Elite Dangerous | System Colonisation Claim Pause

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Doesn't the point doubling only happen when you build 10 installations within the same system? Is that really stopping people from colonizing systems?
From what others have written, the point-cost increase happens when you build 2 or more orbital tier 2 or tier 3 ports (or one tier 2 and one tier 3), including the surface tier 3 port. It is unknown if ground tier 2 ports trigger the increase at present.
 
My humble opinion about the colonization is that we do need some sort of limits. Maybe limiting claims to 2 per week/4 per month. Since people can just spit out alts to bypass such limit, can also add a cooldown for the colonization contact set to 24 hours for the architect and a week for others.

Also, bit of conspiracy - the titans knew this would happen, they did leave us that nice little spectrum message.
 
The point doubling being an intended feature is absolutely horrible. It's awful enough having to haul so many resources and then also save up points but then being told it gets HARDER to build stuff instead of easier is awfully demotivating. Even for groups I'm seeing people say they aren't going to bother with the system till that's changed.

Seconded, the hauling is boring and there's no alternative ways to build facilities yet.
 
Well, at this point I would be fine with colonization coming online again together with the suspended PP merit sources. What I hear you say? "This will be never, then!" No way, it just takes some time to be nailed out, I'm certain that it will be around end of March at the latest.
 
Doesn't the point doubling only happen when you build 10 installations within the same system? Is that really stopping people from colonizing systems?
it is a bit weird tho because I would have thought it makes sense to encourage players to flesh out their systems not discourage it

and indeed if you make a system with 10 or more bases doesn't the material cost decrease, which is kind of a hook to do that.
seems a bit give with one hand and take with the other.

PS I can see how it will encourage people to just make stepping stone bases and tbh much like those who used to scan 1 planet in system leaving all the others and call it exploration..... I don't think it is ideal and I do think the game should encourage building a smaller number of fleshed out systems. hopefully won't effect me too much at least for now.
I just want 1 system with a bit of potential to call my own and I plan to find my feet with it and flesh out. in the very long term I have a system in mind but given where it is I am waiting for hopefully changes in the rules before I even think about that.
 
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Well, at this point I would be fine with colonization coming online again together with the suspended PP merit sources. What I hear you say? "This will be never, then!" No way, it just takes some time to be nailed out, I'm certain that it will be around end of March at the latest.
the PP is a pain but at least it effects everyone. note it isn't that I want to stop other people having fun but IF the whole system was offline then I expect the internal pressure would be far higher to actually get it sorted than where a huge percentage of players can actually play with it generating data for them to analyse and allowing them to continue to advertise the trailblazers expansion.
I am not saying they don't want to get it fixed... just that because a.lot of people are able to play they won't be getting as much flak as if it was all offline so they can get away with taking a bit longer over it... which yes may ultimately make the update when it comes better over all but still means some players unable to use the content for far longer than others.

that said as much as end of march would suck for turning on the colonisation taps.... if there is a chance it is gonna be that it would be good to hear it from FD as it stops me checking in every 30 mins or so (because I don't want to missy chance to get bookmarked systems) and would maybe allow me to move my ship and do summat else.
 
My only input that I'd hope the Developers would seriously consider, would be to put stations (all builds) on timers. A timer equal to the tons of mats required would be fine, but It would look like NPCs are auto delivering stuff. However in reality, it's just a timer that players can chip away 1 minute per ton of the mats that are already in demand by being pro active in the build. Also, cool little mini vids of each facility being quick built upon completion would up the wow factor of the game.

With these ideas in mind, it would solve many problems with both solo players and people who want to play the game without it being an endless grind.
 
to me the easiest sollution to system power grab is remove the "system claim service" from outposts
That way you are forced to build a Coriolis station for daisy chain systems
If you are alone it gives you a 5 day operational pause
If you are in a squadron with hundreds of CMDRs then u can daisy chain daily

and this solution should be easy to implement
 
My only input that I'd hope the Developers would seriously consider, would be to put stations (all builds) on timers. A timer equal to the tons of mats required would be fine, but It would look like NPCs are auto delivering stuff. However in reality, it's just a timer that players can chip away 1 minute per ton of the mats that are already in demand by being pro active in the build.
The problem is the scaling. 1 tonne per minute is approximately 10,000t a week, because the NPCs don't eat or sleep.

