Elite Dangerous | System Colonisation Beta Details & Feedback

just finished building a "Space Farm" in the system I colonized with an outpost, got the ...you are finished, go and please come back later.... so I went to SC, only to discover a colonisation ship has arrived. Docked, no action possible.
went back to the Spacefarm-Signal, Farm there, 30 km further still the construction site - dockable but no action possible. Did leave the instance to space, completely logged out, restartet game, and voilá both Colonization Ship and constructions site AND Farm still there

My guess -> thats not working as intended

edit: also after complete quitting the game AND re-booting my computer the situation still is the same
Col 285 Sector TJ-Q d5-87 Colonization Ship 1.png


Col 285 Sector TJ-Q d5-87 Colonization Ship 2.png
 
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Hi :)
After you finish building your first station, the colonisation ship goes to the system where you used the colonisation contact to make the claim. I suspect that's what's happening with these. You could check and see if 7 new colonies are in range of the system with the 7 ships.

Thanks for the reply ;)
Yes there are several in the area I think, so obviously some of those systems have player created star ports already built I would imagine. For some reason although I can see the Exphiay system in detail I can't see any surrounding systems in detail even though I know I've passed through them at some time in the past (they don't show on the 'visited stars' menu now). Same goes for the Canopus system for another example, and it's surrounding systems. I think it's probably due to me doing some fresh instals of Elite Dangerous at various times in the past maybe. :unsure:

Anyway, my question answered and solved. (y)

Jack :)
 
Hi, here are my further feedbacks !

English is not my primary language and i'm still learning, i'm sorry if there is some mistakes.

About difficulty : Pretty okay in my opinion for primary ports, it allows solo players to colonize systems with small outpost and larger groups to build Orbis starport... pretty balanced imo. But for further constructions, i think it should become easier, especially for surface buildings. Also CMMs are a pain when you must land not only where you buy these but also where you delivers these on a surface buildings.

I see on the issue tracker that the fact you can colonize a new system as soon you finish a primary port is not intended. I'm not completely sure about this. If we must wait the next weekly tick to colonize a new system, reaching interesting remote place could be very long, and increasing the range will probably not help. If we are at 15 LY, it would take ~27 years to reach Colonia assuming the effort is perfectly optimal. But even if you increase the range to 30, 60, 90 LY... it will be very long, and a too important range would not be a good thing in my opinion - especially since you must deliver resources. I really like the mechanic that you must develop star systems behind you to produce enough resources to continues.
But in the same time, if we can colonize one system per day (or more if you are very grindy), many would simply not develop their system further, simply leaving a single outpost behind, which is pretty sad. I think something in-between is the best option, but i don't know if Frontier really wishes the Bubble and Colonia to be linked.
Some clarifications about the long-term philosophy of colonisation would be welcome.

About naming :

  • For station names : when using the randomizer, you realize there is a lot of duplicates - many of the generated names already exists for pre-update stations/buildings. An improvement could be made there in my opinion, by adding a bunch of new names in the pool.
  • Many are worried about the possibility that the universe gets filled by a lot of troll names. While it will require moderation, there is some simple things that could prevent some abuses : no more than 2-3 times the same letter in a row (to prevent names like "aaaaaa"), no special characters like [, {, (... etc, and a way to report innapropriate names of course.
  • For system names, i completely understand that you don't want to give to players the possibility to rename them - it would be a pain to moderate and contrary to station names, system names are very visible and even without abuses, it could be very immersion-breaking if you have names that are "off-universe", if you see what i mean. But at the same time, these procedurally-generated names are not very aesthetic : while i would be ok if it stays like that, i suggest a random name generator similar to what is done for stations, with an additional security to avoid duplicate names (so, of course, this generator should be able to generate at least few millions different possibles names... that's not impossible i guess).
(As a worldbuilder, maybe i take the topic of station/system naming too seriously, but it's just i like that xD)
 
I like the concept of Colonisation, but I think it could be enhanced further. Like some other cmdrs, my goal is to colonise a system "out there", not in the bubble. The current mechanics would take me a lot of time to get there, leaving a trail of outposts in my wake, with no intention (or time) to further enhance those systems.
I'd like to suggest some changes:
  • We are given the opportunity to completely demolish built assets, and unclaim systems.
  • We are allowed more expensive distant colonisation jumps, provided the target is more than 300ly from an already colonised/human system.
  • We can employ NPCs to help with the commodities transfers, or the gameplay is enhanced to allow for other type of commodities gathering.
  • Indicate required commodities and quantities in station markets, like with missions. Besides, Colonisations are shown as missions in galaxy map.
  • Allow data written to the game journals or api, so that 3rd party developers can enhance the experience. Same goes for PP2.0.
 
