Elite Dangerous | System Colonisation Beta Details & Feedback

Adding a few words of feedback for the FDEV Team:
1) the costs (commodities required) to build the first station is adequately balanced (yes it is very challenging but doable)
2) I would welcome a slight decrease in costs required to build another asset in the system (up to a certain threshold) - an incentive to invest in the existing system rather than moving to the next one
3) change the mechanism which demands more construction points after the 2nd port (i.e. as described in cmdr. Mechan video)
4) 16ly colonization radius seems to be adequate - neither decrease nor increase the radius
5) add some visualisation for the ports under construction (especially for the Tier 2 and 3 space stations)

thank you
1, 2, 3 agree
4 nope, unless FDev wants a pancake-civilisation. Above and below y: +/- 350 Ly the average Distance between Stars quickly exceeds 25 Ly, so that would not be able to be colonized/daisy-chained. I strongly oppose this limitation.
5 based on percentage of completion? not a bad idea, but jeez, the download size of updates is big enough already, you seriously want to multiply all the related files by factor 10?
 
Greetings Commanders,

With the launch of our Trailblazers update we will be bringing System Colonisation to Elite Dangerous! The launch of System Colonisation will be as a live Beta for the feature, allowing us to review data and make adjustments over time. This is a significant update to Elite Dangerous and whilst we are very happy with the feature we do understand that some fine tuning may be required initially.

Though this is a Beta it will be on the live version of the game and any actions/progress made will NOT be wiped unless a significant issue is identified. Here is a brief explanation of how the Beta works:

✅ What the System Colonisation Beta is
  • Feature complete
  • All actions/resource payments made are final and will not be refunded
  • A period where we can monitor data and make balancing adjustments

❌ What the System Colonisation Beta is not
  • A work in progress
  • There will be no progress wipes
  • There will be no resource refunds

The aim of the Beta is to gather data and feedback specifically focused on resource balancing. We are happy with the System Colonisation feature itself and whilst we are always happy for you to share your feedback the aim of this Beta is aimed firmly at resource balancing and not changes to the feature itself.

To help us in our balancing we will be using this thread for you to share your feedback on the following areas:
  • Amount of resources required
  • Amount of time/distance taken to complete tasks
As always you are welcome to share additional feedback on the forums or to raise an issues you encounter on our Issue Tracker.
If there is truly a points doubling that occurs to limit the number of stations built in the system after two large stations are already built then not only is this bad gameplay, but also bad game design because it leads to an over abundance of useless satellites in space for commanders to gather enough points to be able to build a useful station. Filling out a system with non-landable space debris should be discouraged, not encouraged through a bad mechanic like arbitrarily increasing the point score in the system. Space, if we talk about a role-play then if anything, it should be easier to build in a system that has other large stations because the resource gathering and population has already increased.
This sentiment represents five accounts that I own in the game and the thousand of real $ spent on Arx.
 
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Regarding the "doubling points requirement for basebuilding", I'm against the increasing cost and would like a flat cost to remains.

Thinking about the game mechanic... experience/rep in the likes of D&D and RPGs does ask for 'more' as levels increase, but that represents achieving more powerful and challenging skills. HOW is building a second starport "harder" than building the first? This doesn't pass the common sense test, and feels like an artificial "increase the grind, increase the active house per user." Frankly, leave us the flat rate for building and I think you'll get more engagement.

The beta is for testing the mindset as well as the models. Thie mindset of doubling requirements should be changed.
 
What do you think of the things i've suggested?
I briefly touched the matter of adding a system where someone hauls the goods for you.
"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."

That's it. But I don't think it's complicated. It's purely an option in the interface. Calculation of the time and cost for which conditional NPC pilots will load the selected goods onto the Carrier and unload them from it + the cost of this operation. However, what about those who do not have a Carrier? I do not. I carried all the materials myself on the Cutter. Let there be an opportunity to order the necessary goods directly in the menu of the object under construction. The cost in any case should be higher than the cost of selling goods delivered personally. It should also depend on the development of the surrounding Systems.


"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 also agree. It's strange that there is no possibility to manage a built colony. For example, to specify the type of goods that need to be produced.

