Elite Dangerous | System Colonisation Beta Details & Feedback

A friend invited me to help carry cargo to the above-ground construction sites. It's unclear where to take it. There is no marker to go to the construction site in one click. It's very inconvenient. It is possible to single out a planet that has active construction sites on it.
 
The grind is obviously the big concern here. I build an orbital outpost and it took me 5 days in solo to get it running. Obviously, I could probably get a Coriolis in place in about 2 weeks of grinding. But that's it-- two weeks of essentially space trucking.
For what it's worth, I started with a coriolis station and it took me 4 days (well, 5 days, but one of those days I couldn't play the game, so 4 days that I could).

Yes, it's quite a lot of repetitive grind, but it's doable solo in less than a week.
 
Question. If I have a gas giant with an ice ring on the outside and a rocky ring on the inside, can I choose which ring to put the asteroid base in to ensure it is the ice ring, or will this choice not be available? Don't want to build a rocky base because it's random.
 
Hello everyone.
A short review of colonization. Firstly, I am very glad that the game is alive and continues to develop in the right direction... in my opinion.
I hope this will become a good tradition in the future. As for colonization... there is a problem, namely: very long and repetitive gameplay.
Doing colonization "manually" is very boring and more annoying than enjoyable. There is a lack of automation of a number of processes.
In particular, the delivery of goods to the construction ship.
There is also a strange and huge difference (3-5 times) in the necessary building materials between stations like Coriolis - on the one hand, and Ocellus and Orbis - on the other hand.
Another drawback of the colonization process is a very small step.
A step of 15 years is very little, in my opinion. With such a small distance, it is already very difficult, boring and will take a very long time to develop vast expanses of space.
People set themselves the goal of reaching the North Star, the Colony, and other remote places.
There are groups of gamers who would like to create small populated enclaves of their own away from the main bubble, political intrigues, superpowers, wars and corruption.
But the colonization step of 15 years (and even 50 (on my opinion)) puts a thick cross on such ideas.
What options for solving the problem do I see:
1) We can hire NPC pilots and we have our own personal fleet, why can't we trust NPCs with cargo ships so that they help us with the delivery of goods to the builder ships?
And in the future, do other similar activities in the background (trade, help load or unload a fleet carrier, extract resources in the rings).
We can pay for their work in the same way as we pay for their combat services on fighters today.
As a solo player I'm forced to do this, because among my friends there are no elite players and therefore I cannot ask someone to help with construction.
I would like players like me to have help in the form of NPCs to save time, time is an important resource in everyone's life, and to be honest the game does not value our time.
2) The construction of the first station occurs with our direct participation, and the construction of subsequent stations and system objects occurs in passive mode and takes some time,and player can speed up this process by delivering goods themselves.
3) Revision of the number of necessary construction goods downwards - especially for Ocellus and Orbis - will not only make the hard work of the colonizer easier, but will also relieve the economy and prevent the deficit on commodity markets. I really hope that our wishes will be read by FDev and taken into account. We really hope for a positive outcome.o7
 
So much feedback, Frontier can't still be reading this can they?

Anyway, in the hope they are ... could we have an option to cancel a construction?

I was playing around on a planet, testing limits of where I could and couldn't position a surface base.
For some reason I was sure there was a Cancel option and ended up placing this while testing to see if it was possible to put a base right on top of a mountain peak that it clearly wouldn't fit on.

l4Eccsw.jpeg


Now admittedly, as a construction yard that does look pretty cool.

However, I'm not sure its final form is viable! 😬

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Anyway, I kinda think a Cancel button might be needed in case people make a mistake and want to change their minds about stuff like this.
 
Could it be coming from the new beacons maybe?
I'll be done with my outpost construction in a few days and will keep an ear out for it. Others though have already finished theirs, someone might have heard it already

Your system is just ~80k LY from mine though, will drop in to take a look around later 👍

Just took a good look at half the planets in Capricorni sector tt-r b4-1 and kept an ear out for a bong or any kind of unusual sound - so far nothing. The system has a newly constructed Ocellus space port which isn't fully operational yet but will probably be by Thursday. The PMF in charge are the Imperial Corsairs and my guess is they belong to Aisling Duval's PP faction. Serious resources being poured into the system, it's well within range of the nearest AD stronghold.

Looks like Princess BlueHair is expanding to the periphery, the Dukes of Mikunn are due for interesting times :)


Masochist Dock.png
 
Edit: while I'm at it, having the commodity market say "hey, you need x tons of this for your various construction projects" the way it does for missions would be extremely helpful.
+1! I have greatly appreciated having the construction ship as a mission objective marker in the galaxy map and the nav panel, but found it odd that the commodities were not flagged as mission objectives as well.
 
