Elite Dangerous | System Colonisation Beta Details & Feedback

I'm reliably informed that there are Michelin grade restaurants in LA that are still open. I'm several thousand miles from them.
To @Tifu 's comment, since I don't know what system you're hitting:
1742691112268.png

But cynically, I'm sure FD will come along and make Steel available in the billions because a small handful of systems is running low.


Hang on...
PANIC EVERYONE! STEEL IS THE NEW CMM!
 
OK, J. You can do my hauling for me. Not.

Beige Squadron for you.
I would. But FD will just end up doing it for us.

Seriously. Running CMMs and Insulating membranes were going to be part of the carrot I'd offer to collaborate with people. But FD have shown for both of those that at the faintest whiff of player led demand, they'll just buff spawns to the point of meaninglessness.

After steel, it'll be titanium, after titanium, it'll be Aluminium, and then CMMs will probably crop up again because they're only in comparable amounts to steel and titanium.

Guess they weren't serious about player-made trade hubs.
 
Last edited:
I'm solo too, atm, but got a time-tested carrier featuring a bar, plus a whole lot of stuff. Would be honored to be helping at catching up 🫡

Just drop me a note.

O7,
🙃
I'm solo with a FC though. Gotta have one to accomplish the dream in this Sys Col. built a 6 system bridge to a double Earth system, 2 days per system. done. Last one was a bc the default location for the build was 103,000 ls from the SYS arrival, hence the FC as a saviour.
 
Zlotrimi is 70+ ly away from my colony. Normally steel is plentiful in quantities just 20-40ly away. But not today.

OK, so I feel like I'm telling people to suck eggs with comments like this... but that's what happens when there's demand for products in specific locations. This happens with CGs all the time.

Is it genuinely not understood that, if you just buff the spawn rates of an item that's in-demand (even when it's not actually scarce in the first place), that demand will just shift to the next item, and the next, and the next, until everything is buffed to the point of being virtually infinitely available? At which point, just forget this nonsense. "Construction goods", available everywhere, in infinite amounts, and you just haul X amount per structure.

Demand means things aren't necessarily available in the one spot they're needed the most, which means going to markets further afield... and a player-driven market reflects those costs through time and effort, something the game's never been able to reflect in any way until now. Of course, busted credit earnings means anyone stockpiling these for resale just set stupid, unsustainable prices. That's fine, because the market then settles around a new normal.

Seriously... these things just need to be left alone to play out.

And if the range is starting to be a problem maybe it's time to invest in an FC? Or do we need to start catering for "I only have a sidewinder!" or "I only have 5Ly jump range!"
 
Not sure I get the attraction of making for systems with ELWs, given the cost of the bridge and risk of being beaten to it. Right now given they are not landable they don't add any value to a colony and are just costing time and resources which could be used to build more functional colonies. I'd rather find a system with bodies with multiple geos or bios to make interesting locations for ground facilities, and plenty of ground slots for economy.
 
Last edited:
Not sure why I'm bothering to write this because after 274 pages of messages who in FDev will be reading these anymore?

I started building a Large Military Outpost. Before delivering anything I compared the mats required with the list created by Colonization Planner. They matched.
So I run my FC out to Trailblazer Song and buy everything needed except Steel because somehow I missed it on the list.
When everything was delivered I ended up with the following missing:

8 Ceramic Composites
46 CMM Composites
2 Computer Components
3 Emergency Power Cells
2 Food Cartridges
1 Fruits and Vegetables
1 Micro Controller
1 Polymers
4 Reactive Armor
312 Structural Regulators
3 Survival Equipment

Now I have to go back to Trailblazer Song and put up with the mess from there being too many ships and FCs in the system to get the rest. Never mind I have to go get Steel. If I hadn't forgotten that I'd still be jumping to either a Trailblazer or several systems to get the missing mats.

It's a real pain FDev!

Bad enough you're doling out important information like starports using materials created on the planet it's orbiting in dribs and drabs (Unless the developers just plain forgot to tell anybody what they did).
Please fix this crap by Thursday!
 
Is it genuinely not understood that, if you just buff the spawn rates of an item that's in-demand (even when it's not actually scarce in the first place), that demand will just shift to the next item, and the next, and the next, until everything is buffed to the point of being virtually infinitely available?

