Elite Dangerous | System Colonisation Beta Details & Feedback

Hello, i am bringing my humble contribution to the colonization.
I will then repeat what i said on steam forums:

As resources gathering can be a bit tedious...
I think frontier should add some new options about bringing them.
It is beta of course. But for example, player should be able to put missions in station for some fee in order other ones bring resources where they need.
In that way, other people could be aware that someone is in need to bring resources somewhere and is paying for that.

And this can also be applied to other aspects of the game, not only colonization.
A player need something, he put the mission in stations for a given perimeter.
 
How many of the 8000+ were exploited?
You're gonna have to wipe it and start again, so here's what you need to do as we now know what a complete failure colonisation is right now.

1. You must own a carrier, and be "Elite" status in one field.
2. You can colonise anywhere in the galaxy (you got to cart the stuff right?)
3. You get to name the system and anything inside it. (apart from anything to do with Elon, Reeve and Musk)
To be honest, I had to make an account specifically because of your comment - but good lord "You must own a carrier to colonize" is such a bad case of gatekeeping, even though I myself own a carrier already.

Also, they said from day 1 that there won't be wipes or reset progress, and you proclaiming that they have to wipe every system out because a few people (at most) exploited? That's cringe. You're being cringe.
 
AFAIK its only tier 2 and 3 ports (coriolis, asteroid, orbis, ocellus, and T3 planetary port) constructed after the intial port which count towards this. So building T1 and T2 installations does not affect the cost of ports, and their cost is not increased in any case. Once you've built 2 of those after the initial port, that's when the cost increases.
Can we please get confirmation from FDev as to what does and does not count? Do T2 surface settlements count or not? Is it ONLY orbital T2 stations and T3 planetary ports? I have to buld a T2 surface settlement and a Coriolis in order to build an Orbis. I don't have the space to build another dozen installations if the cost suddenly doubles.

Maybe the limit needs to be 3 and not 2? I understand the need for a braking force, but maybe it shouldn't be a soccer-mum emergency stop.
 
To be honest, I had to make an account specifically because of your comment - but good lord "You must own a carrier to colonize" is such a bad case of gatekeeping, even though I myself own a carrier already.

Also, they said from day 1 that there won't be wipes or reset progress, and you proclaiming that they have to wipe every system out because a few people (at most) exploited? That's cringe. You're being cringe.
I disagree, such an important feature needs gatekeeping.
I don't even own a carrier, and system colonisation should be an endgame feature for experienced CMDR's
Even a reason to invest in a carrier? Somewhere to spend accumulated billions or maybe make the claim not 25 million, but 25 billion.
You have to find some way to stop this disastrous first come first claimed madness that threatens to wreck the galaxy.
8000+ claims, how many are fraudulent? You cannot tell, needs to be completely and utterly wiped and some changes made to gatekeep such a game changing feature.
I amended my post, not that that will help I summise.
 
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To be honest, I'd personally like to see primary ports become movable to an extent. At least to the level of switching which star's orbit it's part of, maybe?

I get that they're centered around the most valuable planet for a reason Okay I stand corrected on this, them being entirely random just sours me a little bit on the mechanics of it. But seeing a juicy 40-ground slot, 33 starport slot system that has a primary port 514K+ Ls away from the primary star hurts my soul a little bit every time I think about grabbing it.
 
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I disagree, such an important feature needs gatekeeping.
I don't even own a carrier, and system colonisation should be an endgame feature for experienced CMDR's
I amended my post, not that that will help I summise.
There already is an acceptable barrier to entry, namely the logistical strain that a lot of fresh CMDRs are going to have to wrestle with, even at the outpost level. Not everyone has a fully kitted out type 9 to support colonization, and 25M credits is plenty steep for a new player, let alone the initial cost of materials. (CMM Composites and insulating membranes alone... shudder)

Sure, outposts might be attainable for mid-game players that have large ships, but by the time you get access to those kinds of freighters, you're already nearly at Elite rank for trading to begin with, assuming you've gone the route of trade to begin with.
 
To be honest, I'd personally like to see primary ports become movable to an extent. At least to the level of switching which star's orbit it's part of, maybe?

