Elite Dangerous | System Colonisation Beta Details & Feedback

Let's be honest here you would really like a fully developed system but can't be bothered with building it yourself, that's the issue, it's a you problem.

This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX. He pays hired workers. Engineers, cleaners, welders, turners, etc. He manages the company and does not do all the work himself. And the current implementation of colonization offers the "system architect" to do the work of a delivery man, instead of actually managing the development project of the system.
 
This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX. He pays hired workers. Engineers, cleaners, welders, turners, etc. He manages the company and does not do all the work himself. And the current implementation of colonization offers the "system architect" to do the work of a delivery man, instead of actually managing the development project of the system.

That sort of game is called a management sim.

Elite Dangerous is not a management sim.
 
This is ridiculous even for someone who has been in the game for 10 years and have literally everything you can achieve in the game. I've been here since Gamma and this is literally one of the worst implementations FD has ever made, I'd put it right up there with Gnosis situation. But for some reason some people just love to suffer and think others should too.
The game seems to attract those people. I figure it's a combo of the grindy steep learning curve and dystopian outer space aesthetic. It's not a kids game! It's an adult game about how dangerous space is! Well the thing about grown adults is they usually don't have a lot of time to game. So while the game can be a sink or swim deep end appealing to the insufferable curmudgeonly adult in us all, we get to play in the deep end grind of real life already. A video game should first and foremost be as appealing and fun as possible, respect the player's time and even grind since not all grind has to be bad. It doesn't matter how brutally dystopian and dangerous a game presents itself, it's still a game. I hope the devs listen to people who want improvements to colonization, even to diversify the grind so its less monotonous. If they listen to the miserable curmudgeons who like to shut down conversation and even constructive criticism, then the game is gonna lose steam. So hopefully they're devs with passion who want to push things to be better and better. Those who also listen to the community because it is their golden goose. Everyone is getting a second chance. Fdev is getting a chance to save that golden goose and help themselves financially. The players are getting a game that's seen more updates than it has in years.

It's also fair to say every game community has players who defend everything the devs do, which isn't helpful to the devs or community because it tells them things are fine even when they're not. If today the devs say blue is the best color and every HUD must be blue, there will be players who defend that. Those same players will immediately pivot and forget their prior position if tomorrow the devs say green is the best color. Some people don't want to think, they want to be miserable and tell others not to think either. People are gonna think and speak out when they invest their time in something they care about though.
 
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That sort of game is called a management sim.

Elite Dangerous is not a management sim.
COLONIZATION imply management at the stage of common sense. I swear, if I had a dollar for every excuse for bad game design with the words "Elite is not this, elite is not this" or "This feature is not for you", I would have enough money to found a colony on Mars in reality.

In that case, we should replace "System Architect" with "System Trucker", then everything will definitely be fine.
 
This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX. He pays hired workers. Engineers, cleaners, welders, turners, etc. He manages the company and does not do all the work himself. And the current implementation of colonization offers the "system architect" to do the work of a delivery man, instead of actually managing the development project of the system.
And that is the problem either with colonisation or at least the name of the role as architect.

We are not big ‘important’ business moguls we are the hired workers.

Fortunately this is made clear whenever we complete a structure and get treated just like any other Joe Bloggs immediately afterwards by its owners.
 
This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX. He pays hired workers. Engineers, cleaners, welders, turners, etc. He manages the company and does not do all the work himself. And the current implementation of colonization offers the "system architect" to do the work of a delivery man, instead of actually managing the development project of the system.
So you would like ED's colonisation to become more of a management sim, AKA Sim city in space ?
 
I keep hoping that maybe one day there'll be some architect-unique buildings. Perhaps we'll be able to knock up our own engineers facility at some point, research some upgrades and sell them. Maybe make them cost a bunch of tier 3 (or even as-yet-unseen "tier 4") points. Would be nice to have somewhere to leave some supplies as some stepping stone towards getting a fleet carrier (i've not got there yet, but starting to wonder if I need one with jump ranges becoming easier to boost -- maybe I can travel 500 LY in a regular ship faster than waiting for a carrier jump, and I rarely need to bring other ships with me)

When i first heard about "elite base building" I thought i'd just be building one of those POI style camps with a few locked containers and be able to leave some supplies there and maybe aim at building my own landing pads one day.
 
