Elite Dangerous | System Colonisation Beta Details & Feedback

A few images for surface settlements and installations (hubs) are mixed up. When trying to place a surface settlement or hub, there's an image which tells you what you're going to place but someone mixed up a couple between settlements (EDO) and hubs (EDH). These are the ones that are mixed up.

Good find. The thumbnails should be bigger to show the whole facility.

A live beta which is feature complete to allow Fdev to "balance" things, no amount of amateur hour games designing is going to change what we have now.
Just help them balance the numbers and fix a few bugs is all we can do.

They should add more features, because the current iteration is too basic and focused on hauling.
 
Many people's systems are now basically non-buildable due to this. It was NOT mentioned anywhere, which made a lot of people effectively brick their systems now ...
Well there's a plethora of other systems where those come from. It should have been clear to everyone that the first systems to get colonised would be experimental and a means to figure out how exactly it works. Expecting to engineer your perfect system on the first try is kind of... naive.
 
Construction points need serious rebalancing, and what is with the doubling of costs when you achieve the so-called "discount?"

I have a small system. Eight planets and 1 moon, and only the moon is landable. This means I had to do some very precise planning in order to map out a pathway that would allow me to build a large station. First of all, I only have a total of 14 construction slots. One of the planets - the Earth-like - doesn't have any. I submitted a ticket and was told this would be fixed, but it so far hasn't been. Also, my only landable body only has 2 slots for construction despite having a radius of over 3,000 kilometres, making it only slightly smaller than Mars.

So I plotted out a pathway that in the end would only grant me 1 Coriolis and 1 Orbis/Ocellus. Then I find out that this will all be for nothing, as by the time I earn enough construction points, the number of points needed will double, effectively making the entire venture pointless.

I understand that the points system is in place to stop every commander building 20 Ocellus starports in every system, but for it to be SO restrictive as to make the process of building out a system a complete waste of time kind of defeats the purpose.

I think I speak for most Commanders when I say I would rather have the ability to build the starport I have worked to afford than to get a system-wide discount of about 2% on ships and modules.

If this is by design it's a very poor choice and is the kind of thing that makes people rage quit, and you need to stop punishing people for doing the thing you want them to do. As it stands, if it remains the case I will likely abandon colonisation entirely as I see no point in continuing the project if it is impossible to complete even a single system by virtue of the goalposts being moved out of reach.
I very much agree with this. I'm starting feel as though they hype us up just to see everything go to crap. What happened to building systems the way we want them? If I want 20 large stations and the system has the resources for it, then don't put stops in my way. I can understand the things they do to keep folks from blocking other players from colonising, but stopping the system architect from building is ridiculous.
 
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Well there's a plethora of other systems where those come from. It should have been clear to everyone that the first systems to get colonised would be experimental and a means to figure out how exactly it works. Expecting to engineer your perfect system on the first try is kind of... naive.
Fully agree to this.
Also there's still so much left to explore and find when it comes to systems.
 
Well there's a plethora of other systems where those come from. It should have been clear to everyone that the first systems to get colonised would be experimental and a means to figure out how exactly it works. Expecting to engineer your perfect system on the first try is kind of... naive.
No one is expecting a perfect system, naivety has nothing to do with the point made.

As the "feature" is implemented currently - it makes the future costs of any construct impossible to built, given people who were unaware with it - went with ports first.

Would be much better to apply the penalty after T3 ports.

This is my feedback only, represents my views you are welcome to disagree.
 
I just watched that.

WHAT THE HELL FDEV. Who the hell thought that was a good idea.

All this will do is cause a bunch of systems stop at the 10 structure build limit and than STOP REGARDLESS OF THE SIZE.

I have a system with 143 total slots. Had a plan to build it up as a massive trade hub for an colonization expansion hub. NOW. I aint doing anything after 10 structures. That means 134 slots are going to have nothing because i have no idea if it will double again after 20 slots.
Agreed
 
No one is expecting a perfect system, naivety has nothing to do with the point made.

