Elite Dangerous | System Colonisation Beta Details & Feedback

Very immersive and true to life, if you think about it!
No. IRL if I built something yesterday I know what the building requirements are for the identical thing today. I know what the rules and regulations are. They aren't a mystery. They are readily available. If they are going to change there is reasonable time and notice. At the very least the updated regulations are made available prior to construction. Bringing real life into this is not a good example.
 
They should make the minimum distance between settlements only a few km, because some players want to build cities by placing them together.
This would not work well with settlement game play though. It'd be like throwing a exploration beacon in the middle of a CZ, only worse because it'd run like a pig. Funny. But not very sensible.
 
-the emergency power cell
negative *( limited production sources to buy from.)


positive about it, only needs small amount.
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the space outpost Col 285 Sector KQ-E b12-3 has small number of goods for sale.
good thing is it has large selection of different types available, just low number of those goods to buy.



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ground port. tier 1 , costs a lot *(the high tech Coddington Reach, Col 285 Sector KQ-E b12-3 )
*(construction completed Monday, posting and screen shots on Tuesday)

very limited selection of different types of goods to buy. *(compared to the base game ground high tech selection a disappointment) *(looks like it may possibly be using an odyssey ground settlement's commodity market instead of an outpost commodities market)

mission board has nothing
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Ground tier two High tech odyssey type installation (the one that gives two tier three construction points.)

negatives: *(this was constructed after Thursday)
- has no commodities market.
-no mission board missions for ship or on foot mission board.

suggestion for tier two commodities market
could it produce the rare colonization goods like emergency power cells, and also the other limited production goods.


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have a good day?


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Well heck, now I'm jealous! I'll have to come and visit that one day. I wish we had a cancel button. I only have so many planetary settlements to play with in my system and I don't want to waste them gambling on placements which may or may not end up allowing me to place others closer than 200km.
They are both in a deep crater on HIP 6572 body 1, I didn't really want two there but the game refused my first placement so I moved a bit and placed where the game would accept and it then went and made two small extraction bases. probably another bug.
 
Two small settlements that I can walk between
That's actually pretty cool CMDR , and i'm guessing you must've just gotten lucky with the terrain there?
Also: i still don't understand what's the purpose of placing those bases like that in such close proximity? ( other than just pure fun & RP'ing or whatever) --- Like, does it provide some special functionality or ease-of-use that we couldn't already get from any other randomly generated planet surface base(s) ?
Or is it just "bare bones" base-building simply meant to wet the pilot's palette for whatever this "new feature" coming in Wintertime might be?
Well, turned out that the info i gave you was correct...and now it's official.
Indeed --> https://forums.frontier.co.uk/threa...on-beta-details-feedback.634055/post-10572014 ... However i'm still not exactly sure why such implementation was needed? To slow things down? To govern against exploiters? To prevent billionaires from becoming trillionaires? ( even though, so far, all reports seem to be that 'Architect life' is only gaining a few thousand credits per week displayed from ingame mails? )
 
Plenty around, according to Inara.
[screenshot here]
it may be worse in your part of the bubble though, granted.
At the risk of cluttering the thread, the wiki says:
Emergency Power Cells are a Machinery Commodity produced by High Tech and Refinery systems within 30 ly of the Akhenaten system.
I have been playing for a few years and, until last night, I had no idea this was a thing-- let alone why it's a thing, so I think this is just something players aren't aware of, and so when they search for the commodity and find it nowhere nearby, they assume it's just rare. I personally try to only use in-game tools and when you do that it just looks like the thing isn't available, depending on where you are in the bubble. (which is getting bigger.)
 
