Elite Dangerous | System Colonisation Beta Details & Feedback

Cheering you all on from the sidelines here….with the odd bits of chuntering (obviously just to suit the forums)…As for me I joined the colonisation push just too late and all I got was this lousy fleet carrier…not tried jumping it yet and still awaiting ownership of a special beacon. 16k light years still sounds a little on the mean side, guess the colonisation ships’ range could do with a little boost, maybe 20%?
 
Maybe the cost of claims should ramp up after the first one. 25MCr for the first claim is reasonable and allows almost everyone to participate in colonisation. I think that is the Dev's idea in keeping the initial cost so low. After that it could go up to, for example 50MCr for the second, 100MCr for the third and keep going up for each subsequent one.
This idea would provide an incentive to build up colonies already claimed instead of spamming the galaxy with one-outpost-only systems. A refinement of this idea would be that systems whose building slots are entirely built do not count towards this cost increasing effect, providing an incentive to complete building in each claimed system.
Daisy chaining would be affected by this idea but could still be done by those who have the cash to support it, the ramping up does not have to be as harsh as doubling, that was just an example, the 15ly limit could be relaxed and commanders could work together on a chain to reduce costs.
 
so I even suggest you should not get a payment on delivery of materials.

Yeah but we're not actually building anything. All we've done is pay 25M space bucks for the privilege of being a star system "architect" - say where a port or base gets built.

And then we ourselves buy the necessary materials required to have that Thing built where we want it. And then we transport it.

It's only right, IMO, that we get a profit from transporting the materials. Not getting paid would be a big de-motivator.
 
I have a crazy idea. Potentiella stupid.

There is a lot of feedback regarding the range at which you can colonize and the cost of it.

What if the range is increased to 100Ly. But the cost varies based on the distance from the system you make the claim from. Say within 15Ly it's 25mil. At 100Ly it's 400mil.

Players with the capital to expand far can do so. Without hogging all systems as they reach where they want to go more quickly. Freeing up some star systems for others to claim.

Needs more thought put into this idea. Someone who is smarter and know more about the systems in play. Such as many unknown like population migration and how we influence that as Commander a and architect.
 
I kind of wish they would tell us what aspects of this update they actually wanted feedback on. It was stated the system is "feature complete" but that's a little vague.
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
 
In that case membranes need a big buff.

Also being able to choose the initial starports construction location but thats more so just to help min/max a system
 
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Feedback: Single Player here, building an Orbis station since 2 weeks. You probably heard the opposite here but I think the amount of required materials to build is good. Building starports like this feels like "endgame" and it should. To me they are more important than fleet carriers so I even suggest you should not get a payment on delivery of materials.
Hard no on that.
 
A tier 3 starport or ground base requires 6 tier 3 build points. Tier 3 build points are earned by building tier 2 facilities. Most tier 2 facilities require one tier 2 build point, so to earn a tier 3 build point, two facilities must be built, a tier 1 facility and a tier 2 facility. Thus, to construct a tier 3 facility, a total of 12 facilities must be built, 6 tier 1 facilities and 6 tier 2 facilities.

Great comment overall, but in case it hasn't been mentioned the bolded part isn't exactly correct.

Large odyssey settlements (specifically: ceres, fornax, erebus, aerecura, gaea, minerva, chronos, flufuns) cost 1 tier2 but reward 2 tier3 points, so you can reach 6 x tier 3 with as few as 6 facilities, for example:

Industrial Outpost ('vulcan', tier 1, space) - adds 1xt2(x1)
Large Bio Settlement ('chronos', tier 2, surface) - adds 2xt3(x1)
Satellite Installation ('hermese', tier 1, space) - adds 1xt2(x1)
Large Tourist Settlement ('fufluns', tier 2, surface) - adds 2xt3(x1)
Agricultural Installation ('demeter', tier 1, space) - adds 1xt1(x1)
Large Agriculture Settlement ('ceres', tier 2, surface) - adds 2xt3(x1)

At least in theory (I haven't done this.)
 
1. Resource requirements for colonization. In my opinion, the amount of resources required is quite reasonable. If you’re a solo player, building an outpost or a Coriolis station isn’t a problem. If you have a stable wing to play with, you can even construct more advanced stations. Colonization is meant to be a challenge and shouldn’t be something you can complete in just 20 minutes.

2. Building additional stations after the main one. Once the primary station is built, constructing others isn’t too difficult. Tier 1 installations can be built in an evening. As you develop the system, goods will start appearing on your stations, reducing the need to import them from other systems.

Most likely you sleep, eat and live in the game, although food may be delivered to you )))I want to see you when you build 2 or more large stations yourself.
 
Most likely you sleep, eat and live in the game, although food may be delivered to you )))I want to see you when you build 2 or more large stations yourself.
Once the fist station is completed, the timer is gone, they can choose to take years to continue building, not have to get it all finished before the next tick...

I'd also guess that, once everyone understands that they have no claim on their handiwork, bar a name in the local news, that massive constructions are likely to be the remit of those bigger player groups, working together to complete their systems.
 
Great comment overall, but in case it hasn't been mentioned the bolded part isn't exactly correct.