To some degree I agree with you, and definitely after the beta FD shouldn't buff the markets anymore.

But at this point people are already struggling with the lack of documentation and bugs. It wouldn't take much more to trigger a mass quitting of the beta.

Ensuring they have better than good chances of finishing their first colony is a pretty good way of making them stay. Maybe later on one can get NPC help for your first colony (better than buffing the markets) but after that - you're on your own.
 
Not sure I get the attraction of making for systems with ELWs, given the cost of the bridge and risk of being beaten to it. Right now given they are not landable they don't add any value to a colony and are just costing time and resources which could be used to build more functional colonies. I'd rather find a system with bodies with multiple geos or bios to make interesting locations for ground facilities, and plenty of ground slots for economy.
I also would rather go for systems with multiple large landable bodies ~ 5-8 surface slots each - under current game characteristics that makes much more sense than having WW, EL, GG with multiple moons (but 1 or 2 slots only on them)
 
To some degree I agree with you, and definitely after the beta FD shouldn't buff the markets anymore.

But at this point people are already struggling with the lack of documentation and bugs. It wouldn't take much more to trigger a mass quitting of the beta.

Ensuring they have better than good chances of finishing their first colony is a pretty good way of making them stay. Maybe later on one can get NPC help for your first colony (better than buffing the markets) but after that - you're on your own.
If this weren't a live beta, for sure.

Normally, the offline betas would make everything cost 1t of fish to test the functions... but that wouldn't test the market demand effects.

I said this once before, but FD need to focus on their change management. They've coddled players for far too long from their own mechanics[1]. The markets have always been like this, just nobody has needed to care till now, and players need to learn that.

[1] And to be clear, that's not the fault of players. But neither is it the right response to knee-jerk buff spawns everywhere because players have never had to think about commodities they need actually being out of stock in the once place they go to.
 
Last edited:
Moderation Message said:
Please post in English only unless posting in one of the language specific sub-forums. Thanks.
Google Translate said:
Hello, my comments after 2 weeks of building (solo mode, no aircraft carrier)

After 2 weeks I managed to build 12 objects in the system I found in solo mode. I only have T2 and T1 objects, because T3 is a bit too much for me in terms of materials. I played almost every day for 3 to 5 hours, carrying mainly T9 and T8 materials. Suddenly I started to wonder why I do it. I don't see any point in personal colonization, because it comes down to monotonous carrying of materials, without any interaction with the environment. I work, I don't play. I carry materials and I shouldn't complain, because the system I chose has all the resources needed to build an installation in 2 jumps. And what makes me angry? I work for an NPC corporation, with which there is no interaction. I, the player, set systems for NPC corporations, carrying materials as a lone builder... Am I the only one who sees the oddity of this situation? One T9 carries the materials for the entire system, and the profits and connections are collected by an NPC corporation, and we, the players, are then left with a marker on the galaxy map that we were the architects of the system. Passive income from facilities? Players have many ways to make money in Elite and don't need a few credits from the system they so painstakingly built. I have a few billion myself and nowhere to spend it. There are many players who have full credit accounts but nothing in Elite...nothing of their own.

I think we deserve more rewards in the game, and I'm not talking about credits.

I think the first system a player colonizes should have a HQ. For the player's own use. I think Coriolis T2 is perfect for this role. The station should have the ability to store materials outside the market. Don't overdo it with the size of the warehouses, but 10,000 should be enough. What's more, the player in his HQ should be able to block the sale of produced materials on the market for the time of construction and colonization. Blocked materials are only used for construction. They cannot be exported from the system. Finally, on the market, in the HQ station, you can share the materials that the system will produce, and they will only be visible to the architect player in the target colonization system. You don't need carriers with supplies. You can use NPC corporations to pump the market, say once every 24 hours a certain amount of materials for construction. I would even gladly pay for this service. And there is no problem with transporting materials using carriers or ships, as I wrote earlier, these materials are only for construction installations. After building all available space for installations in the colonization system, the possibility of blocking materials disappears and the free market operates. And so, looking at the production rate of materials in my system, I still have to obtain most of them from other systems, because I don't want to wait. But knowing that materials are produced in my system, I can fight for a few days or become a miner and take a break from the boring and tedious flying of T9.