Well, and the impossibility of creating a personal faction is wildly annoying. Why should I colonize on behalf of some Communists of Col Sector 12243234-333, and not my own. The need to create your own faction by contacting FD directly is an extremely strange decision. Why can't a player create one faction with a selected behavior type for in-game credits, like we create Squadrons?
 
Construction points increasing: I had a Coriolis as my initial port. I built 7 space and 4 ground installations. 10 x bonus, no point increase.
I posted about this some 50 pages ago in this thread, and in replies to the original YT video and reddit post. Of course no-one reads those threads now.

I build a second Coriolis, no point increase, but it might not count the initial port if it truly gets triggered after 2.
Unless someone has built an outpost first, and then 2 x Coriolis or asteroid base, we don't know if that triggers the increase.

I started building a ground port, now points are shown as 12 for new tier 3 ports and 5 for new tier 2 space ports, nothing else is increased.

Also I don't see anywhere official response to this from Frontier, just a screenshot of a statement in a Discord channel with no reference.
 
1, 2, 3 agree
4 nope, unless FDev wants a pancake-civilisation. Above and below y: +/- 350 Ly the average Distance between Stars quickly exceeds 25 Ly, so that would not be able to be colonized/daisy-chained. I strongly oppose this limitation.
5 based on percentage of completion? not a bad idea, but jeez, the download size of updates is big enough already, you seriously want to multiply all the related files by factor 10?
I agree there, personally I think 50 light-years feels like a great distance for colonization, far enough to be meaningful but not too extreme.

An idea I've been thinking about for longer-range colonization, it would be interesting if fleet carrier owners could purchase a single-use colonization slot for their carrier. As a trade-off for the power of such a feature, it could void a large portion of the carrier's cargo space and cost double or maybe triple the normal price.

Once the claim is established and a beacon is placed on the star, the carrier would become locked in place, acting as the colony's founding ship. During this time, it wouldn’t be able to jump until the first starport is fully built. After construction is complete, the carrier would revert to normal functionality, losing the colonization slot until the owner revisits a carrier outfitter to purchase it again.
Given it does also put non carrier owners at a disadvantage again, so its just an idea I thought about.
 
Maybe FDEV meant those introductory pages we've all seen the first time we opened the maps or features. Is there a way to revisit them?
With the game closed, edit custom.4.1.misc and set these to 0 to make the tutorials re-appear:

<HelpPopupViewedColonisationContact Value="0" />
<HelpPopupViewedColonisationContactMap Value="0" />
<HelpPopupViewedColonisationSystemMap Value="0" />
<HelpPopupViewedColonisationPlacementCamera Value="0" />

Some of these can also be re-opened in game, e.g. the handbook icon on the bottom right of the new construction dialogue (it has no mention of this cost doubling, not sure about the others since the colonisation contact is currently suspended).
 
Also I don't see anywhere official response to this from Frontier, just a screenshot of a statement in a Discord channel with no reference.
In his video Mechan states he sent a mail to Frontier about it and they confirmed to him it is intentional.

And perhaps it is "Two T2/3 stations after primary port construction" than "Two T2/3 stations [general]". Not sure though, so far I've only started with outposts.
 
I agree there, personally I think 50 light-years feels like a great distance for colonization, far enough to be meaningful but not too extreme.

An idea I've been thinking about for longer-range colonization, it would be interesting if fleet carrier owners could purchase a single-use colonization slot for their carrier. As a trade-off for the power of such a feature, it could void a large portion of the carrier's cargo space and cost double or maybe triple the normal price.

Once the claim is established and a beacon is placed on the star, the carrier would become locked in place, acting as the colony's founding ship. During this time, it wouldn’t be able to jump until the first starport is fully built. After construction is complete, the carrier would revert to normal functionality, losing the colonization slot until the owner revisits a carrier outfitter to purchase it again.
Given it does also put non carrier owners at a disadvantage again, so its just an idea I thought about.
THAT concept is interesting and sound! I really would like to see that implemented - but it would result in a galaxy-wide infestation (similar to mold) where little bubbles would pop up as with the new established starting-port also a SysClaim-Office comes along
 
I just found out that there is doubling of tier points required based on how many stations were built. I am sorry but this is WRONG. Very wrong.