This is not how it works in reality. Elon Musk does not do the work of each of his employees at SpaceX.
We are not Elon Musk in this game. This is not a player-as-hero game. We are not CEOs or Admirals we are plain old CMDRs, flying one ship at a time. Renting (not owning) a fleet carrier, colonising systems on contract from a faction. Factions are the owners, not us, we just get to decide what to put where in the system. We don't design the settlements, we use Brewer corp's designs. We likely don't even ship all the resources, just some subset as part of the contract while NPCs deliver all the rest.
 
So you would like ED's colonisation to become more of a management sim, AKA Sim city in space ?
A mechanic that in itself implies management (and even in such a weak implementation already has an element of tycoon) and someone actually asks this question. Okay, I've heard a lot, but I don't know how to even respond to this adequately within the rules....
 
I keep hoping that maybe one day there'll be some architect-unique buildings. Perhaps we'll be able to knock up our own engineers facility at some point, research some upgrades and sell them. Maybe make them cost a bunch of tier 3 (or even as-yet-unseen "tier 4") points. Would be nice to have somewhere to leave some supplies as some stepping stone towards getting a fleet carrier (i've not got there yet, but starting to wonder if I need one with jump ranges becoming easier to boost -- maybe I can travel 500 LY in a regular ship faster than waiting for a carrier jump, and I rarely need to bring other ships with me)

When i first heard about "elite base building" I thought i'd just be building one of those POI style camps with a few locked containers and be able to leave some supplies there and maybe aim at building my own landing pads one day.
I think this would be a target rich environment for ARX purchases.

I remember the latest DOOM game included a map generator toolbox that was a lot of fun to fiddle with. Something similar to that would probably generate interest among a healthy segment of Elite fans.
 
The rename system is refusing to honor which letters I want to be UPPERCASE, which since I am paying real money for that ability, I should be able to specify which letters are UPPERCASE.

On the system map it isn't obvious because of the font, but in local chat when you are there it makes certain names look dumb and straight up wrong.

For example I have a station with McMurphy in the name, except the game insists it has to be Mcmurphy instead, which is incorrect.

It's also forcing lowercase after the hyphens in hyphenated named. I tried putting Kaysen-Ryder in as part of a name, but nope not allowed, shows up as Kaysen-ryder, which just looks dumb.

And then acronyms also get forced to be wrong. My PMF's acronym is C.E.A. but if I try to put that in a name it forces it to be C.e.a.

Please fix this, If I'm paying real money to name something, it should honor my keyboard's shift key.
 
So you would like ED's colonisation to become more of a management sim, AKA Sim city in space ?
Why do discussions about such features always turn into a black and white debate on here, with detractors often taking exaggerated straw man positions? There are nuances to be found in every game and this game is no exception. Whether devs have the time or desire to add more nuance is the question.

With system trucking vs management there are many ways they could add management features with trade offs/penalties/costs. Since they're listening to the community more now speaking up is probably the only way that is gonna happen, unless they already have plans to adjust things. It's probably not best to count on that.
 
So I suggested giving players the opportunity to convert income from the kind of activity they like into building colonies. That's how it works in the real world. You do what you like and get money for it. You buy what you need with that money. Why isn't it done that way in the game? Why should I do everything myself when I have a lot of money in my account?
Because it's the harsh year 3311. :ROFLMAO:

Seriously, I support you.
For the initial construction of an outpost, Coriolis, etc., leave everything as it is - carry it on your cart (so as not to relax at all), and for the further development of the colony, get the opportunity to use NPC services, if desired.
Example:
Prices and delivery times for resources and NPC construction :
T3: 1,000.000.000 credits + the cost of resources at the average galactic price and 25 days of NPC delivery
T2: 50,000,000 - 200,000,000 (depending on the facility) + cost of resources and 7-14 days delivery
T1: 10,000,000 - 40,000,000 + cost of resources and 2-5 days delivery.
25,000,000 for the beginning of colonization is ridiculous money.

I don't speak the language - I use a translator, I'm sorry.
 
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