If you have a single colonised system and you're building a single construction in it, then 10,000t a week is pretty good, though a bit slower than a lot of players are hauling in practice.

If you've colonised three systems and you're running all of them at the five simultaneous construction limit, that's 150,000t a week deliveries, which isn't technically impossible but is quite a bit faster than most players actually do.

I think it would change the game from "gradually build up your system" to "claim as many systems as possible and leave them on autobuild while you claim the next one or do something else entirely"; if Frontier wanted the bubble to expand largely without player intervention they could have automated the System Architect role as well, and just had the BGS generate construction claims gradually which players can speed up if they want.
(In the same way that in the Thargoid War players could speed up system recovery by repairing the stations, but hardly anyone ever did)

I'd like to see more options for the player to actively fill the cargo requirements than just hauling - trade in Building Schematics, defend supply convoys, have mission commodity rewards be delivered to a selected construction site, etc. - but I don't think there's any point in it being automatic.
 
The problem is the scaling. 1 tonne per minute is approximately 10,000t a week, because the NPCs don't eat or sleep.

If you have a single colonised system and you're building a single construction in it, then 10,000t a week is pretty good, though a bit slower than a lot of players are hauling in practice.

If you've colonised three systems and you're running all of them at the five simultaneous construction limit, that's 150,000t a week deliveries, which isn't technically impossible but is quite a bit faster than most players actually do.

I think it would change the game from "gradually build up your system" to "claim as many systems as possible and leave them on autobuild while you claim the next one or do something else entirely"; if Frontier wanted the bubble to expand largely without player intervention they could have automated the System Architect role as well, and just had the BGS generate construction claims gradually which players can speed up if they want.
(In the same way that in the Thargoid War players could speed up system recovery by repairing the stations, but hardly anyone ever did)

I'd like to see more options for the player to actively fill the cargo requirements than just hauling - trade in Building Schematics, defend supply convoys, have mission commodity rewards be delivered to a selected construction site, etc. - but I don't think there's any point in it being automatic.
There's got to be some automation somewhere, otherwise only well-connected players will have absolute monopolies on the industry while solo players pick for scraps out in the outer fringes before losing interest in the entire game. Without direct access to the bubble, especially this early on, no solo player will be able to build more than a few outposts.

It is a viscous cycle, but with the proper balancing (particularly for solo players) it should work best with either timers or NPC deliveries. To keep people from going overboard, maybe after the third or fourth facility in a system it requires a player to become self-sufficient. Or have the timer limited to one build at a time while all others are on hold or could be built by the player. As it stands, a newer solo player (mildly new) that hasn't gotten a carrier has little to no chance to even get their first outpost built beyond the fringes of the bubble. Once things expand even more, even carrier owners will begin to feel the pressure.

Like another example would be Inara, we all use it these days. If occupied systems expand over the next 3-6 months and players spread out in all directions, what kind of information will those solo players be seeing when they need resources. Carriers at that point would be an absolute must before anyone could even begin to think about expanding further while the well-connected players takeover most all of the universe of the new bubble.

I get that solo players will always be at a disadvantage, especially for large stations, but they still need to feel like they CAN remain solo and build their own little slice of paradise somewhere out in the black without the need to grind their entire lives away just to get there.
 
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My only input that I'd hope the Developers would seriously consider, would be to put stations (all builds) on timers. A timer equal to the tons of mats required would be fine, but It would look like NPCs are auto delivering stuff. However in reality, it's just a timer that players can chip away 1 minute per ton of the mats that are already in demand by being pro active in the build. Also, cool little mini vids of each facility being quick built upon completion would up the wow factor of the game.

With these ideas in mind, it would solve many problems with both solo players and people who want to play the game without it being an endless grind.
I wouldn't mind having npcs help out , and actually a timer regardless of how fast you deliver makes total sense to me to stop pop up bases over night.
however I would rather it be the npcs only help out when you are actively playing personally that way players still need to put a shift in. also I would suggest npcs can only do a limited percentage of what a player does . I guess proper NPC wingmates is too tall and order to ask for but simulated npcs I would take over nothing.
 
