Elite Dangerous | System Colonisation Beta Details & Feedback

I received the weekly payout for having a system colonized, I only have one outpost. I was not expecting some elaborate payout, but seriously...15,309 credits? That doesn't even cover the cost of fuel it took to build the thing.

I don't know what the number for a single outpost in a single system should be, but it's not 15,309 credits. 100k Credits feels more appropriate? I don't know how much tax they plan on taking away once you hit 5mil, but it shows how many single outpost systems you need to build to even begin to hit that amount.
Don't build single outpost systems then, fully develop your system and you may get to 5mil.
All this building single outpost systems and then moving on is just locking other folks out of systems that may have developed them into something worthwhile.
 
After claiming the system and setting up the beacon, you choose what primary station you want to build. That determines the effort required. Options vary, if you want to build a starport (with Coriolis being the easiest), the fee is hauling about 55-70k of goods within four weeks for the initial starport (as I get it, there is no time limit for building subsequent ones), and I would recommend a specialized Cutter for it, it's a whole lot of stuff. Got to 60% in a top engineered Cutter, solo, in about a week, playing 2-3 hours a day. Stations are way cheaper and can be done in a couple of days without too much effort, so there's an option for everyone. You decide. But definitely go and try it, it's fun!

O7,
🙃
is the Coriolis full service? Outfitting/shipyard/livery/etc?
 
I claimed my System a few days ago, Colonization ship is in System and shows all my details and my new Outpost to be built,including Material Requirements. BUT I can't unload any Materials into the Colonization ship? Is this paused still, I understood Systems already selected would go ahead?
 
This has very likely been asked and answered already (and probably several times), but you'll have to forgive me for not going through 132 pages of conversations and likely asking it once again...

I was thinking about transferring a few ships to my newly-colonized system to help with further construction, but the shipyard in the initial coriolis station is disabled. How does it get enabled? Does it happen automatically as the system economy/population grows, or is it some other way? Or does it get enabled at all?
 
I think this bit is a good idea because it would allow people to chain to a profitable PvP system and then release the systems they did not want for other players.

I also think it might be nice to have a 'smaller' carrier no upkeep except fuel. Due to this it has no facilities except storage, I'd suggest storage for fuel and resources are separate and maybe a few ships could be stored too, say one of each size can be stored. As a single casual player, the normal carrier is out of my remit but something smaller would be good to have as a taste of what one is like.
Not sure if this is currently doable by FDev. We already have a problem with people getting stuck loging off on the carrier after its completed and getting an error. Thats the one they are in.

Now imagine if you have multiple ships in a station that suddenly goes POOF. Id think it would error out and you'd lose them in the current design.
 
Something like this has likely been suggested already, but there would be a very easy solution to the "colonization sniping" problem (which is that if you are building a chain of colonized systems in order to reach a particular system, other commanders can be watching you in your latest system and immediately when you finish it, they can go to the new space port and claim the next system for themselves).

There would be a very easy solution to that problem: The colonization contact for a newly-finished system is only enabled for the system architect eg. for the first 1 hour. After that it becomes enabled for everybody. That's it.
 
Hey FD... just looking at the in-construction assets....

These looks really cool.

With that said, it's the sort of thing I'd love to fly around for reasons other than looking pretty.... maybe think about new mission types against NPCs that feature these... e.g "shut down unauthorised construction operation", "raid construction raid supplies" etc. that spawn in related USS etc.
 
This has very likely been asked and answered already (and probably several times), but you'll have to forgive me for not going through 132 pages of conversations and likely asking it once again...

I was thinking about transferring a few ships to my newly-colonized system to help with further construction, but the shipyard in the initial coriolis station is disabled. How does it get enabled? Does it happen automatically as the system economy/population grows, or is it some other way? Or does it get enabled at all?
The Shipyard/Outfitting in my Coriolis was not enabled earlier today. Since then, I built two Research Orbital Installations and the Shipyard/Outfitting are now active. I'm not sure if building those two Research Installations had anything to do with it. The pop in the system is 15,300 and the economy is still Colony.
 
Not sure if this is a bug or just mechanics of colonization, but is anyone else's system still sitting at a super low population after it came online and markets for settlements, Planetary Outposts, and space stations in the colony not showing any goods or just like 3 goods?
 
Here's a balance feedback about the refinery contact --> Mining is, no matter what, a time consuming activity. Making the ratio 2->1 for mined ore to refined ore is not respectful of player time, as it's pretty much guaranteed that filling up the commodity itself is always going to be faster than mining. For example, say I have a perfect hotspot with asteroids generating 40-50% of the materials I need. Which, by the way, mostly doesn't exist for the types of materials eligible to be refined. Even then, it will take 20min to fill a python with ~190 tons. Which will translate to 95 tons of processed material, which then needs to be transported to the destination. Just buying the processed material and using the same python would have got me about 3 trips in the same span of time, or 570t vs. 95 t. While it might not "make sense" from a mass conservation POV, it "makes sense" from a respecting player's time POV to make the refinery contact give 2x or 3x or more tons from 1x ore.
 