This is just an example. I also think that it makes sense for players to have installations in the system. We can even buy them from the NPC faction in the system we have colonized. We have already put a hell of a lot of time into building them, so we deserve to have them. What I would most like to see is a selection screen right away, with the option to buy/receive the installation.

About the amounts for the T3 building. I think they are exaggerated. But as I have read, several players have built T3 facilities in solo mode and respect for the sacrifice. Personally, I will not do it, just for the pleasure of having a T3 facility for nothing. Until there is a specification of how the facilities affect the system economy, I will not dare. My system currently has 40,300 settlers and the economy is based on agriculture. 12 facilities, including a mine, a factory, a T2 lab, T2 food production, T1 military facilities, T1 orbital mining, and I am still a farmer. As you can see from my example, T2 food production has overshadowed the rest of the production. I will soon finish building an orbital mine, and this may change the economy of my system.

However, I think that was my mistake, because I could have focused on military and security installations (so that the system has a high security rating), and then built one type of building, let's say HighTec, to have a proper economy. I will correct my mistake, because I still have 36 building slots in the system:)
And listen, I didn't write anything about the constant technical problems of colonization. I had them too, but I still think Frontier is brave in acting on a living organism. We test all this on online servers and we are part of it. Only I personally get annoyed by flying without a solid reward in the form of having your own headquarters and system. After all, it's a piece of cake for Frontier. If players own carriers, why can't they own stations?

What do you think about having colonized systems as your own?

P.S. English is not my native language. If something is written incorrectly, it was not intentional and I apologize in advance.
Witam, moje komentarze po 2 tygodniach budowania (tryb solo, bez lotniskowca)

Po 2 tygodniach udało mi się zbudować 12 obiektów w systemie, który znalazłem w trybie solo. Mam tylko obiekty T2 i T1, bo T3 to dla mnie trochę za dużo pod względem materiałów. Grałem prawie codziennie przez 3 do 5 godzin, nosząc głównie materiały T9 i T8. Nagle zaczęłam się zastanawiać, po co to robię. Nie widzę dalszego sensu w kolonizacji osobistej, ponieważ sprowadza się ona do monotonnego noszenia materiałów, bez jakiejkolwiek interakcji z otoczeniem. Pracuję, nie bawię się. Ja wożę materiały i nie powinienem narzekać, bo wybrany przeze mnie system ma wszystkie zasoby potrzebne do zbudowania instalacji w ciągu 2 skoków. A co mnie złości? Pracuję dla korporacji NPC, z którą nie ma żadnej interakcji. Ja, gracz, ustalam systemy dla korporacji NPC, przenosząc materiały jako samotny budowniczy... Czy tylko ja dostrzegam dziwaczność tej sytuacji? Jeden T9 przenosi materiały dla całego systemu, a zyski i powiązania są zbierane przez korporację NPC, a my, gracze, zostajemy wtedy z zaznaczonym znacznikiem na mapie galaktyki, że byliśmy architektami systemu. Pasywny dochód z obiektów? Gracze mają wiele sposobów na zarabianie pieniędzy w Elite i nie potrzebują kilku kredytów z systemu, który tak mozolnie zbudowali. Sam mam kilka miliardów i nie mam gdzie ich wydać. Jest wielu graczy, którzy mają pełne konta kredytowe, ale nie mają nic w Elite... nic własnego.

Myślę, że zasłużyliśmy na więcej nagród w grze i nie mówię tu o kredytach.

Uważam, że pierwszy system skolonizowany przez gracza powinien mieć kwaterę główną. Na własny użytek gracza. Uważam, że Coriolis T2 doskonale nadaje się do tej roli. Stacja powinna mieć możliwość składowania materiałów poza rynkiem. Nie przesadzaj z wielkością magazynów, ale 10 000 powinno wystarczyć. Co więcej, gracz w swoim sztabie powinien mieć możliwość zablokowania sprzedaży wyprodukowanych materiałów na rynku na czas budowy i kolonizacji. Materiały zablokowane są używane tylko do budowy. Nie można ich wyeksportować z systemu. W końcu na rynku, w stacji kwatery głównej, możesz udostępnić materiały, które system będzie produkował, a będą one widoczne tylko dla gracza-architekta w systemie kolonizacji celów. Nie potrzebujesz przewoźników z zaopatrzeniem. Możesz użyć korporacji NPC, aby napompować rynek, powiedzmy raz na 24 godziny określoną ilość materiałów do budowy. Chętnie nawet zapłaciłbym za tę usługę. I nie ma problemu z transportem materiałów za pomocą przewoźników czy statków, tak jak pisałem wcześniej, te materiały są tylko do instalacji budowlanych. Po zbudowaniu całej dostępnej przestrzeni pod instalacje w systemie kolonizacyjnym znika możliwość blokowania materiałów i działa wolny rynek. I tak patrząc na tempo produkcji materiałów w moim systemie, to i tak większość z nich muszę pozyskiwać z innych systemów, bo nie chce mi się czekać. Ale wiedząc, że w moim systemie produkowane są materiały, mogę na kilka dni walczyć lub zostać górnikiem i odpocząć od nudnego i żmudnego latania T9.