As the "feature" is implemented currently - it makes the future costs of any construct impossible to built, given people who were unaware with it - went with ports first.

Would be much better to apply the penalty after T3 ports.

This is my feedback only, represents my views you are welcome to disagree.
I agree as well that it's a bit of a punch to the people that started with Ports first, which is why please look at what i've written earlier.
Dear FDevs and Fellow CMDRs,

Firstly, i think the addition of the colonisation is fantastic and exactly what i have been waiting to be added. Quite literally the exact thing. Therefor i am quite happy with what we've been given now but i do look forward to the progression and tweaks that will come along with it. It's far from flawless, but considering is a BETA, i'm quite happy. For the people that are upset by all the bugs and the features not working fully, i agree it sucks, best way forward in my opinion is to mention it and get as many people to vote on your comments so that FDevs can see it and make a change.

Secondly, when it comes to feedback to the colonisation here are my opinions.
1. Colonisation Commodities Costs - t.l.d.r (A little high considering what's being built, also consider how many will be playing solo)
The costs of some of the settlements or orbitals are a little high for my taste. So far i have built 3 land settlements, 1 orbital station and 1 installation and i'm working on my 2nd installation as we speak. Hauling all of the materials for the 1st orbital station was a pain and took me a good 3 days to grind out (4-5 hours a day). The total commodity cost for a station that can have a max landing pad of M was around 18k. The cost of a station that has a landing pad of L costs around 215k commodities. As someone that plays solo, this task would take "Forever". I understand that this feature is meant to be an investment, both time and money, but i think 215k is just a tad steep no? my max cargo is a T-9 752 T, if we calculated that, 215,000/752 = around 286 trips (trips meaning Take-off and Landing). Additionally, I am using my Carrier to hold the materials as i am colonising away from the central hub, this then also means i can only hold a max of around 25k mats in my carrier. Add all of that together and making the station that will be allowed to hold my L ships is just "impossible". When it comes to the settlements, i would like their costs to come down a little as it is quite a pain to keep having to take-off from planets and get just the right landing speed to be allowed to glide, however the settlements are done quite well. (A small side note when it comes to settlements, it would be nice if there were some visual indicator of where you can next build the next settlement once you have finished one. As of now, all it tell you is that you're too close to another settlement and that's it). As i mention with the orbital station, the settlement Hub also has a 215k material cost which again, way too high IMO. Finally the costs of the installations, i have little experience with these other than a relay station that i have built and i'm in the process of building a Defence station. The costs of these have not been too bad and quite frankly, could stay the way they are. Obviously i wouldn't mind if their price would change a little but overall, quite good.
FYI, Cost of the L pad orbital stations have been told to me are less, i am going off of an excel file containing the costs of stations

2. Amount of Time/Distance take to complete tasks - t.l.d.r (when it comes to in the Bubble, it's quite easy i imagine. When you're not, it's a hassle and would like some change)
For those that didn't read the previous paragraph, i'm building away from the Bubble atm and it takes quite a bit of time to complete my tasks. Every time i want to complete a build, i send my carrier into a system in the bubble, load it up with commodities that i need, send my carrier back to my system, send over all my materials, complete the task. All of this takes quite a bit of time. Since i don't live in the Bubble i cannot really have a say on if the amount of time is too much but considering this is Elite and things are meant to take time, this is probably just as intended. As for things outside the bubble, it definitely takes time and dedication to build your settlement. I wouldn't mind having something that would boost and cut the time when you're building outside the bubble, but i have a feeling it is intended.

I will now talk about extra things that i have seen over the past couple of days from other users as well as my own.

3. Transportation of goods to complete tasks - t.l.d.r (Something to assist of transporting goods from carrier to task)
This is a complete personal take, i would love if there were a feature to transport goods from your carrier to a settlement. I know just the feature itself is quite an ask, it is, however there could be a cost added onto it to balance it out a little. I was thinking why not add a time cost onto the transfer that would take as long or longer than if you did it yourself. Another cost would be that for ever T you transport you pay a fee to have it transported from your carrier to the construction side. If the construction is on a planet the fee is double or something like that. Having a feature like this could really benefit those especially that are building away from the bubble and using their carriers as their storage system. I dunno how others would feel about a system like this but personally i would love it.

