with stars but no planets. Please consider increasing the radius to 100Ly so that latecomers still have the opportunity to claim a suitable system. While it is a first-come, first-served system, everyone should have a fair shot. On the next tick, players in favorable time zones will likely claim the next best systems anyway, so expanding the range would help balance things out.
  2. The material requirements for large stations need to be significantly reduced—at least to a level where they can be transported in two Fleet Carrier trips. Currently, one station alone requires not just one, but at least eight fully loaded Fleet Carriers. Increasing supply availability, as you did for CMM Composites, would help. These materials should also be distributed across various orbital stations rather than just ground stations. Colonisation should be accessible to all players, not just squadrons. If it’s intended for groups, then systems should be claimable under a squadron’s name rather than an individual’s.
  3. This system is heavily haulage-based, and what do we use for massive hauling? Fleet Carriers. Yet after two days, I keep getting "No time slots available," and if I do manage to get one, I have to wait over an hour. How are we supposed to transport 120k tons of commodities from the heart of the Bubble to a claimed system 250Ly+ away using a 784-ton Cutter with a 25Ly jump range? Not everyone has the luxury of treating Elite like a full-time job. Please, during this beta phase, consider those of us with limited playtime and make it possible for all players to participate in colonisation and invest Arx into this feature.
With so many systems available in the Bubble, I’m eager to start colonising beyond it. As the statistics show, colonisation has been a massive success. Please ensure that those of us who weren’t lucky enough to claim a system early on still have the opportunity to take part.

Great job so far—initiatives like this keep us engaged, investing our time and money in a game we love!
30 bodies is kinda greedy tho isn't it?
 
I've had an order in place for Titan drive components at max price for weeks without a single taker. It turns out there aren't a lot of players looking for carriers to schlep things to for the purchase amounts carrier commodity purchases are capped at.
It doesn't really surprise me that you're not getting Titan Drive components; they are hardly a standard linear buy/sell A->B schlep.

I agree that price caps can be a problem, but still I think you could reliably park a carrier in a system selling steel and set a buy order for max price and people would fill up the carrier. Same goes for most of the items in the build list.
 
I'm halfway done to completing my outpost. All materials sit in a cargo hold of my big boat, but she can't move "No time slots"
 
It was literally in the Community Goal description: Those Brewer megaships are supposed to help with supplies for colonization. People are just impatient and think 4 weeks deadline is 4 hours.
Depends how they deliver that. Missions? NPC hires? or just more hauling? What?
I am fine with the deadlines, in fact I wished it was partially forced so that you cannot do some of it in a day by just slurping all the resources. It would help to reduce the strain on resource availability and carrier jump slots etc.
People are rushing and able to rush too much.
Make the colony construction ships have a bottleneck just as in projects in real life. Slow it down from being an infinite funnel.
 
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I have been cruising around, fairly systematically looking on the edge of the bubble for available nice system for colony.

In the section I have been looking for several hours it appears a shell of claimed systems has formed. Only useless systems left. I'm gonna guess only a small fraction of these claims will actually become systems with completed stations.

It is going to take the 4 weeks for claims to expire to open up this shell of claimed systems.
 
Depends how they deliver that. Missions? NPC hires? or just more hauling? What?
I am fine with the deadlines, in fact I wished it was partially forced so that you cannot do some of it in a day by just slurping all the resources. It would help to reduce the strain on resource availability and carrier jump slots etc.
People are rushing and able to rush too much.
Make the colony construction ships have a bottleneck just as in projects in real life. Slow it down from being an infinite funnel.
100% this. We've got a month... i got my first outpost done in 2 days of casual, mostly AFK play, got the second in train now.... then I could kick of a coriolis or orbis if I wanted, and I'd have all the time in the world to do it. All these claims that it's all too much and too hard or insufficient time, not enough resources are really just thinly-veiled "Why can't I beat a Titan in a stock sidewinder!" analogs.
 
Violation of copyrighted names sounds ridiculously Orwellian to me. Do you think Disney will sue if you call your port Tatooine? AFAIK, there is only the concept of a trademark, and this is pretty specific to the usage attached. I'm sure FDEV knows how to deal with that.
I don't think Disney will be worried about "Ralph's Tool Barn". :)
 
Something in between would be nice to allow a single large pad; well, just reduce the repetitiveness or amount of construction time sink- your powerplay pledge can support you, your 1/2/3 Elite status can be Leveraged. There’s ways to keep the game accessible to busy folks and maintain the sense of tradition and game asset value- that literally is what Baldur’s Gate 3 did with a nightmare complexity huge invested and entitled established player base under the microscope with each release- OK, not an easy task for FDev so I am happy and appreciative of the content drop- just not able to repeat the same task too many times without shaking my head and stepping away - again I’m not the perfect fit but if they want to grow the Game my position is a common one.
For literal years now, I've been asking for the commoditisation of reputation and Tier 2 NPCs, which would be perfect for these types of things... basically to substitute one timesink for another by cashing in favours and bringing Elite back to the "commander in a big universe" experience.

But people have said that's crazy, and subsequently demand this sort of feature... this is why I actually never wanted Colonisation... it, PP2, all these big-ticket features need features like this to flesh out the existing core loops better before going for new big loops.

I mean, I hate this suggestion in the first place, but people ask "Why can't we just pay NPCs to do things for us?"... bluntly, because players never asked for those sorts of features to curry and grow relations with NPCs, and instead ask for exactly what we get given today.... so colour me unsurprised when so many people here seem to be tripping over themselves at the door with expectations of single-handedly building an Orbis in a day or two.
 
I really enjoy this update, I just think that the colonization range could be increased to 20-25ly IN the future. Also possibly lowering all of the construction costs.

I have also read an amazing idea that you should add more gameplay loops to the construction process. Not everyone enjoys hauling! It would be awesome if you could also complete some missions, like combat, bounty hunting, passanger missions, to advance the construction progress.

I think that that is a really good way to engage more players with the process! You did a similiar thing with the Thargoid war and everyone enjoyed it!
 
A nice perk would be a bunker that only takes materials for constructing stations available to the system architect. Allows commanders improving a system to stockpile materials in-system in preparation for a new station expansion. Something like 50k space on a standard station, increasing with a higher tier station.
 
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