Elite Dangerous | System Colonisation Beta Details & Feedback

Greetings Xaldafax,

I think there might be some confusion in terminology that is adding to the confusion in this conversation.

In colonization, an "Outpost" is actually one of 6 types of small space station, labeled as "tier 1" and having only small and medium landing pads. To build an outpost as an initial starport in a system, roughly 17,500 tons of goods are needed. A typical Type-9 build (with shields) can haul 752 tons of cargo per trip. Thus an outpost takes around 24 trips in a type 9 to be completed.

It sounds like you are building a much larger station. I've personally build one of the tier 2 stations as the initial starport. A tier 2 station requires around 70,500 tons, which works out to be about 94 trips in a Type-9. This might be a tall order for a casual player, but potentially doable in 4 weeks.

If you are building something that takes over 175 rounds trips, you must be building a tier 3 station, which in my opinion is absurdly huge and costs too much. Solo players have completed tier 3 stations, but none of them play casually. I think FDev needs to put a warning on any tier 3 station that says something like "This station takes a huge commitment in time, and is meant mostly for groups of players."

The time extension you request is a hotly debated feature. Building a tier 3 in 4 weeks is a huge undertaking, and honestly it needs more time. That said, the reason there is a time limit is so that players can't claim a system for the sole purpose of blocking another player or faction from claiming it. With that in mind, the initial station does need some kind of time limit to prevent griefers from indefinitely blocking systems. If FDev doesn't reduce the goods needed for a tier 3 station, then maybe 6 weeks is better than 4 weeks?

Honestly, I'm just doing what the game TOLD me to do when I tried to claim a system. It gave me only a few stations I could pick as the required step - picked a basic station that looks like the original stations. I picked one and started gathering... I don't really care if it is an outpost, station, or whatever. It is what they said I had to do to get my system.

I can haul only 384 things at a time and that is with no shield. I've lost my ship 2 times now because of issues and spent HUGE amounts of time this week. TONS more than I ever would have normally played. I still need 31 round trips (which are 3 jumps total) to get the final Steel needed.

Sure, 4 weeks might be an option but not really for casual people. Had I played my normal schedule it would have failed for sure and that really isn't fair at all.

Frontier can either support "keeping casual people" around and still wanting to play in things the game allow or they can push away that group of people to focus on hard core players and turn the galaxy into only their place to have fun... I don't see any issue or game breaking situation with allowing 1 extension. It is ridiculous that it should be hotly debated.
 
When the update released on a wednesday i was able to build my commerical outpost by the next day, it took me about 12 total hours of gametime to do it, that was without the buff. Im 99 percent sure you are not using the full size of the T9. it takes 53 total runs at 400 cargo space to finish an outpost. a T9 with the 2 largest cargo racks has over 500 cargo space
My T9 hauls 384 cargo with no shield. I have no idea how to make it carry more at this point based on what I can and cannot do in the game. I am building the required stations it gave me to claim the first system. It required over 175 runs (something like that) when I stared. I am still needing 31 round trips and I played for many hours more than I ever would each day.

I'll make the month just barely and it is ridiculous that I am not allowed 1 extension. Just ridiculous they expect to lock parts of the game away from people that play casually. Just push more and more people away...
 
personally i would not even contemplate colonisation without access to a fleet carrier unless you have a good supply of stuff a single jump away. I see colonisation as fairly advanced game stuff, FD have been doing everything they can to throw credits at us with gold rushes and immensely profitable CGs (I got over a billion credits for 1 CG before xmas and that was ignoring profits made doing the CG).

if you are solo you really need a FC for this... and tbh its good because for me it justified me getting one.
I can understand the perspective but a FC should not be a requirement to own a system.

I'm all for the work and honestly don't care that I needed to do close to 200 round trips to build the first required station to get the system claim. All I wanted was the ability to buy 1 extension.

I shouldn't have to sit here justifying how I as a casual player wants to play the game when it hurts NO ONE with an extension. I'm not saying you are doing that at all but clearly from a few people that replied to me it seems others are just too scared of casual players and demand they play the same way they do.
 
The store is offering a T9 pre-build, with engineered FSD, power plant, thrusters, and shields. Awfully tempting.
It and the AspX are better-outfitted prebuilds than they have offered in the past, but it still won't compete with a fully-engineered T9, let alone a decked-out Cutter. I have good cargo ships. It's lack of clear direction that is making colonization demoralizing, not an inability to move freight. I would happily work construction-hauling into a leg of a trade loop and tackle this task piecemeal, and after enduring the primary station grind, building out the various outposts and installations was actually fun. It's been a long time since I've had any reason to hunt down some muon imagers. But the more we learn about colonization, the less certain I am that I'm not wasting my time developing this colony any further. Because the information available to me when I began the enterprise was vague, incomplete, and potentially misleading. There doesn't seem much point continuing until there is some clarification. I wouldn't advise an unestablished player to spend actual money on a T9 to engage into grind-centric gameplay with no better guidance than trial and error.
 