Do NOT cancel that settlement! That placement is absolutely awesome!
I hear you and I'd definitely want to have this or something very similar, it's just that I didn't take much care over it (there are loads of similar mountains on this planet and maybe better ones or ones closer to my other race track shown above, plus I didn't think about which type of base to build and might have chosen one with a different construction yard layout).
 
Do NOT cancel that settlement! That placement is absolutely awesome!
i sort of agree however i do hope the game is intelligent enough to add supports and what not. if so it could look pretty cool having a raised base on partial stilts being buried into the mountain (i cant say which one but i think one of the engineers has something similar)

however if it just glitches out and they float like magic it will look pretty pants, good for a 5 min laugh but it would wear thing quickly if it were mine and totally break the 4th wall.

(just if it were mine... you do you of course)
 
That's kinda my point though... there's no distinction between PMF and NPC faction. It's just factions. Nobody really has any need to think about what someone else is doing with that faction, and that's inherent to the design here.

I've already expanded multiple known PMFs without even meaning to; they just lucked out and were one of the injected factions... and in a game where anyone can pledge their squadron to any faction, this makes sense.

Plus, as things grow, a lot of players simply won't have a choice as more active groups carve out large perimeters. They'll have to expand from them.

This is all aligned with what seems to be design by FD that is gradually loosening control of players on the BGS directly.

Edit: fwiw, the original intention of my groups strategy with the faction we got put in was for exactly this sort of thing.... to grow through the action of randoms.
I understand that so far a squadron connected to an in-game faction of the same name or a random one (making them a pmf), was not more than the janitor of the respective system(s).

For colonization the game knows that an architect (a cmdr) is connected to a pmf, as if they'd use an npc faction (or a pmf) to expand, the architect's faction will also move into the new system as 3rd faction, once the 1st construction is finished. As you describe yourself above.

I am not alleding that the cmdr who took our 4th colony ship has any bad intentions but was rather trying things.

However, this mechanic opens a backdoor for abuse, 'cause if I wanted to "tease" another pmf I don't like, I simply have to be the first to log on after the tick and block all their further (and probably planned) expansions by using their carriers in random or even selected, useless systems.

And there I have my doubts if this is intentional design, unless of course the game engine doesn't allow this distinction, which contradicts the game knowing to which faction a cmdr/architect is connected.

Add, that even if FDev mentioned that bgs and Squadrons will change in the future, for now pmf are thought to maintain the systems they own. Getting off the track of "blaze your own trail" as someone else all of a sudden gets the chance to influence one's approach to the game much more massively than a ganker interdicting a newbie...

If organized the right way, whole factions could be "ganked" by blocking their carriers, which isn't that far fetched and will certainly happen sooner or later.
 
being attacked by my own settlement for wanting to visit it on foot took away all the fun and feeling of ownership.
It isn't your settlement, you don't own it, you are just the contractor building it.
And, once it is integrated into the BGS completely, could change factions if another player decides so.

You don't lose the System Architect status though, that is permanent.
 
again... i am not being deliberately dumb i promise, its probably just i am missunderstanding how this is working.... (but if i am and am someone fairly invested in Elite then there will be a huge amount of casual players not posting here who also are as ignorant as i am)

but how is me setting up a new colony blocking cannons carrier and in what way are any resources dedicated to someone else

I ask because this is genuinely concerning for me as it is that kind of thinking which is why i have zero interest in playing EVE, i really do not want Elite to go down that road where big groups of players get to boss where the little lone wolf can and cannot go.

it is why when player factions were 1st announced i was concerned......... and then relieved that ultimately they were just npc factions that players got to name... and sure they could role play themselves but it need not have any effect on me or my game.
I had the EVE thought too, which is basically organised around large player groups. A certain tendency towards that is... "feelable".

However, ED is different by design, as a single Cmdr does not need a large player group and can very easily become a "terrorist" (or shall I say colony ganker?) with no fear of ever being caught or stopped, as they can always "hide" in pg or solo.

If all that is used in a fair way, it works. But I have my doubts that this will remain peacefully for long.
 
I am not alleding that the cmdr who took our 4th colony ship has any bad intentions but was rather trying things.
What makes you think the colony ships are limited? I've not heard anyone at all mention "I tried to launch a colonisation but the contact said they were out of ships".

If it's the "Concurrent Constructions" number on the map, that's a limit for in-system construction projects - which doesn't much apply to pre-existing systems as they can't have an Architect, but never mind - not for the number of simultaneous colonisations launched from that system. (And it's a per-system limit, not one shared across factions in any way, so someone building with your faction elsewhere won't affect your own projects at all)
 
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