This update is great but i do have some thoughts on it

I do not find the building process fun, because i do not like hauling at all. wish there was another way of building it, for example trading in exploration data or bounties. im asking that please do not leave exploration out of this because of the idea that "explorers help find new bodies to colonize", while yes thats true, i cant actually build anything myself, so i cant interact with the colonization system
(ps, if it is only hauling to make players interact with more mechanics in the game, then please still change it, forcing players to play in playstyles they dont like, will just make players not want to anything related to that, even if the concept is fun)

There's a real lack of info about the whole colonization system, i get not sharing in depth info on how every single mechanic works, but it would be much less frustrating if the basic effects of what each of the attributes do was listed somewhere in the codex, something like "the tech level changes how many ships and components are avaliable in starports" (DISCLAMER: i do not know if this is true, this is just an example). With making the system being so time intensive and costly, trial and error for these basic facts is just annoying, especially because you cant undo constructions, so if you spent hours building something and then you find out later that it didnt have the effect you had, you just "ruined" the whole system.

16 ly feels quite too small, i get starting with it as a beta, so that nothing bad happens, but id really love to see it increased

i love the concept of being a system architect and then building it out and seeing your own system come to life as you envisioned it, where it fall apart for me is the only way of building it is hauling, it really needs some other alternate ways to build it (i do not mean that you have to do all the different ways, i mean that, you can do any way you find fun and just do that til its completed)

overall i do think its a great update, brought me back to elite and had me exited to be able to do all this :)

(p.s. i very much do appreciate the posts here that yall are listening to us, being left in the dark without knowing if anything we say here matters isnt fun, so thank you for breaking the silence)
 
Hey folks,

Just to assure you, your feedback is being gathered and shared. It would make our lives a lot easier if you are able to keep that feedback clear and concise, just so we can better get your message across.

Obligatory reminder that this is a Beta, which means things may not always work as intended. We do intensive testing in house but our teams are bound by the mortal constraints of individuality and have not yet harnessed the power to create multiple clones across the multiverse. There are some things that only testing on a large scale can bring to light and that's what the Beta is helping us with. We've already had some great reports and feedback so thank you to everyone so far.

When we have updates to share we will let you know.

On another note, if you encounter what you believe is a bug or issue please immediately report it on our Issue Tracker as this will help investigations proceed more quickly. Likewise if you encounter any account issues please speak to our Support Team so they can help you out.
Love the new Trailblazer concept. my 2pence

1- make Colony hop distance 20 ly to coordinate with PP FT acquisitions limits (maybe 30ly if the colony has all building slots completed, to tie in with Stronghold sphere)
2- needs more diverse building goods - we have building/vehicle schematics and all sorts of other Ody Mats that should be needed to build surface assets
3- must have a way of destroying placed assets (maybe only before they are completed). mis-clicks and mistakes shouldn't have to go through raising a ticket to back it out.
4- i like the new refinery contact, BUT there is no need to use it as everything a can be bought. There should be (small quantities) building elements that can only be crafted and maybe only be mined, to force Cmdrs into diverse game loops ( or provide SERVICE opportunities for cmdrs ). Just trucking will get too boring too quickly and Cmdrs will disengage as soon as they have their own little paradise. No point spending time to add a new game feature, if Cmdrs never have to even open the menu.
 
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Let people go ham and build as much as they want.
If you want to prevent systems with infinite population and weekly income,cap the max income and population instead.
There is already a system in place to tax income after 5 million. There is a max population system already in place too. There is no need for arbitrary made up numbers. That's why there is a major issue with the doubling of construction points.


Let me remind everyone that it was stated that it "INCREASES AS THE SYSTEM IS FURTHER BUILT " in a shortened quote. That means it will keep doubling each time you build to the intended conditions that increased it before. Therefore it will x4 next, x8 after, x16 and so on.

This revelation is why I'm so against it. It is literally a made up rule in the game with only negative impacts and no positives to it. Plus the "10% discount" lately has really only been about 3% in actual. Personally I'd give up that discount if it means the point increase is removed with it.

This metric is in truth all cons with very limited pros in system construction. That's why it's been deemed a punishment by many.
 