o7, CMDRs!
First, a little emotion. Yes, this is the functionality that I have been waiting for for many years since the beginning of the game. Thank you for the opportunity to colonize the systems.
Technical errors will be corrected (I hope).
The availability of materials on the market (CMM composites) raises questions, but in general it is logical given the high demand. I assume that the ships released at the end of the community's goal will mostly correct this nuance.
The amount of materials needed for the station is fair and feasible.
However, the previous phrase applies only to the construction of one station, and if you do it as indicated in the description of the upgrade, then these are the years of a lifetime of monotonous work. The idea is great, the implementation is illogical.
The game should be played around the player, but at the same time, this game presents the player as a speck of dust in space. There is a civilization around, the player must play in it, and not be the only driving force. The residents of the station (NPC) can produce materials, but they are completely unable to transport them. This is illogical and absurd. One third-level station can be built in a couple of weeks alone, with enough free time. But to build at least some kind of normal system, it's been half a year of monotonous cargo transportation. Before you can switch to another system with a clear conscience. In the game, this is too much labor and time, which lead to a relatively small result. This process in its current form is less satisfying than it requires effort. You can build one developed system on interest and enthusiasm, or thirty systems with one outpost, making your way to the right system. And after that, delete the game for several years, due to emotional burnout from the monotonous monotonous process.

The player must and must do something to colonize the system. This is the essence of game logic. But let the list of responsibilities be long and varied.
Protecting transporters, killing pirates, donating loans, transporting workers, even courier missions must be present on the colonization ship and promote the progress of construction to varying degrees, reducing the required amount of resources for construction. It's a choice of occupation, it's a variety of gameplay. This is logical. This increases the immersion in the game and increases the feeling that something is happening around you. Instead of a dead world that you can't kick yet, it won't move.
The station should be built at a very specific time. It's not logical that the resources have just been delivered, the station is almost ready. A construction timer is required, depending on the type, during which the station is guaranteed to be in a state under construction, without any functionality at all. This will give you a break and time to do other things, at the discretion of the player.
For example: outpost - 6 hours. Coriolis - 24 hours. Orbis - 3 days.
There is supposed to be a lot of population around the player, which also has to do something. It is important to find the edge where the player can move this crowd with his actions, but not turn it into a game for 0 players.
As an example:
Mission type - Reduce random of the remaining resources for construction
Courier missions - 100..500 tons (supply coordination)
Combat missions - 500..5,000 tons (protection of supplies from pirates)
Donations - 50..200 tons (recruitment of workers for transportation)
Those who do not want to simply carry goods in the form in which it is happening now.
Let passenger transportation reduce the time for the construction of the station, after achieving the progress of transportation of resources.

In conditions where the system already has production of the necessary goods, the reduction in supplies for a particular mission should be higher. A country with its own production of necessities will build a factory faster, unlike when it needs to buy abroad. And moving cargo in this case is cheaper at cost.

Gold, silver, uranium, hydrogen fuel, medicines, stimulants, evacuation shelter, robots - they also seem to be necessary for the colonist station. Leaving the total number of initial resources unchanged, you can dilute them with additional items. Even in small quantities.

If it is easier to implement technically, such missions can be added not even to the colonization ship, but to the system from which the expansion began. But, accordingly, with an indication in the mission of the system for which the mission will benefit.

Or a significant reduction in resources for construction. As a player, no matter how many hours a week I can afford to play, I want to play. And working in the game after working in life. At the same time, any player wants to see progress. Instead of spending months and years of daily work in the game on a tight schedule, in exchange for minimal satisfaction.

Thanks for attention. Filled markets and free landing sites for everyone!

P.S. Sorry for the translator if he is wrong.
 
  • For system names, i completely understand that you don't want to give to players the possibility to rename them - it would be a pain to moderate and contrary to station names, system names are very visible and even without abuses, it could be very immersion-breaking if you have names that are "off-universe", if you see what i mean. But at the same time, these procedurally-generated names are not very aesthetic : while i would be ok if it stays like that, i suggest a random name generator similar to what is done for stations, with an additional security to avoid duplicate names (so, of course, this generator should be able to generate at least few millions different possibles names... that's not impossible i guess).
Absolutely. Tucanae Sector WO-A c13 doesn't trip off the tongue.
 