Large odyssey settlements (specifically: ceres, fornax, erebus, aerecura, gaea, minerva, chronos, flufuns) cost 1 tier2 but reward 2 tier3 points, so you can reach 6 x tier 3 with as few as 6 facilities, for example:

Industrial Outpost ('vulcan', tier 1, space) - adds 1xt2(x1)
Large Bio Settlement ('chronos', tier 2, surface) - adds 2xt3(x1)
Satellite Installation ('hermese', tier 1, space) - adds 1xt2(x1)
Large Tourist Settlement ('fufluns', tier 2, surface) - adds 2xt3(x1)
Agricultural Installation ('demeter', tier 1, space) - adds 1xt1(x1)
Large Agriculture Settlement ('ceres', tier 2, surface) - adds 2xt3(x1)

At least in theory (I haven't done this.)

Assuming it's your first/second T2/T3 port in your system. If it's your 3rd it will be 12 facilities in theory if you really push it. 6 facilities granting you 6 T2 construction points and 6 large settlements for your 12 T3 points. If you only have 1 tier 2/3 port in system so far you would need 18 slots just to have the points for 2 surface ports along with your main station so 21 slots including those.
 
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Once the fist station is completed, the timer is gone, they can choose to take years to continue building, not have to get it all finished before the next tick...

I'd also guess that, once everyone understands that they have no claim on their handiwork, bar a name in the local news, that massive constructions are likely to be the remit of those bigger player groups, working together to complete their systems.

If the time for construction is not limited after the first station, then this is normal, but I somehow doubt it, although if you built more than one station and know this, then the question disappears.But increasing resources with each station is bad.
 
I dont disagree with an orbis being an "endgame" goal, that may take an entire month to complete, plenty of videogames have long term goals, they however dont consist of the same monotonous activity for hours.

Stations with markets that have commodities over 50% filled should offer missions that reward players by letting them choose to send commodities to a colonisation project in range. That way within the bubble,or within developed areas , or developed systems, with flush markets it should be easier to develop and expand colonies, without creating commodities out of nothing where there aren't any.

Ideally, construction sites/colonisation ships could also have its own missions pulling commodities from sorroundings, that reward interacting with your new system, getting to know it and falling in love with it, since you are making it yours. As well as establishing it is not "yours" but rather a joint project between your faction and all the npc "investors" you manage to pull. A lot of people seem surprised that they are not allowed to walk around the place like they own it (because they dont) but its understandable when they have had to deliver thousand of tons of crap, including stocking the goddamn fridges of the new station.

In any case, while i do believe grinding should be less, we must ABSOLUTELY HAVE MORE ACTIVITIES involved, haulers are still valuable if you want to develop systems away from civilisation, or need your station today, but goddamn, even mission hauling is more engaging than this.This. Colonization should include the ability to actually colonize in any way, be it combat, trade, or exploration gameplay. Colonized systems should at least somehow differ from just generic ones-nothing. Like, there aren't even any new POIs right now...
This. Colonization should include the ability to actually colonize in any way, be it combat, trade, or exploration gameplay. There should be a variety of activities. Colonized systems should at least somehow differ from just generic ones-nothing. Like, there aren't even any new POIs right now...
 
If this idea has already been discussed then my apologies.

Would we be able to exchange unused/surplus T3 points for T2 points at some level of exchange rate?

For example, I find myself in a situation where I would like to add some of the higher level orbital installations that cost x1 T2 points to construct and reward x1 T3 points on completion of the task. At the point in my plans that this would happen I would already have spent the x6 T3 points for a Planetary Port and have been rewarded for other constructions with the x12 T3 points required for an Orbis port. At this point I have no need for further T3 points despite the fact further investment in the system would reward me with them. I may however find a use for an Asteroid base which would cost me (with the doubled points system in place) x6 T2 points. At this point in a systems development some kind of exchange between the tier rewards may be a very useful benefit to Cmdrs trying to improve a systems overall Stats (Wealth/Tech etc etc.)

Am I overlooking something obvious? Is this something that could be implemented as a tweak rather than a full redesign? I wonder if adding some flexibilty to the points scaling may alleviate some of the negative feelings toward it.
 
So my industrial settlement seems to produce CMM's.. which is strange cause those are meant to be refinery only. All i have built is a space industrial outpost and the medium industrial settlement.
Just to revisit this one... there's definitely no refinery facilities in the system, but the industrial settlement is offering CMMs... it's quite interesting.

I also can't find any comparable industrial settlement that isn't from Colonisation which sells CMMs.... though that's mostly due to the fact I can't work out if it's possible to search only Odyssey markets via Inara, and also there's scarce few records about Odyssey markets in Inara.... many simply have no data recorded for them (makes sense).

As @Ian Doncaster said.. maybe this is just an "Odyssey thing" and you got super lucky? But if this repeatable by anyone else... well... it warrants further investigation.
 
But increasing resources with each station is bad.
Feedback has been given over this.

Personally I don't particularly care if construction costs go up, all it does is encourage the architect to consider their options as they build. We already 'designed' our first system and have plans for the next when colonisation comes back online. Oddly, none of the ideas are to spend a massive amount of effort in moving huge tonnages for the forseeable future, but then, we are just a handful of players, who prefer having a variety of activities to call fun.
 
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