I get that they're centered around the most valuable planet for a reason, but seeing a juicy 40-ground slot, 33 space slot system that has a primary port 514K+ Ls away from the primary star hurts my soul a little bit every time I think about grabbing it.
It's not around the most valuable planet. My system has an Earth-like that has no construction sites at all. The Primary was situate around a moon. This is the case for most systems - it's completely random, by the looks of it. It may be the case that "primary" simply means "first built" and not "capital," or the controlling port. If it is the latter, I think we should be able to nominate which port fills this role as facilities are added.
 
So as a solo player I like colonization…mostly. I get that it’s grindy, especially if you’re not in a group. I can live with that. But the whole doubling of required points needed after 10 makes no sense to me at all and is depressing. I have no desire to spend all the time needed planning, scouting, hauling, building if I’m going to be punished after my 10th build. If anything, the cost should be LOWERED after 10 because 1) it makes sense that infrastructure wise it would be easier to build something the more infrastructure you have not harder and 2) if you put that much effort into making it to your 10th build, you should be rewarded. And no, that tiny discount on ships does not count.

Like I said, I like colonization mostly. But this is super discouraging and now I feel like going back to exploring if I can’t build out my system without being penalized.
 
It isn't even close to the majority of posters on this thread, and there are certainly not tens of thousands of individuals posting here...
Tens of thousands? ED PEAKED at 11,000-ish after the new update. I think you and I are reading a different forum thread.

I've seen 3 to 4 completely against vs the 1 that favors it here. Not to include the 1 poster usually is against it doubling but some other version of it.


That is still a majority. You probably need to double check your statics. Maybe you ment to halve it...
 
There already is an acceptable barrier to entry, namely the logistical strain that a lot of fresh CMDRs are going to have to wrestle with, even at the outpost level. Not everyone has a fully kitted out type 9 to support colonization, and 25M credits is plenty steep for a new player, let alone the initial cost of materials. (CMM Composites and insulating membranes alone... shudder)

Sure, outposts might be attainable for mid-game players that have large ships, but by the time you get access to those kinds of freighters, you're already nearly at Elite rank for trading to begin with, assuming you've gone the route of trade to begin with.
You do have a point there. But the whole thing just seems madness, like the gold rush.
25 million is way too cheap for a claim.
The whole thing is outpost leapfrogging to where you want to go.
Terrible design and seems not really though out well.
 
You do have a point there. But the whole thing just seems madness, like the gold rush.
25 million is way too cheap for a claim.
The whole thing is outpost leapfrogging to where you want to go.
Terrible design and seems not really though out well.
25 million is only the starting fee, as again there's a certain level of investment you'll need to even begin colonization. Nobody's gonna rock up to a claim in an adder and bang out a coriolis or orbis in time, no matter how determined they are.

Leapfrogging across outposts still gives users plenty of time to respond in kind unless there's exploits involved, or even actively grab and cut off paths by claiming everything surrounding the system with a group, forcing the leapfrogger to divert at best or forfeit the attempt entirely. Let the dust settle a little and don't assume the entirety of colonization is nothing but a mad dash for everyone.
 
So here is my thoughts of the good and bad of colonization:

Good:
1. It's really cool to be able to colonize your own systems and have both your name and custom names written in system.
2. The complicated way to set up and plan your own system isn't boring or annoying, it's a perfect balance of complex but not too difficult to understand
3. The BGS involved with colony systems is well made, taking squadron faction + factions from the system you claimed with and the random factor makes it interesting