I expected that game would incentivize CMDR to fully develop their system before colonizing next. In this regard I suggest that you implement commodity requirement discount based on how much your previous systems are developed.

This point doubling actually punishes CMDR who develop its system. There is no point in it.
 
Hello wonderful developers at Cambridge, greetings to you.

I would like to submit feedback on the "Point Doubling" for T2 and T3 construction cost increase.
We do not find it anywhere in the documentation and would like some clarification on where or whether this is documented.

Also, Point Doubling = Bad.
Please consider removing it, and in-fact. reduce cost to complete stations as the system develops, as this makes more real-world sense.

Much Thanks.
CMDR DemonRipper77
 
Hello Devs and everyone, im here in regard to report on how i see the colony economy working so far, before that i wish if there is some mistake in the writing and observation me and friends did.

i visit a system given by person in the forum, noticed his system primary economy changed into Extraction/Colony, currently in his system he got
1 Colony coriolis
3 extraction settlement where 1 of them is in the same body orbited by the coriolis
1 refinery hub in the same body of the coriolis

mind that @Cmdr Travers the owner of the system report there is no market change 2 days ago until now, and he got the priviledge of having landable planet with surface slot for the primary port to orbit, so if we follow codex everything worked as intended.

now the question is, how long before the refinery in the planet took affect into the system, does they need to build more refinery and extraction to bring down the colony status of the system? and how long does it take to the economy to take effect to the market?

as for now my Ocellus didnt have the priviledge to orbit landable planet which means i lost 1 point already, but currently im building more refineries in hope that my primary economy into refinery and wish there will be effect in the market on the upcoming days.

Below i attach the market of the said coriolis in @Cmdr Travers system, gotta need to hide the system name cause i havent got the permission to share it publicly🫡
 

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After moving from a type-7 to a type-8 ship it is nice being able to dock at my stations (I did not start with a full station and am yet to build one).

Based on this I'd like to suggest an additional temporary structure people can build in space that is there to make docking with your constructs easier. The structure would be just three landing pads no need for any thing other than the pads and a walkway between them. The pads would be one small, one medium and one large pad. You would simply walk between them under space suit power and be able to transfer a ship to each pad you did not land on with a ship corresponding to the pad size. It would be built in one of the space building places and could be replaced when the architect is ready to put a different structure in its place.

I was thinking the ships would not gain any power or fuel from the pad either. Just a random pad in space you can walk from ship to ship or look at your system until you space suit power runs out.

Anyway not sure if this one is a good idea or not but I thought it might be nice to have.
 
Colonization Feedback.
  • Poor information on who will Govern the new station.
I made the assumption that I will be the governor of the system. Or At least name the Governing body, Deciding their governing type etc. Not that the new Colony will take the Governing body of the Station I requested the Build at. I also made the assumption i asked some Builder to build it. Not that the Government to claim the system for themselves. These wrong assumptions come from poor explanation on what is going to happen. a Simple Popup to confirm the Colony Claim could help avoid such confusion. Saying Something like:
"[PLAYERNAME] are hereby acknowledging and Certifying [GOVERNOR] Claim of [STAR SYSTEM] and Requesting a Base to be built With Themselves as the Architect."
could work both Lore wise and help inform the players of what is going to happen.

  • I Believe that reserving a star system for your colony is way to cheap. Increase the cost through a Server Backend system to evaluate a systems Value/cost.
Reserving, and starting your colony need to have a Higher upfront cost. In my opinion it might be worth making a backend system to measure the value of a system based on the celestial bodies inside it. "Size 1 planet: 1m, Size 8 planet: 5m. Ring: 1m. Earth-Like: 5m etc etc." Totaling them to provide a cost for the system. Once a player starts building they will comfortably be able to earn the money back from Income and from selling the Materials to the Builder.

currently You Pay 25m. Then you Buy and Sell Materials to the Colonization Ship allowing the player to make back More then what they paid to start the Base. When the Colony is complete you Earn more money passively. This means there is effectively no cost to it. Allowing a player to infinitely Expand while turning a profit & enriching themselves.