Maybe I'm missing it, but there doesn't seem to be a way to tell what installations have already been built. Selecting the installations on the system map just shows some generic flavor text about installations in general.
On the system map, click the station, then on the right side click "market information", says on top in the info window
 
Well, here is my feedback


After colonizing 2 systems and building 12 stations by myself—including a Coriolis,—I am somewhat satisfied. The amount of materials, the complexity of obtaining them, the time and effort required to transport them, and the construction points all seem reasonable to me (even though they double after 10 constructions). I suppose fdev does this so that people can’t build haphazardly and more effort is required to have a well-organized system. Okay, I accept that. What worries me is that once I finish these 2 systems (if I ever manage to do so), I won’t colonize any more; it doesn’t make sense. It’s a mechanic with no clear future. I don’t understand why, for fdev, having your name on the system is such a prize. Yes, it’s something everyone wants, but how does that benefit you? What real benefit does it bring in return for the enormous effort colonization entails? How many commanders, while navigating the galaxy, even notice who discovered, mapped, or set foot on a planet or system for the first time? And if you think about it, how many of those commanders do you actually know? I’ve been playing the game for 9 years, have over 8000 hours under my belt, and I’ve never seen a system belonging to a commander I know. It might be because I don’t pay attention, or it’s not important to me, or simply because there are too many systems and commanders, making it something of little relevance except within the very close circle of people who play with you.


I agree with the feedback from many commanders that colonizers should be rewarded differently; otherwise, there’s no sense of belonging to the system, and the mechanic will lose meaning for many. And mind you, I’m not talking about a huge economic reward—we all know there are many ways to earn credits much more easily. We aren’t looking for that (at least not in my case); we seek distinction, special treatment, control, and real benefits—things that, in general, all human beings desire much more after doing something that requires notable effort. Remember, we are not only the “architects” but also the investors, the transporters, the logisticians, and above all, those who spend their valuable hours on it. It’s not enough for just your name to be there along with an insurmountable economic reward.


Things I would like:


  • Space in the stations to store your materials so you can continue your projects for further colonization's.
  • A discount and/or some control over the materials produced by the facilities you built, with the condition that you can lose this benefit if you’re not attentive. How? If your faction (the one that colonized) loses control of the station, you lose that benefit, which would compel you to engage in some BGS to keep that station under control. (This creates game mechanics.)
  • The more complete the systems you colonize, the further away you can colonize next time. That is, if you built 25 stations, perhaps you could have the right to expand from there—not to 15 ly, but to 30 ly—giving you the possibility of seeking systems with the conditions you want so that you won’t have to colonize 5 more just to reach the one you want.
  • An encouraging message when you reach your stations (and your faction controls them) so you aren’t treated like just any other commoner. It’s very frustrating when the station you just built destroys you because you delayed your departure—what?

I hope fdev listens to us and that this mechanic does not become yet another disappointment.


o7
 
Let me remind everyone that it was stated that it "INCREASES AS THE SYSTEM IS FURTHER BUILT " in a shortened quote. That means it will keep doubling each time you build to the intended conditions that increased it before. Therefore it will x4 next, x8 after, x16 and so on.

This revelation is why I'm so against it. It is literally a made up rule in the game with only negative impacts and no positives to it. Plus the "10% discount" lately has really only been about 3% in actual. Personally I'd give up that discount if it means the point increase is removed with it.
We don't know about any continued increase, so that's your assumption with no evidence.
Where did you get the 10% discount figure from? There's a discount for 10 constructions but the UI for that does not specify what the discount % is.
 
This would also have very bad repercussions for groups that may not control a large port to begin with, such as my group. Colonization gave us a way out of alliance space, only because we were able to use a smaller port to do so. Also the material requirements for a large port are waaaaay too much. My group aren't building anymore until we have made a path to where we want to end up.
+1

Speaking only for myself, with a full time job and a family and other hobbies, I want to be able to engage in the colonization feature when I have time. The less bottlenecks the better.
 
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