Not sure if this is a bug or just mechanics of colonization, but is anyone else's system still sitting at a super low population after it came online and markets for settlements, Planetary Outposts, and space stations in the colony not showing any goods or just like 3 goods?
When my first outpost station appeared the market board immediately had loads of different goods. Not high quantities but a wide variety. However, nearly a week later and there are still no people in the station and no facilities open bar the ones you can access via the ship menu (missions, commodities, contacts) though on-foot missions are on the concourse computer terminals. Signs hanging everywhere still say "under deployment" 5 or 6 days and one full tick after building it.
 
Here's a balance feedback about the refinery contact --> Mining is, no matter what, a time consuming activity. Making the ratio 2->1 for mined ore to refined ore is not respectful of player time, as it's pretty much guaranteed that filling up the commodity itself is always going to be faster than mining. For example, say I have a perfect hotspot with asteroids generating 40-50% of the materials I need. Which, by the way, mostly doesn't exist for the types of materials eligible to be refined. Even then, it will take 20min to fill a python with ~190 tons. Which will translate to 95 tons of processed material, which then needs to be transported to the destination. Just buying the processed material and using the same python would have got me about 3 trips in the same span of time, or 570t vs. 95 t. While it might not "make sense" from a mass conservation POV, it "makes sense" from a respecting player's time POV to make the refinery contact give 2x or 3x or more tons from 1x ore.
I guess it's realistic that ore won't give 100% yield e.g. one ton of bauxite making one ton of aluminium!
Maybe the Powerplay mechanic of mining and selling stuff in the same system is what they had in mind. Otherwise, why not just do inter-system trade for it? Refineries would do local ores.
 
Thank you for the update, I am now the architect again.

The new CMM Composite is the Insulating membrane.

PLEASE IMPROVE INSULATING MEMBRANE SPAWN RATES.

Thank you kindly for your hard work.
 
Thank you for the update, I am now the architect again.

The new CMM Composite is the Insulating membrane.

PLEASE IMPROVE INSULATING MEMBRANE SPAWN RATES.

Thank you kindly for your hard work.
Can we not? Insulating membranes are required in orders of magnitude less than CMMs, and i literally just got out of one station with, i dunno, 50 FCs in it? And a full hold myself, where i only need half of that... didn't even need to wait for a resup tick.

If we keep doing this, we might as well just introduce a new commodity: construction equipment, available in millions, and that's all we need to deliver.... if there's no difference between type and availability of goods, then let's just make then all the same.
 
I wanted to build a tourist settlement but needed a satellite in the system, so I built one last week. And yet it still says I can't built the tourist settlement.
 

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When my first outpost station appeared the market board immediately had loads of different goods. Not high quantities but a wide variety. However, nearly a week later and there are still no people in the station and no facilities open bar the ones you can access via the ship menu (missions, commodities, contacts) though on-foot missions are on the concourse computer terminals. Signs hanging everywhere still say "under deployment" 5 or 6 days and one full tick after building it.

See that's what I would assume would happen and the market quantities and quality would be based off the stats. But out of the 4 markets I have, (3) have like two goods and the other is completely blank. Assuming it's the bug I'm hearing about the stations not changing from colony.
 
Can we not? Insulating membranes are required in orders of magnitude less than CMMs, and i literally just got out of one station with, i dunno, 50 FCs in it? And a full hold myself, where i only need half of that... didn't even need to wait for a resup tick.

If we keep doing this, we might as well just introduce a new commodity: construction equipment, available in millions, and that's all we need to deliver.... if there's no difference between type and availability of goods, then let's just make then all the same.
So FC owners are hoarding the material chokepoints. Solo truckers without FCs either have to get gouged (if they can find a FC owner willing to sell) or are left cycling for hours waiting for a refill. The stations listing more than 1-2 when you arrive are at 1-3 items when you actually visit.
Screenshot 2025-03-06 185745.png
 
So FC owners are hoarding the material chokepoints. Solo truckers without FCs either have to get gouged (if they can find a FC owner willing to sell) or are left cycling for hours waiting for a refill. The stations listing more than 1-2 when you arrive are at 1-3 items when you actually visit.
They are out there trust me. Change up the strategy on how you are searching for them. Inara is no longer reliable with the commodity market. You got to use the ingame information at your disposal. I can point out one exact reason why you are not finding any in that photo based on your search.

Please quit asking the Devs to increase the cap/regen rates of commodities because you cant get X, Y or Z items. Its about balance in a Supply vs DEMAND market. Our demands are overwhelming the markets. Just like they would in real life.
 
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