Elite Dangerous | System Colonisation Beta Details & Feedback

Since it hasn't been brought up from what I've read, but there should be a system overview that shows a total tally of the different categories that the built assets have affected. At the moment you have to keep track yourself to judge things like wealth, population size, technology, security, etc
 
I have no problems with having a use for credits.

I have problems with credit usage that simply makes activities disappear from the game.

Like I said, the solution isn't to simply make the problem disappear. But over ten years of CGs proves that the player base is absolutely more than happy to do countless hundreds of back and forth trade runs for substandard credit margins, if it's for a good reason. That good reason in this case is colonisation.

To repeat myself from another thread... options would be great... you even say "you're ok with it taking three weeks"... I don't want that to be three weeks of waiting for NPCs to put on an ant farm show. I want that to be three weeks of activities and doing things. Protect NPCs working from raids (on foot even!), a rep store which allows you to perform <arbitrary task that takes your fancy for rep> to ask for assitance which equates to a rough analog of the same effort required to do a single haul run.

So... paying NPCs to make the activity disappear is not the answer. Credit earn rates are beyond broken and the economy a busted waffle for there to be any sane price point in the first place, let alone the fact that it would just be "Pay NPCs so I don't have to play the game".

In other words, if it takes 3 weeks, it should take 3 weeks, not 2 hours of massacre stacking to make it disappear.
You keep bringing up CGs, but those often have tangible benefits to the people participating and tend to be a rarity. Very few people are going to do break even charity runs for players colonizing systems, not to mention there's hundreds to choose from to begin with. Regardless, three weeks is three weeks whether you spend the credits or do it yourself, one just frees up the player to actually playing the game. Either make it more accessible to those with the means, or lock it behind squadrons.
 
You keep bringing up CGs, but those often have tangible benefits to the people participating and tend to be a rarity.
Not really. Historically, a lot of haul CGs have simply been for a station or some other asset that is now player-achievable,
Very few people are going to do break even charity runs for players colonizing systems, not to mention there's hundreds to choose from to begin with. Regardless, three weeks is three weeks whether you spend the credits or do it yourself, one just frees up the player to actually playing the game. Either make it more accessible to those with the means, or lock it behind squadrons.
Locking it behind squadrons would do nothing, because they were going to do that with FCs as well, until every man and his one-man-squadron showed up.

I also question your claim of "very few people" since there's now a multitude of stations and outposts being completed, and many completing their second/third already.

These are still meant to be group efforts. Throwing credits at it with a busted economy backing that source just trivialises the activity to nothing.

But don't complain to me, I said the economy needed to be fixed before this update. Interestingly, a lot of the complaints here are simply people learning how Elite's economy actually works, and realising their exploitation of near-busted mechanics won't work here.
 
Not really. Historically, a lot of haul CGs have simply been for a station or some other asset that is now player-achievable,
Key word "often" other being "a rarity." Colonization is definitely not a rarity.

I also question your claim of "very few people" since there's now a multitude of stations and outposts being completed, and many completing their second/third already.
Yes, I'm assuming squadrons, organized groups and friends. A large percentage of colonizing players are solo players and will not be receiving any help from anyone. Anyways, I've said my piece, my position will not change on this. The grind is too steep.
 
A couple of other observations...

1) Some of the colonisation UI is not controller friendly and a mouse has to be used to navigate. Worth checking through these menus for this.
2) An easier way to find the materials required when not docked at the Colonisation Ship would be useful. At the moment it's a few menus away in the system map. How about adding it to the commodities Buy screen in a similar way to how mission requirements work but maybe highlighted in a DIFFERENT colour?
 
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Key word "often" other being "a rarity." Colonization is definitely not a rarity.
So what are they? Common or not? This makes no sense.

"Unique" rewards are very rare across all CGs. Most have nothing special about them and still garner massive interest because "what else is there to do"?
Yes, I'm assuming squadrons, organized groups and friends. A large percentage of colonizing players are solo players and will not be receiving any help from anyone. Anyways, I've said my piece, my position will not change on this. The grind is too steep.
A large percentage of those solo players need to learn to incentivise assistance from others. It's working for me so far. What else will people do with their billions?
 
So... paying NPCs to make the activity disappear is not the answer. Credit earn rates are beyond broken and the economy a busted waffle for there to be any sane price point in the first place, let alone the fact that it would just be "Pay NPCs so I don't have to play the game".