4. Colonisation Claiming Distance - t.l.d.r (Boosted a little, but not too far, maybe 20-25, maybe more, dunno)
I agree with many CMDRs that the current distance is too low, every system is a competition to claim and if you're a little late or have work and only have time in the evening, it really is hard to currently to find a place and claim it. I do think that having it set too high would start to negatively affect the game as it might lead to too fast expansion of the human bubble. Something to consider for those saying that the distance should be around 50ish ly are potentially not considering how far you can get within a week. If the distance were set to 50ly, and we consider it takes about 2-3 days to build a basic station so you can colonise the next system. Within 2 weeks you could already be 250ly further into the black, which is not a small distance to cover. I feel like having too high of a distance will just lead into overpowered and rampant expansion which i think could just damage the game and also take away from what Elite has been and what it is.

5. Colonisation Score Information - t.l.d.r (More information about what bonus' and benefits your score brings)
I know this is still to come probably but i would still like to mention this. I would love to know more about how depending on what i build and what bonus' the building provides, how it affects my system. As of right now, my system has a lvl 10 development and lvl 10 living standard but i have 0 clue about what that does to my system. Does it influence my income? does it influence how fast stations and settlements produce? I would love to have some sort of feature that allows us CMDRs to have some breakdown of where we can see the stats of our systems and what benefits/costs it brings to our colonies.

6. Commodity & Resource Generation - t.l.d.r (More information on how Commodities get produced depending on what you build)
With the ability to choose what kind of a building you're tasking yourself to build, it would be nice to know more about what your system/colony gets from building a specific building. For example, i have noticed a lot of people mentioning that they don't a lot of access to CMM components. It would be nice to see that when you build a Industrial Settlement, that it would tell you;
a.) What it produces
b.) How long does it take to produce 1T or 10T of said commodity
c.) What the settlement will not produce (if it doesn't produce something)

7.) Building a System with a Friend/Squadron Member - t.l.d.r (Please allow the ability of Co-owning a system by allowing access to other members and specifying that access)
I just read a post that had someone build a large station and them and their teammates didn't have any access to the structure or the system.

It would be a huge benefit to those who are playing in groups or even those that normally play solo and some times play with friends, to have the ability to share the access of a system and to be able to specify that access. For example, being able to specify either through ranking in your squadron or just specifing the player, that they can start a construction, that they can add resources to a construction, etc. Having such a feature i feel like will bring more people together as well as drive more people into the colonisation feature.

8.) Upgrading/Modifing Established Buildings - t.l.d.r (Please give the ability to upgrade a previously built building)
As of right now, one of my settlement buildings is a T1 Extraction settlement and i would love to get it to a T2 but can't without using my last settlement slot to build a T2 Excavation Settlement. Same situation would be my current Orbital Station, maybe one day i will want to have a L landing pad in my system and would like the ability to upgrade my current station than building a completely new one. Overall, if an upgrading feature would become available, please also make the cost to upgrade cheaper than building a completely new station. It would also be a nice feature to get rid of built settlement to make space for other buildings. I havent checked in full detail if it is possible to get rid of things you've already built, but regardless, i would like this to be a standard feature.

I hope fellow CMDRs will agree with what i have posted and my opinions. I am really excited with the future of ED and hope to see more amazing feature like this come to the game (like walking around your ships ;)). Like the game itself, it is a time dedication and investment, and to me, this game is worth it.

Please like this so that there's a chance the FDev's can see this, i would also love to hear some feedback from fellow CMDR's about my opinions and your takes on things.
All the best and good luck in the black CMDRs o7
I would love the idea of starting with small T1 Ports or Orbital Hubs and then expanding and upgrading them as your system grows. Would prevent people from mass Building T3 ports from the start but add a nice progression to systems.
 