To tylko przykład. Myślę również, że sensowne jest, aby gracze posiadali instalacje w systemie. Możemy je nawet kupić od frakcji NPC w skolonizowanym przez nas systemie. I tak włożyliśmy cholernie dużo czasu w ich zbudowanie, więc zasługujemy na to, by je mieć. Najbardziej chciałbym zobaczyć ekran wyboru od razu, z opcją zakupu/otrzymania instalacji.

O kwotach za budynek T3. Myślę, że są przesadzone. Ale jak czytałem, kilku graczy zbudowało obiekty T3 w trybie solo i szacunek dla poświęcenia. Osobiście się tego nie podejmę, tylko dla przyjemności posiadania obiektu T3 za nic. Dopóki nie zostanie podana specyfikacja, jak obiekty wpływają na ekonomię systemu, nie odważę się. W moim systemie mieszka obecnie 40 300 osadników, a gospodarka opiera się na rolnictwie. 12 obiektów, w tym kopalnia, fabryka, laboratorium T2, produkcja żywności T2, obiekty wojskowe T1, górnictwo orbitalne T1, a ja nadal jestem rolnikiem. Jak widać na moim przykładzie, produkcja żywności T2 przyćmiła resztę produkcji. Niedługo skończę budować kopalnię na orbicie, a to może zmienić ekonomię mojego systemu.

Myślę jednak, że to był mój błąd, bo mogłem skupić się na instalacjach wojskowych i bezpieczeństwa (tak, aby system miał wysoki wskaźnik bezpieczeństwa), a następnie budować budynki jednego typu, powiedzmy HighTec, żeby mieć odpowiednią ekonomię. Poprawię swój błąd, bo mam jeszcze 36 miejsc na budynki w systemie :)
I słuchaj, nie napisałem nic o ciągłych problemach technicznych kolonizacji. Ja też je miałam, ale i tak uważam, że Frontier jest odważny w działaniu na żywy organizm. Testujemy to wszystko na serwerach online i jesteśmy tego częścią. Tylko mnie osobiście denerwuje latanie bez solidnej nagrody w postaci posiadania własnej siedziby i systemu. W końcu dla Frontier to bułka z masłem. Skoro gracze są właścicielami przewoźników, to dlaczego nie mogą posiadać stacji?

Co myślisz o posiadaniu skolonizowanych systemów jako własnych?

P.S Angielski nie jest moim językiem ojczystym. Jeśli coś jest źle napisane, to nie było to zamierzone i z góry przepraszam.
 
Last edited by a moderator:
To some degree I agree with you, and definitely after the beta FD shouldn't buff the markets anymore.

But at this point people are already struggling with the lack of documentation and bugs. It wouldn't take much more to trigger a mass quitting of the beta.

Ensuring they have better than good chances of finishing their first colony is a pretty good way of making them stay. Maybe later on one can get NPC help for your first colony (better than buffing the markets) but after that - you're on your own.
Apex can fly us. Why can't the NPC's we hire?
 
Apex can fly us. Why can't the NPC's we hire?

Hmmm....if we could rent an APEX freighter to fly to a supply point to pick up cargo then why not? My caveat is, we have to go with them. Because if something goes wrong then I'd rather give the order of what to do next rather than rely on an NPC algorithm.

Some players (like me) no longer have the stamina or focus to play long hours, tending to tire more easily. And I like the Apex people, very respectful and professional. Not like the FC crews (sorry, couldn't resist 😁).
 
Back
Top Bottom