On another note guys, while claiming, I was not able to select a T1 as the first installation. The choices were always T2 or T3 space ports. Did you experience something similiar?
By the way, both of my systems have asteroid belts.
- "Dear commander, you can of course claim a system; the usual fee is 25M. But, there is a small problem. We want you to build a Tier 2 port minimum. Our governor would like to have a bigger place than a measly outpost, so he can park his big luxurious ship."
 
Can you post your T9 build? There's something wrong because my T8 can haul 350 tons (it's possible to do 400) and my T9 can move 700 tons at a time - and it has an SLF as well.
I can't engineer.... I just filled out the cargo areas to max. I appreciate trying to help but at this point I'm so far in losing a few round trips isn't worth it. Thank you though.
 
I can't engineer.... I just filled out the cargo areas to max. I appreciate trying to help but at this point I'm so far in losing a few round trips isn't worth it. Thank you though.
You can purchase additional cargo bays for some of your empty optional slots. The station where you are picking up your supplies might have them.
 
I can't engineer.... I just filled out the cargo areas to max. I appreciate trying to help but at this point I'm so far in losing a few round trips isn't worth it. Thank you though.
It's not about engineering. I assume you have class 8 Shields when class 5 bi- weaves will do.
I do 744 in mine but that's because I have a 5D shield, 4G guardian FSD boost and a 1e? Super cruise assist module.
 
I can't engineer.... I just filled out the cargo areas to max. I appreciate trying to help but at this point I'm so far in losing a few round trips isn't worth it. Thank you though.

I hope you find a way forward.

The pre-built T9 @Ralph Vargr mentioned is a good option though. It's better than the T9 I built though it will cost you ARX.

There's probably also a megaship in your vicinity. It has everything. Tell me your system and I'll figure out which is the closest. It may make a huge difference
 
It's not about engineering. I assume you have class 8 Shields when class 5 bi- weaves will do.
I do 744 in mine but that's because I have a 5D shield, 4G guardian FSD boost and a 1e? Super cruise assist module.
I fly my T9 barebones - no shields and with Grade 3 Heavy Duty Std Hull. A Thrusters Dirty 4
Until now NO Pirate could get to me :) only that stupid light-panels at construction-site proved stronger then my Hull - fortunatly after unloading
 
I can't engineer.... I just filled out the cargo areas to max. I appreciate trying to help but at this point I'm so far in losing a few round trips isn't worth it. Thank you though.
There is no engineering that increases cargo space. If you put a cargo rack in every optional module slot of the Type-9, you'll get 790 tons of cargo space.

My guess of what's happening: Either you aren't actually using the Type-9 (are you sure you are not using the Type-8?), or you are not buying the maximum-sized cargo racks for each module slot. This is why we need to see your build.
 
@Xaldafax , which one?

T8

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T9

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Is it just me, or do the amounts of commodities required for construction keep changing?
I made a spreadsheet, load the exact amount based on that and when I drop it off, I'm short 5 of this, 2 of that, 4 of those... or I have leftovers.
I have to create my "shopping" list by docking at the Colonisation ship or construction site, because the commodity quantities shown there are different from those shown in the System Architect view when you select the installation you want to build (at least in my case).
What is even more confusing is that the numbers can be slightly different each time you build the same installation. As an example, I am building an industrial outpost as my primary starport. I checked the numbers for the first two I built (in other systems), and they are slightly different. The current one needs over 100 more CMM Composites than the last one for instance.
 
I have to create my "shopping" list by docking at the Colonisation ship or construction site, because the commodity quantities shown there are different from those shown in the System Architect view when you select the installation you want to build (at least in my case).
What is even more confusing is that the numbers can be slightly different each time you build the same installation. As an example, I am building an industrial outpost as my primary starport. I checked the numbers for the first two I built (in other systems), and they are slightly different. The current one needs over 100 more CMM Composites than the last one for instance.
you don´t have to dock at the CS, just click the construction site in Sysmap and the Architect button in the upper right panel - you get the actual requirement list there as well..... so you can do that from your Mat-souce position without flying to the ship first
 
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