Bad:
1. The point cost doubling NEEDS a change desperately. There is not a soul that likes this and it is vital to our systems have this feature abolished. You essentially need to have a system with 50 objects to have any realistic fighting chance to have a good amount of real stations. This feature is also not shown anywhere in game and after having 10 installations point cost should be HALVED.
2. The inability to customize stations needs to be changed. Understandable if this is going to be available in a soon update, however we do not know what this update has in store so things that should be customizable with stations are as follows: station colors, station models(especially with Orbis and Ocellus), station interiors(unless economy does this), what ships stations sell, modules, ship/module discounts, and on foot concourse styles.
3. The grind, Orbis and Ocellus stations clearly are the same overall size as a Coriolis and look far less dense, they should cost WAY less than they do currently in terms of commodities. assuming Coriolis stations cost 53,723, an Orbis/Ocellus should cost 107446. The tier 3 settlements are fine as they are because they have about double the effectiveness as a tier 3 orbital.
4. The grind 2.0, stations show a default cost amount for creation such as the Coriolis being 53,723 which is fine, however it's basically never actually that low and can be up to 42% more expensive, why? This is never stated anywhere how this works or why it works- this needs to be fixed at the number that is stated before creation because THAT number is what the player is expected to get themselves into.
5. The grind 3.0, its understandable that making a station is a large feat, however it is excessively long to do anything at all. There needs to either be a way to pay NPCs to do a portion of the work for you or have more methods that help construct a station like fighting off pirates trying to go against the construction as a choice to help with the construction rather than hauling being the only method of gameplay that effectively pushes towards the stations completion.
6. Being the architect means nothing; in your stations eyes you are just any other person, you are able to drag the reputation down of the faction in power to the point where your own made station shoots you on sight, this should not be a thing. There needs to be more benefits to being the architect of the system than just having your name written on it.
7. The point cost of Coriolis/Orbis/Ocellus should be reduced, in many systems its even impossible to own some of these and that should change. Orbis/Ocellus should be about 3 or 4 points, Coriolis should be about 2 tier 2 points.
 
Put it this way. You have a system that has only 5 total slots after a primary. It isn't going to be able to reach a T3 port.

A 3 orbital / 4 surface will get a port regardless of primary. It will never be affected by the point cost increase.

Now you build a T3 primary and port in those 7 slots. SUDDENLY you have a point cost increase after that regardless of system size. However there was no documentation or indication that it was going to happen. Too late now. Are you going to build another T3 to find out it increases again? Nope because you are done with the system (game in some cases).

Slot for slot. It weakens you for the exact same amount of work in smaller systems. That's why it's being called a punishment or a "structure tax".

Someone please explain to me in a reasonable manner why that is an acceptable mechanic in the game and why players wouldn't feel like being punished for lucking out with larger systems.

To me that's like saying "I'd gladly pay for more taxes because I make more money." No one ever says that.
 
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It's not around the most valuable planet. My system has an Earth-like that has no construction sites at all. The Primary was situate around a moon. This is the case for most systems - it's completely random, by the looks of it. It may be the case that "primary" simply means "first built" and not "capital," or the controlling port. If it is the latter, I think we should be able to nominate which port fills this role as facilities are added.

So as a solo player I like colonization…mostly. I get that it’s grindy, especially if you’re not in a group. I can live with that. But the whole doubling of required points needed after 10 makes no sense to me at all and is depressing. I have no desire to spend all the time needed planning, scouting, hauling, building if I’m going to be punished after my 10th build. If anything, the cost should be LOWERED after 10 because 1) it makes sense that infrastructure wise it would be easier to build something the more infrastructure you have not harder and 2) if you put that much effort into making it to your 10th build, you should be rewarded. And no, that tiny discount on ships does not count.

Like I said, I like colonization mostly. But this is super discouraging and now I feel like going back to exploring if I can’t build out my system without being penalized.
A few quick points to hopefully keep everybody informed without having to read or follow all 163 pages (like I have):

  1. The initial build location isn't random. It shows on the system map as a flag instead of a + indication. There's debate if this is a good spot, which I'll stay out of as I don't have an opinion, but it is shown and something that can be seen with the distance before attempting to claim a system.
  2. The double construction points isn't triggered at the 10th build. Many people have more than that without the effect. So far it seems like it happens after the 2nd Tier 2 or Tier 3 star port. If other types, like installations, have an effect and even if surface vs space builds affect it isn't very clear so far. No official comments or descriptions have been made AFAIK, just forum observations.
 
Sorry to ask, but where is the announcement about doubling the points cost? I've been searching and keep hitting lots of references to it but can't seem to find the info
 
There already is an acceptable barrier to entry, namely the logistical strain that a lot of fresh CMDRs are going to have to wrestle with, even at the outpost level. Not everyone has a fully kitted out type 9 to support colonization, and 25M credits is plenty steep for a new player, let alone the initial cost of materials. (CMM Composites and insulating membranes alone... shudder)

Sure, outposts might be attainable for mid-game players that have large ships, but by the time you get access to those kinds of freighters, you're already nearly at Elite rank for trading to begin with, assuming you've gone the route of trade to begin with.
A fully fitted T9 is available to new players from the frontier store for 25000 Arx i.e £12.99
 
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