After Taking into account the Cost of the material & how much I sell Back to the Colonization ship I earned about 31m. Remove the 25m as the initial upfront cost & I have Earned 6m in overall profit from Building something more Advanced then the International Space Station. I can also continue to do so indefinitely until there are no more Stars & Planets in our Galaxy. Not to mention that any future buildings I buy in the system is 100% free.

This to me is a Problem. Because we are getting them for free and Actively continue to earn a Passive income. There is no investment & only a Reward. There is no Achievement of being able to Own a Colony unlike having a Carrier. Which is a Momentous achievement. I am able to Buy and Create a Colony for Millions of people to live and prosper in for less then the Value of a Sidewinder. (Sidewinders are Free, and building a Industry Outpost nets me a profit of 6m.) As players expand some players will start to feel left behind. As there is no incentive for players to slow down their expansion only a win situation for keeping up with it. I doubt we will see all stars in the galaxy colonized. But when new players are joining and see that players have expanded the bobble 1000Ly, and humanity spread out, they will have to work harder to reach areas untouched.

By having the initial price of the system be based on the Celestial bodies inside we increase the importance of developing the system and not simply using it as a steppingstone to reach further into the black.

The intent with this is to make owning a Colony a Achievement of its own, and to elevate the importance of the income each building provide. Do I sell my Escape pods to my Colony to increase the pop, netting me more income? do I Buy from them to sell elsewhere to increase the income of my colony? and more. there are More things I don't know about that could help influence my colony and the Income I gain. It would also limit the expansion to a degree that could allow new-ish players a chance to create their own Colony. Without doing too much to hurt a player that wants to string many Colonies together. Nor do I want it blocking new players from gaining access to Colonization.

  • Docking on the Construction carrier seems to always choose a slot on the opposite side then where I am approaching. add some way for the game to know which side i am closer to and prioritize those slots.
UI/UX Colonization Feedback.
  • add a easy to access "Currently Building" section under some menu of the ship. That Displays the Required Materials to construct.
This can be added in many different locations. ex1. "Transactions > New Menu: Colonization."
"Universal Cartographic > My Colonies" add Category that say "Under Construction." which has the name, Location and Structure being built. as interactable objects. Clicking on 1 brings up the Structure you are building and it's requirements. Or Allow us to Click the "Under Construction" icons after you've selected a Colony you are currently constructing. To view the "construction Site menu"
I made a Quick mockup to how it can be displayed in the game. Check the attached images.

  • base location UI hidden until After you Start building Within a Star System.
  • Unable to Select First Colony location within a Star System.
Those 2 can be considered a symptom of the same problem. They Can be fixed simply by allowing the Player to view the star System and any potential locations As the player chose their first Location. After they start to talk to the "Colonization Contact" when they get the new menu and get to select the star system. If the player has explored the system they can gain access to the deeper menu Showcasing the new UI for Colonization & allow the player to use that menu to select Where their first Colony will be. Instead of placing it on the Furthest Body in the Star system.

  • Colony "statistics view" in the System "construction view".
a way to see what might be missing to get a better understanding on what the colony might be missing. Such as Security is low, and Anarchy is high.
Made a Quick & Simple Mockup as to how it could look. Please use your own parameters for what players may need to look out for, and to influence, as they construct new facilities. Some of the stats would be best displayed as a Number instead of the arbitrary [+1] arrow icons.

  • Show Construction order in "Transactions".
You can either create a entirely new menu in there. or allow players to select a construct to add to the mission tracker.
Below you can find That I've attached few examples.

  • Add a way to share your construction orders with friends, Squads or Guilds. Much like you can with missions. Added to Mission tracker.
There are multiple places that can incorporate the sharing. Chose one of the new menu's I've highlighted that I would like to be in the game.
Below you can find That I've attached few examples.

  • Buying a lot of material is Tedious and needs improvement. Check attached images for potential alternative improvements.
Non-Colony specific Feedback.
  • Add a SCO specific Experimental mod in Engineering to stabilize the Boost in Super cruise on old-Gen spacecrafts.
I find that I am using the Super Cruise on my type-9 a lot to transport material to my colony/station builder. but with it's horrible handling and the shaky nature of the Super Cruise boost on Old-gen ships it quickly becomes hard to control. I would like to see a Experimental effect that enables similar control as new-gen ships. I would place it on the FSD (SCO) module, but if the world/lore/Setting fits it can be placed on another Internal module as a Experimental effect. Alternatively a Utility Mount, "SCO Stabilizers".