I wouldn't mind having npcs help out , and actually a timer regardless of how fast you deliver makes total sense to me to stop pop up bases over night.
however I would rather it be the npcs only help out when you are actively playing personally that way players still need to put a shift in. also I would suggest npcs can only do a limited percentage of what a player does . I guess proper NPC wingmates is too tall and order to ask for but simulated npcs I would take over nothing.
We've got to be thinking long term.

Solo players will always be at a disadvantage, but they still need to feel like they CAN remain solo and build their own little slice of paradise somewhere out in the black without the need to grind their entire lives away just to get there.

Read my last reply above for the detailed idea.
 
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I get that solo players will always be at a disadvantage, especially for large stations, but they still need to feel like they CAN remain solo and build their own little slice of paradise somewhere out in the black without the need to grind their entire lives away just to get there.
I see it differently. The problem is not the logistics, but that you can't get more than one jump done per day because of the time slots if you're not sitting in front of the computer for twenty-four hours. Example:

  • The carrier in the basic configuration has approx. 21,000 tonnes of cargo space
  • For an outpost I need approx. 22,000 tonnes of material
  • For 22,000 LY I need approx. 4,000 tonnes of tritium

I can therefore safely jump 11,000 LY to nowhere and back. I do the tour twice and I have everything I need for Outpost Tir1. If I have a colleague, I can do it all at once. I have all the time in the world for further expansion. Elite is not for highscore hunters. It's a game of patience with fantastic possibilities. ...when we can use the possibilities.... ;-)
 
We've got to be thinking long term.

Solo players will always be at a disadvantage, but they still need to feel like they CAN remain solo and build their own little slice of paradise somewhere out in the black without the need to grind their entire lives away just to get there.

Read my last reply above for the detailed idea.
I think the biggest issue here is the way systems are intertwined. If you let players to "hire" NPCs to help with construction, the economy and sourcing materials don't matter. This would break the whole economic reason why we colonized. What would be my solution? Adding ranks to architect gameplay loop. It's the same as we currently have for powerplay. The higher your rank, the fewer resources are required to build structures after the initial starport. It could be easily explained in the lore - you basically gain experience and connections in the world so you can organize things better, pulling some strings here and there. It would still be grind-related, but at least we would be more and more efficient with this. NPC hauling would need to be connected to the economy somehow and those resources ideally would be "hauled" to the construction site simulating the world to be reasonable. So there wouldn't be situation where someone daisy-chain cheapest outpost far into the black and then just spam credits and fill in the system without any nearby economy with ease
 
Seconded, the hauling is boring and there's no alternative ways to build facilities yet.

it may be boring but this update finally give's a purpose to all them materials that are in every station that you would never pick up and transport.

Only thing we need now is a large ship that can hold 1500ts or 2000ts because the cutter and type 9 ain't cutting it atm im afraid

Panther clipper anyone?

forget that corsair ship we don't need it right now we need the Panther clipper
 
With the big pause in effect. I guess this gives people a chance to flesh out some existing star systems?

Flimley
Would be nice, but I think it is more likely for them to hoard materials on their FC for when they can make a new claim.
And those without a claim, probably don't want to start working on a new settlement in their system, just so they can be ready the moment it is opened back up. :/
 
Well, at this point I would be fine with colonization coming online again together with the suspended PP merit sources. What I hear you say? "This will be never, then!" No way, it just takes some time to be nailed out, I'm certain that it will be around end of March at the latest.
One thing though, the longer it goes the more systems will get finished by Cmdr's with smaller systems. This could if it was to be long term lead to Cmdr's completely disengaging with colonization altogether, which I would hope would speed Fdev up a wee bit. At the moment I'm just waiting for it to be reactivated, I initially stored some stuff on my carrier ready but have recently just sold it back to Cmdr's who were still building ( For as little profit as possible no point ripping people off ). Little point it just sitting till whenever like my Cmdr in the bar. Though a hint/clue/premonition/vague guess by Fdev would be appreciated 😅
 
So i want to try the new update. But not for me, i am to late to play it. By the time I read when I can colonise again, the beautiful system I found will probably have fallen to the system hoarders. Make it so, everyone can claim 5 main systems and otherwise only normal system claims. But a main system claim can override a normal system claim.

When can you colonise again?
 
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