Very relieved that the cost doubling isn't for 10 buildings.

Not happy with the limitation overall regarding the increase of station cost points. You need 6 points for a Level3 station/port, three Tier1 buildings and then three large settlements that give three tier3 points. So that means at least 6 buildings as a prerequisite. The doubling will lead to a minimum of 12 prerequisite buildings for tier3.

When you compare that to existing in game systems, you have something like Mimurtudji - my neighbouring system - with 4 tier3 ports/stations, one tier2 Coriolis and surface port and 3 tier1 outposts. Even under the current rules without the doubling, this system would need a minimum of 24 buildings for the five tier3 stations alone, plus another three for the Coriolis, totaling 28 prerequisite buildings. It does, however, only have 11 installations and 10 settlements, plus 3 outposts. So the initial systems do not adhere to these rules, even without the doubling. With the doubling Mimurtudji would need to have a best case of 2x6 + 2x12 + 1x5 = 41 settlements, installations and outposts. For 4 tier3s and a Tier2 Coriolis.
That is pretty excessive. And don't forget, the new stations will still need to be built! Which is a hard grind.

Plus: You want to manage the system as well, the economies and the stats like security, development, standard of living, tech level and wealth.
Plus: The only way to get meaningful additional people into your system is to build those surface ports. Which will be a PITA anyway. Resources like an Orbis, but you have to land on a planet.

Not happy about that doubling.
This whole thing is turning into the Gnosis and Odyssey debacles all over again. I thought you changed things up and cared about the players again FDev? Looks to me like it's back to FDeving it up again.
 
@Paul_Crowther is next quote something what can be confirmed, please?

T2a3.png


and where exactly would i find that little gem. i can't even find a basic Trailblazers Guide

It is not in the pilot's handbook and is not in your official guide and also is not part of ingame tutorial scenarios (checked this last one now to be sure). It also can quite significantly screw up planning of any system layout, especially if it is smaller system like have myself.
 
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I think it's all happening far too quickly. The station is up within a week and the system is fully built within 4 weeks. That doesn't make any sense.
But I can understand that it has to happen so quickly, because otherwise FD wouldn't get any feedback in the right amount of time.
I think releasing the beta for everyone was a mistake. What is supposed to happen next year? Anyone who wanted to build will already be finished by then.

Translated with DeepL.com (free version)
 
I think it's all happening far too quickly. The station is up within a week and the system is fully built within 4 weeks. That doesn't make any sense.
But I can understand that it has to happen so quickly, because otherwise FD wouldn't get any feedback in the right amount of time.
I think releasing the beta for everyone was a mistake. What is supposed to happen next year? Anyone who wanted to build will already be finished by then.

Translated with DeepL.com (free version)
its meant to go quickly if you have a group helping out or if Operation Ida shows up, its only really meant to take forever to solo CMDR's
 
@Paul_Crowther is next quote something what can be confirmed?



It is not in the pilot's handbook and is not in your official guide. It also can quite significantly screw up planning of any system layout, especially if it is smaller system like have myself.
its not anywhere ingame because it was never an original part of colonisation, this is something they just added as a means to punish any and all CMDR's who dare touch colonisation with intent to make a nice home for themselves.
 
It feels self-defeating for Frontier to offer a system for players to colonise new systems, pay real money for ARX to put custom names on installations in those systems, and then add in arbitrary rules to make creating more of those installations more difficult. If I was in any way involved with making marketable content for the game I would be pushing strongly to streamline how easy it would be for players to want to give me money.

Personally, I've held off on buying ARX for about a year now in the hopes that new content will entice me to want to buy some to spend. I'll keep waiting for now. Maybe when colonisation works smoothly, has enough documentation to be reasonably accomplished without having to use community-developed tools to understand it, and the servers stay up consistently enough for me to both deliver materials and jump my fleet carrier to facilitate construction I'll revisit grabbing my wallet.
 
arbitrary rules to make creating more of those installations more difficult.
First: All game rules are arbitrary ;). Second: You can build as much as you like, just not in the same system (after a certain threshold). This, again, stems from the misunderstanding that this is base building. It is not.

