Elite Dangerous | System Colonisation Beta Details & Feedback

For example, add 20k ton + 25 mln credits per each 15ly distance. So that a colony 150 ly away from the bubble will cost 200k tons of resources + 250 mlns for CC.

This is not a very good idea. As I described above, dorl'zhnost should be able to build anywhere, without any additional resources, yes or increase, but this is also a 50/50 decision, otherwise it is not worth the effort.
 
Do the planets in the system affect the economy?

If we colonize a system with an Earth-like, do we get a population bonus?

And most important of all for me, can we get terraformation status on terraformable planets? I haven't seen any facilities that give you a terraforming economy...

Absolutely amazing update anyways, thank you!
 
Please, increase colonization range, even by the cost of money and resource requirements. Otherwice galaxy will be polluted by abandoned useless outposts, with systems colonized just to make a chain to desired system/cluster of systems.

For example, add 20k ton + 25 mln credits per each 15ly distance. So that a colony 150 ly away from the bubble will cost 200k tons of resources + 250 mlns for CC.

These outputs will be no more useless than any of the pre-colonisation outposts.
 
My feedback for FDev is regarding the station types and how to get them.

I would like to choose the 'internals' when I choose to build the station. For example, my favorite station types are the tourist ones with the trees. I want to build either an Orbis or Ocellus with that tourist internal layout. Later on, I might want another station in the same system with the manufacturing, agricultural or high tech internals. At the moment the system doesn't give enough info on how to build, in order to achieve the station type you want. Is it influenced by the types of non landable installations? If so, which ones and how many? Do they have to be within a certain distance of the Orbis to make it a Tourist layout for example? In one of my systems I've got 40 slots where I can put stuff either in space or planet side but I'm hesitant to start because the 'tech tree' hasn't been clarified.

It shouldn't be a puzzle for us to experiment and have to guess, the time and effort investment is too much to risk getting a refinery station when you wanted a tourist or agricultural. Just tell us whats required to build what station economy from the get go.
 
Do the planets in the system affect the economy?

If we colonize a system with an Earth-like, do we get a population bonus?

And most important of all for me, can we get terraformation status on terraformable planets? I haven't seen any facilities that give you a terraforming economy...

Absolutely amazing update anyways, thank you!
The absolute lack of details from devs, and the fact that the "gameplay" is just hauling, does make me fear they went with the laziest solution solution of going with whatever placeholder economic system some programmer cooked up to test the system, rather than something with good thought/game design on it, given that there are only indicators that build facilities affect system economy.

It might turn out that a frozen iceball might be more valuable from a colonisation perspective than an earthlike or a terraformable, due to the fact that it could bring more ground slots to throw down facilities. I too wish terraformables/WW/ELWs were actually valuable, i did manage to get a beautiful system. If colonisation is a horizons update, im hoping one day it gets its odyssey update to actually live up to half of what it should have been, or dare i dream to get even better.
 
I'd just love to have the option to move our first port. I only planned on a single Coriolis, ground site and possibly a smaller dock. I don't want to have to build another four-truss port just to put it off the body I wanted the first one to be.
 
I haven't exactly kept book on my system, and, frankly, the initial 25 million is more a rounding error to the credits my CMDR owns, but overall I think made some profit while building my outpost - at the very least I got the 25 million back, and maybe made the same as profit (I can't really tell from my Inara records). You're not really getting rich hauling to a construction site though.
I’ll have to double check.

To clarify, I’m thinking if a healthy profit can be made, it might incentivize other players (notably truckers) to help deliver supplies.
 
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After 10 minutes of buying "1" Insulating Membrane. The market is refreshed with ONE MORE. This is just now insulting with how broken the BGS supply chain is for these.
 

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I think what you are asking for is a capital freighter. Doesn't provide services besides ship/cargo storage and a massive jump drive.

This is probably going to be the next big ship around winter time.

To be honest, I'd be perfectly happy to have a capital freighter that has a Sidewinder dock 🚀
 
It might turn out that a frozen iceball might be more valuable from a colonisation perspective than an earthlike or a terraformable, due to the fact that it could bring more ground slots to throw down facilities.

You can say that again, two of my system's ice planets are landable and provide 7 possible sites for installations or settlements. I was truly though pleasantly shocked.
 
Players should not be able to claim another system until the have built a certain number of stations in their first system
I really like this idea. I feel like the contact for system colonisation shouldn't even appear until the system meets a minimum system score. That should help alleviate rapid expansion, while also encouraging development beyond 'junk systems'.
 
You should have to build a ground station first. It seems like low population systems first only ever have ground stations, like those out in Eagle nebula, Thor's helmet etc. it makes sense to build on the ground first, then in space.
 
I really like this idea. I feel like the contact for system colonisation shouldn't even appear until the system meets a minimum system score. That should help alleviate rapid expansion, while also encouraging development beyond 'junk systems'.
The problem is people don't want to develop those systems. They are forced to colonise them by the 15ly rule to get to the system they do want to develop. What about systems with only stars? Or no landable planets? Can they then not be used to reach other systems?
 
The problem is people don't want to develop those systems. They are forced to colonise them by the 15ly rule to get to the system they do want to develop. What about systems with only stars? Or no landable planets? Can they then not be used to reach other systems?
I agree. I see nothing wrong with "junk systems". There are 6 billion candidate systems out there. If you didn't get your first pick, surely there is another that will meet your needs.
 
It also says "As always you are welcome to share additional feedback on the forums". This thread is on the forums.

Colonization has fundamental problems: the feature is too shallow. We're only allowed to haul commodities to complete a building which is very boring for many players who want more options. Trailblazers is like 90% hauling and 10% being an architect.



What long-term care / cultivation can we do in a colony other than placing buildings? What are the management tools, customizations in the post-construction phase? Practically nothing, hence the shallowness of this feature. If Fdev wants players to do this for months, years then it needs post-construction phase features. It's a good, much-needed update but Fdev overlooked the post-construction phase.
I can offer a new mechanics - dedicate one or two of your crewmembers to haul goods for a selected station / port. It will be noticeable slower than usual player's cycle, your man will take all profits from selling goods to the Explorator / orbital platform, but you will be free from the haul'gring this time.
 
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