I flew along the edge of the bubble before going to bed, and many construction sites were stuck at 2%. Everyone started building, but since they didn't know what was going to happen, they stopped building.
Not necessarily: they may have found it simpler to take an FC out to collect materials before coming back with a full set. That takes time.
 
Slightly o/t ? but I have just discovered that all these surface station colonisation locations are on ODDESSEY-landandable planets. Not HORIZONS-landable. So far I've no idea why the two things are different but in my system, there are something like 47 surface-build sites. Except all but two of them cannot be accessed unless you are signed on through oddessey. There's only one planet with volcanism sites and in horizons you can't even land on it, the ship just stops dead in space at the drop-altitude. Is this by design?
 
I guess you tried quit to desktop and restart game? Were the 50 times all in the same system? Maybe someone has claimed it but you somehow have stale data that it isn't claimed?
All 50 attempts happened at the same station, trying to claim the same specific system, but on multiple occasions yesterday and today (I thought the server load was going to be lower this morning than yesterday evening but that wasn't the problem, apparently). The system is still displayed as unclaimed right now, and there are no colonization ships in there.
 
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Slightly o/t ? but I have just discovered that all these surface station colonisation locations are on ODDESSEY-landandable planets. Not HORIZONS-landable. So far I've no idea why the two things are different but in my system, there are something like 47 surface-build sites. Except all but two of them cannot be accessed unless you are signed on through oddessey. There's only one planet with volcanism sites and in horizons you can't even land on it, the ship just stops dead in space at the drop-altitude. Is this by design?
I'm not completely sure what exactly you are asking, but if the question is why some planets are landable only in Odyssey and not in Horizons, that's one of the things that Odyssey introduced: Landable thin-atmosphered planets (that might also contain exobiology).

Thin-atmosphered planets are not landable in Horizons. They have a very low-altitude exclusion zone in Horizons that you can't bypass. This is on purpose.
 
Looks like there's a bug in the "all construction" news item. It shows lower amounts than the contributions to the location of the news item. Unless its supposed to be total contributions today - but then my alt hasn't contributed to anything other than the first port. I would really like to be able to see the total of all contributions for the system.
elite-news-who.png
 
I finished my first Coriolis.
Screenshot_0446.jpg

The requirements did not match, that is a huge bug, in my case i had to gather at least 25% more materials.
I've got my eyes now on a system with an ELW about 60 ly away. I figured: 60 ly, that means 3 intermediate systems, and I'm there. Wrong! Some systems are like 15.1 or 15.3 ly away from each other.
To get to that system which is 60 ly away I have to go in a round-about way and colonize no less than 7 (seven) more new systems !!
That 15 ly limit should be modified to at least 20 ly.
 
The colonization beacon was placed, 3 minutes later. A message came that the colonization ship had arrived....
Left on business, returned 2 hours later... There is no lighthouse or ship in the system... There is a ship in the left control panel... there is no one on the system card, there is nowhere to carry goods, and time is decreasing.
 
Hi All :)

A question (probably a dumb one) about the Colonisation ships placement.
I was under the impression Colonisation ships will only appear in the uninhabited systems you want to build stations in etc.... is that correct?
I was just looking at the galaxy map and noticed for example that in the Exphiay system there's at the moment 7 colonisation ships. The system is one that's been inhabited by the Federation since the game was first released.
So why are there Colonisation ships there?....can anybody explain? :unsure:

Jack :)
Waiting for their next assignment ?
 
For system names, i completely understand that you don't want to give to players the possibility to rename them - it would be a pain to moderate and contrary to station names, system names are very visible and even without abuses, it could be very immersion-breaking if you have names that are "off-universe", if you see what i mean. But at the same time, these procedurally-generated names are not very aesthetic : while i would be ok if it stays like that, i suggest a random name generator similar to what is done for stations, with an additional security to avoid duplicate names (so, of course, this generator should be able to generate at least few millions different possibles names... that's not impossible i guess).
I hope they never give us the chance to do them without moderation, that said if enough folks wanted to do it and the price was not trivial (say 50quid) maybe that would pay for a moderator to go through system name requests.

O7
 
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