Disclaimer:
None of the numbers i use in my examples are "Balanced" for the game, Therfore shouldn't be used as exact for the game. Fdev need to evaluate those numbers themselves. Much like all the Feedback needs to be considered alongside all systems in the game and planned for the game.

Disclaimer:
I am not a Professional UI/UX designer. Fdev needs to consider my feedback and how it could be done properly for their game. I am mainly using the attached images as a way to highlight what I want without using convoluted & Strenuous language or sentences. I do know There is loads I didn't do properly, and that can be improved upon.

Final Words:
Overall I am very much enjoying Colonization. I love the amount of added content to the game, even if some can be considered "Same". Still Trucking in space. I mentioned to the Friend that got me into the game that I would love the be able to colonize my own system eventually. Now Current Colonization is not what I then wanted or Idealized. But It is still something I very much enjoy.
 

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Seems like the majority agrees with my earlier statement that abolishing the point cost increase is what the playerbase is wishing.

@Paul_Crowther @FDev
We all, well the large majority, urge you to remove this horrendous "structure tax" from the colonization system. As we do not see how this affects the balance in any good way. Just that it is more of a punishment in our attempts to fully develop a system. Some more than others because this mechanic was unknown and now their systems are now not in a state that was attainable prior to the cost increase.

All it will do push away more players in single game mechanics grind heavy system that is considered feature complete without alternative avenues. That is the last thing any of us want.
 
Might have already been mentioned, but if you are landed on a surface construction site and try to quit, you get the 15-second "you are in danger" delay before you can quit. Is this intentional?

It's an extremely small inconvenience, but anyway.
 
Hello! Thank you for adding Colonization to the game! It is a great addition! There are still a few things ripe for improvement though, so here is some feedback!

Firstly there needs to be some ability to cancel or decommission facilities. Mistakes get made, and there must be a way to rectify them. Otherwise you risk players forever being stuck with something that will bug them forever until the end of time and those sorts of things have the potential to slowly sap the enjoyment out of a game until a person doesn't even want to play any more. It is critical that this one gets addressed.

Secondly the range of expansion is currently still somewhat anemic. I've seen some people throw around 50 light years, but if that feels too much to you perhaps consider experimenting with something more like 35 light years.

Third, while the tiered resource point system is mostly workable it is less than ideal in many cases and in others it has glaring problems. Increasing costs by 100% at a certain point is a problematic design decision which derails many colonization possibilities. Even worse is that it is poorly documented(If at all, I could not find where it was explained in provided guide and tutorial materials). This risks players devoting anywhere from dozens to hundreds of hours on a planned colonization of a system only to discover far in to the process that their plans are untenable. This is absolutely devastating from a player perspective, it's the kind of thing that can send someone out of a game entirely and so it is Critical that this one be addressed. My preference would be for no such point cost increase to be included, but if it is seen as a central requirement of the design and must be kept than it is absolutely vital that it is clearly broadcast to the player and that they fully understand before any construction begins. Elsewise this will devastate some people and players will be lost.

Finally: Colonization would benefit from some sort of progression or rank-up system by which a player's ability to colonize is increased over time. Other systems in Elite such as trade or combat or exploration or exobiology etc. have these ranks and as a player advances through them more opportunities and challenges become available. These rankings are one of the central pillars of the game and colonization would certainly benefit from being included. This would also open opportunities for other ways to improve the system: If a mostly homeless player can only colonize at a range of 15 light years, perhaps a freeholder ranked player might have a range of 25 light years and a magnate ranked player a range of 40 light years.
 
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"purpose and are owned by a local faction." So all the buildings are owned by a local faction.
it's a horizon facility saying it has landing pads when it physically does not.
the complaint was no landing pads *( or that it says it has landing pads available, when it does not)

that the top text is common to most of the ground structures


picture for refresher

1741631692095.png
 
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