Elite Dangerous | System Colonisation Beta Details & Feedback

I want to build a tourist settlement. So I need a 'sattelite'
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So I build a installation
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All nice and shiny see the lovely view here: https://forums.frontier.co.uk/threads/stellar-screenshots.424051/post-10559009

But I still can not build a tourist settlement.

The outpost is not operational
image.png


Any one has the same or do I need to make a ticket
 
Just some feedback.
1. The initial colonization ship requirements seem unreasonably high, especially for CMM Composite, would like to see it maybe halved, especially to help those of us who are soloing out here.
2. The construction inventory/ship inventory is buggy sometimes if your ship isn't fully landed (the k-chunk) at a settlement under construction. I'll be able to submit the cargo, but then it will still show up as needed and my ship's inventory is empty, leaving me to believe I just lost all that cargo. However if I launch, the ship inventory shows the cargo magically returned. Either leave it grayed out until landing is complete (just like refueling is usually grayed out) or provide a fix, please.
3. Please add some help to the Commodities screen of stations. For example, if I have the under construction settlement targeted, have the Commodities screen show what is required for that under construction settlement (like how a cargo mission will show you what cargo is needed in the Commodities screen).
4. Oh one last thing, allow us to choose where the colony ship/initial outpost goes in the system. Don't force it on us, because some of them are in kinda ridiculous locations (orbiting the last planet in the system? You gotta be kidding me).

Other than that, I really really like it.👍👍👍 It's a bit grindy but the payoff is nice. I get to put settlements in cool spots. Also it makes the game feel more alive.
 
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I'm pretty much used to having to open the galaxy map 10 times before I can initiate a carrier jump these days.
What I don't know is how many times I need to press the "Confirm Claim 25000000 Cr" button before the game stops spamming this weird error message:
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And why the hell is it displayed in the lower right corner of the screen?
Is the right half of the box supposed to contain some opsec info I'm not allowed to see?
 
Some might find this controversial, but I'm confused.
A lot of people saying that they are not enjoying this.
So don't do it. It's a game. Nobody is forcing you to.

Lots of people want a colony, but do not want to haul stuff for 100s of hours. The easiest solution as Darth_Zaicev suggested is to enable hiring of NPCs to help haul all that stuff. Then those players can keep doing what they enjoy while building a colony.
 
I want to build a tourist settlement. So I need a 'sattelite'
View attachment 419100

So I build a installation
View attachment 419101

All nice and shiny see the lovely view here: https://forums.frontier.co.uk/threads/stellar-screenshots.424051/post-10559009

But I still can not build a tourist settlement.

The outpost is not operational
image.png


Any one has the same or do I need to make a ticket
i see the problem, you need to build previous settlement aka tier 1 before you can work on the Tier 2 tourism settlement

so it looks like smth like this : Satelite > Tier 1 settlement > Tier 2

take a look onto Commander Daftmav spreadsheet over here, for now try to not think too much about the data of goods needed

also i attach Commander Daftmav awesome Tier tech tree below

Cheers 07
 

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Lots of people want a colony, but do not want to haul stuff for 100s of hours. The easiest solution as Darth_Zaicev suggested is to enable hiring of NPCs to help haul all that stuff. Then those players can keep doing what they enjoy while building a colony.
giving us option to money sink and or time sink would be great yeah. but again we need to balance it out with colony growth, even as it is atm those outposts are everywhere loitering the bubble lol
 
To prevent long term claim hostaging by unclaiming and reclaiming the same system to reset the timer, make it if you unclaim a system you cannot reclaim it again for say 48 hours, to avoid timer stacking. Granted you could just have a friend claim it but no system is perfect. That being said this is not going to have any staying power as a mechanic unless the incentives to do it are high enough for the effort. They payouts for commodities are relatively minor compared to anyone with the income to do this in the first place. I equate income to time in this case because if you are spending the time, you already have the money and the payouts mean nothing. The only benefit I can see at all is putting a base in a system with valuable rings to mine. The economy is only there as a background mechanic and is just not going to generate much revenue for the player compared to the input necessary. There are too many ways to make money in the game that far outweighs the benefit of colonisation. It feels more like, "Here players, you expand the bubble. We fired the guy who did it. Checkout your own groceries now. Oh and here, you can name it!"
 
I have just spent the weekend (Friday, Saturday and Sunday (today)), trying to colonize my own system, as I am sure most people are right now and I've manged to get to 67% building a small station. I have obviously been rushing to build it so I do not fail the claim however, now I am most the way through and collected all the difficult commodities to find (I am looking at you CMM Composite).