We can argue about if doubling is appropriate, or if a 50% increase would be better. But some line must be drawn somewhere, otherwise we end up with quite a lot comically build up systems, gamers being the way they are.
 
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and where exactly would i find that little gem. i can't even find a basic Trailblazers Guide
You don't, because its not in there . CMDR Mechan and a bunch of people have been through the player's handbook and tutorial in game several times. We didn't miss it, it's just not in there.

Continuing on from that, regardless of whether it's in the tutorial or player's guide or not. The idea is honestly stupid. Colonization is already hard enough in term of the sheer amount of resource sourcing and resource hauling to build the system of my dreams. And I'm willing to put the time, and more over the money in ARX for the naming rights of every single settlement, outpost, starport, installation, etc into the system. I have been waiting for this expansion since before Frontier ever thought it up. This is the one they are going to make a ton of money off me from.

Jacking up the point requirements, thus gimping my end result, so I dont get my new home system of my own construction is one way they are going to torpedo their own success on this expansion.

@Paul_Crowther Paul, I'm telling you this as both a player and as a game developer myself, tell the number crunchers on the dev team who came up with this idea to let this one go. People are having fun, even WITH the steep difficulty curve and long hours to build these dream systems, they are still having some of the best times of their lives I've ever seen from the player base in this game since ever. You guys really nailed it this time, DON'T sabotage yourselves. Just let this point double thing go, don't question it, don't think about it, just ride the wave of success. You guys didn't listen to me when I screamed on the forums about letting Odyssey out in the state that it was in, I even SAID that it was very likely going to cause a stock value drop. (And yes, I remember other people saying I was being melodramatic) But guess what, I ended up being right because that's exactly what happened.

So please , please , please listen to me THIS time. Don't shoot yourselves in the feet again and snap defeat from the jaws of victory. Prioritize fun over numbers. Let people just live the dream.
 
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@Paul_Crowther is next quote something what can be confirmed, please?



It is not in the pilot's handbook and is not in your official guide and also is not part of ingame tutorial scenarios (checked this last one now to be sure). It also can quite significantly screw up planning of any system layout, especially if it is smaller system like have myself.
Even more than that, there is absolutely no mention in the guide and in the codex about what each stats of the stuff you building are doing, security and pop are the only 2 obvious one, but all the rest (tech level, wealth, standard of living, development level) there is 0 documentation about what they are factualy doing to the colony.
 
First: All game rules are arbitrary ;). Second: You can build as much as you like, just not in the same system (after a certain threshold). This, again, stems from the misunderstanding that this is base building. It is not.

We can argue about if doubling is appropriate, or if a 50% increase would be better. But there must be some line drawn, otherwise we end up with quite a lot comically build up systems, gamers being the way they are.
i agree that the doubling mechanic sucks, but we have to draw a line into how much ports we can build, so far i've built 1 Ocellus, 1 surface 1 space outpost,2 military settlement,1 refinery and no points requiriment increased.

if this still going on, means anyone could still spam surface outpost for population boost (avging 11000 pops each) or space outpost (avgin 4000 pops each).
mind you that ports have massive stats difference compared to outposts so by this limitation we should depend on any other facility, as mentioned in the codex.

But there is also another downside, how do we suppose to boost our pops to go into decent number? do we really have to go with T3 surface port? or spam them outpost?
even my Ocellus only give me 90000 initial population. means if my hunch is right the T3 surface port will give around 300K-400K pops.
we have the hunch that standard of living affecting pop growth by certain % instead of flat number but there is no 2nd proof yet and im working on it atm.

well that going a little too long but yeah, for someone who wanted to spam ports my self i think its better if there is line on how much we can make them since so far looks like we could spam anything else but ports atm. and how do we resolve this low quantitiy market and population issue?


ANYWAY THE SOFT CAP IS TOO LOW, Devs please increase the soft cap starting at 4 ports or more thank you
🙏🙏
 

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