In other words, if it takes 3 weeks, it should take 3 weeks, not 2 hours of massacre stacking to make it disappear.

FWIW, I'll be happy to see credits used more widely when the economy makes a lick of sense, which it absolutely does not right now. So many busted loopholes and borderline exploits.

There are insufficient active players who would volunteer to help small players build their outposts, stations, settlements.

There's no problem with enabling players to hire NPCs to deliver materials to build facilities. Because building could take 1-4 weeks. It reduces the (boring) grind and makes the game more fun. It's not a cheat or shortcut, because there is a credits and time sink. By doing it manually it could take half the time while hiring NPCs takes double the time to complete a facility. Players who hate hauling and can't find volunteers would have a reason to return to ED to place, check and manage the completed facilities.

Yes, I'm assuming squadrons, organized groups and friends. A large percentage of colonizing players are solo players and will not be receiving any help from anyone. Anyways, I've said my piece, my position will not change on this. The grind is too steep.

Seconded. Solo players need an option to reduce the grind which is add hiring of NPCs to help with hauling materials. NPCs could be slower, take more time and cost credits which balances it.
 
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Update...when your station is done, you can see all the commanders that contributed, and how much. I solo'd this one, so it's only me.

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Okay, this is useful. I can see if I could structure a payment to the player if they unload a certain amount of materials... but I would have to only be able to do that at the end. Sigh. And it would be based on trust rather than through the ingame system.
 

We need to increase the supply of CMM composites and adjust their spawn locations to space station.

Currently, they only appear at ground stations, which limits availability. Please make them spawn at large space stations as well to improve accessibility.​

 

We need to increase the supply of CMM composites and adjust their spawn locations to space station.​

Currently, they only appear at ground stations, which limits availability. Please make them spawn at large space stations as well to improve accessibility.​

pretty sure that's by design. fdev, and seemingly some players, think repetitive tedium is good gameplay and so this is used as a balance mechanic and to force players to interact with less used parts of the game.
 
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Here's another problem. Pilots tend to colonize systems with pronounceable names. Even if they are smaller.
It's just impossible to type/read/pronounce in chat something lile Col 285 Sector IK-K b23-10 and Col 285 Sector XK-O d6-69. Imagin a small, compact micro-colonies organized by squadrons. How they will coordinate their work? You simply can't read these names :(

There should be a way to rename star systems. Even if it will be a name choosed from a predefined set of names. Like titles of all cities in the world is a good part of such predefined set. Or something randomly generated, but pronounceable.

This ability is not required right now, but we need a promice from FDev that this will be allowed/implemented in neare future (phase 2 or 3 of their roadmap, for instance). Then pilots will not hesitate to colonize these systems with scrabled names, knowing that they will be able to rename them in near future.
 
pretty sure that's by design. fdev, and seemingly some players, think repetitive tedium is good gameplay and so this is used as a balance mechanic and to force players to interact with less used parts of the game.
Player-driven markets require player driven demand. That's what Colonisation and FCs are driving towards. That can't happen if getting resources is trivial.
 
Here's another problem. Colonization requires only 1 (one!) activity - cargo delivery. It may be fun for a week or a month. But development of a good colonized system (with current requirements) will take 1 year of full-time job. Placing 3-4 starports (at least 1 month for each), a few ground ports an settlements, a few space installations - in overall from 9 to 15 months. It's not fun to freight so long. No alternative activity provided, only being a space trucker.

Obviously, colonization should be more a strategy game, not a full-time whole year transportation. There must be different ways to achieve colony development. Strategy game is about making a concept and fund it. 1 year is already a long-term goal, there is no need to require from pilots to dedicate all their time during this year to only this single activity.

Alternatives may be like this:
a) pay money to NPC pilots for cargo delivery
b) ore mining, where rare materials (not sold at stations) may be an alternative to currently required materials (colonization ships may have a service to exchange ore to steel and so on)
c) convoy protection - protect cargo delivery for new colony from pirates
d) use of engeneer and odyssey materials - again, special service at colonization ship may exchange materials and loot from settlements to close needs with some materials required for colonization
e) exploration and exobiology data - may give a discount for colony construction
etc.
 
PLEASE Give us the possibility to change the name of the System! Maybe with a random generation mode like the stations. Because we have a lot of "Col 285 sectors" systems under control and we are crazy about remember all their "coded name"!!! THANKS
You will be able to for ARX, according to FD.
Look, then it becomes based on trust instead of through the system.
Or incentive. Give people a reason to help.
 
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