Anyway, I thought I'd provide the feedback on the balance of single players building a small station to complete a claim.

Normally I would not send as much time on an activity such as this because I have only a limited amount of time during the week and have to fit more than games in my weekend time, I have made an effort and exception for colonisation to make sure I'll succeed at my claim this weekend. Having gotten to a comfortable point in the effort, I am sure I'll finish off the station in the next week and based on that I think that the balance is good for small stations being constructed by a casual player willing to put a hour (might need more hours depending ship used etc) or so each day for 1 month and be able to complete a claim.

To put this feedback in context I am using a type-7 ship with 224 cargo capacity and my longest jumps for resources has been perhaps 4 jumps when loaded (I was not counting). I have also used INARA to find goods I needed and have both Horizons and odyssey expansions.
 
Good evening

I finished building the station and left my ship inside the Colonial ship until it flew away.
And I exited the game.
Now the game won't start.

Thanks
 
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A couple of humble suggestions. They may have already been made or available but I cant find them
-in the galaxy map, colonisation option, have an option for 'systems available for colonisation in range of a colonisation agent' so we don't waste time going to systems that can't yet be colonised as they are out of range. Also pls allow the option to hide systems that we've already visited within the 'colonisation' map. Also allow us to plot our own waypoints within the colonisation map. This will make it much more time efficient when looking for new systems to colonise.
-allow the sharing of system data within a squadron or be able to buy the data for all systems already scanned from universal cartographics within a certain range of that colonisation agent. This will become very useful as we get closer to the high density galactic core.
-also pls allow us to hire carrier NPC's that don't park the carrier on the other side of the planet from the surface port where we are grinding out CMM composites or allow CMM's to spawn in orbital stations.
-allow us to cancel a colonisation request from anywhere via the transactions and missions tab rather than having to go back to the issuing agent to do so as occurs for normal missions. Highlight the system and station where the issuing agent is located for easy claims cancellations if the 'cancel from anywhere' is not an option.
 
I completed my build solo, which took two 6-hour game sessions (approximately 12 hours total) for me to haul all the required components with CMM Composites being the biggest pain. I do have a fleet carrier which was used, but with the time slot error because of so many players, I don't know how much delay that added.

My feedback:
1) Starting a colony, the player needs to be able to choose where the first outpost is being placed after the system claim process is complete and/or it needs to be the first available slot. Placing the colony 45k ls from the main star added unnecessary time to completing.
2) The initial haul of about 22k items is way too high, especially that once complete, installations (not ports) need about 7k items to be hauled. 7k -10k Items feels appropriate for the first build, subsequent builds can increase in cost. I previously mentioned that I would appreciate that additional types of commodities are required, rather than having several of the same item (CMM Composites need to be drastically reduced and add more of anything else)
3) When completing the build... it feels like a placeholder congrats screen, please don't leave it like that.
4) I think many people have said it multiple times, but as a simulation game, I think hiring NPCs to do the haul for you, needs to be added. This allows a player to be a "system architect," not a hauler. It was honestly not fun after the first few hours of gathering materials, I don't see myself as a solo player doing this again. For squadrons and teams setting goals, if nothing changed, I see this addition breathing life into groups and is a good addition.
 
Then we could ask FDev for NPC's to go and find Stratum Tectonicas for us as well, no need to go exploring for weeks on end then.

It's not about letting NPCs do everything, rather make it fun. The NPCs help the player build the colony which reduces the tedious activity. It makes credits useful, because there's a money and time sink. Players won't get bored out of their minds hauling. Otherwise people stop playing and rage quit.

Trailblazers is actually the Haulblazers update. :sleep:

TOO MUCH HAULING...the colonization ships need to have missions that do different things and contribute to that percent complete bar. Maybe some raw material mining or system security protecting traders from pirates. FD you made a whole named update where all CMDRS do is haul materials...

This is only my personal opinion but just as valid as anyone else's that differs from this. It's kind of nice building in systems, but If construction of these sites remains simply hauling I am stopping immediately once my space pub is built. I may go back from this from time to time but currently.... no. I just want the endless hauling to end, it's very very tedious.
.... update. At last my space pub is complete and together with my one small port i really don't want to do this again at least for many months.

Seconded.
 
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i see the problem, you need to build previous settlement aka tier 1 before you can work on the Tier 2 tourism settlement

so it looks like smth like this : Satelite > Tier 1 settlement > Tier 2

take a look onto Commander Daftmav spreadsheet over here, for now try to not think too much about the data of goods needed

also i attach Commander Daftmav awesome Tier tech tree below

Cheers 07
Is that so? I can neither build a small tourist settlement.

thx for the help!
 
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