Elite Dangerous | System Colonisation Claim Pause

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I built my outpost to test out the mechanic. it's insanely boring and falls way short of the kind of personalization I'd like to see in what amounts to the closest thing elite's had to base building.


Allow 200ly colonies. Eliminate multi-faction representation in such systems until other systems containing other factions get within 20ly, in which case bgs activtiies will occur between any in range systems and operate as a new mini-bubble.

custom color schemes with station "kit" packs that can be applied to the various types of stations.

Allow 1st station to have its location chosen

Allow System names to be purchased and set by the player.

Allow large pads on outposts only available to the architect.

All stations in the system will address the architect in some unique salutary greeting and automatically give you a landing pad without having to ask once in range.

The architect can set a tax on all goods in the system so long as it isn't an anarchy system

Additional new layout type stations should be added that are unique to player colonized systems.

Allow system architects to create system local news

create a colonization tile on the right hud. put / copy colonization info to this screen. Make each item that's needed able to be clicked to show the nearest systems that export that item (bonus if it filters on if the systems have the required stock) Allow navigation to a selected system directly from this menu using the existing nav route settings.

Allow architect role to be sold auction by the player on a auction page available to all players. Highest bidder by the end of the tick wins. Once put up for auction it can't be retracted. If no bidder wins the user's set min, it remains theirs. The user can set a min of 1 credit up to however much they want.

And for the love of everything that makes a game a game ... Make additional gameplay loops able to contribute to colonization. Add escorting. Add pirating nearby megaships by disabling them and forcing them to transfer all their cargo to the colonization ship...whatever. Anything besides this monotonous repeating space trucking garbage. Even the mindless stare-at-a-rock exobiology mechanic would be less soul sucking than space trucking. The only thing worse would be exploration.
A lot to unpack here.
1. I say make the expansion unlimited. The effort to xfer goods 200 or more LYs is high and that effort should exist and be rewarded. The issue here is they have opened up the possibility of having to defend your system from Thargoids who are not happy with our expansion. You want to expand far out? Do so at your own peril.
2. I like it
3. Yes but you have to pay for the location based on how close it is to the star
4. System names should never be allowed, the reason is these systems are named after their real life counter parts and naming conventions do have a mapping purpose.
5. Not very "space sim" for a small outpost to have a T9 which is probably about 1/4 the size of the station parked on it.
6. I do like the unique address, I also think you should be fully allied to all factions in the systems unless they are contrary to your pledged.
7. ONLY if this tax applies solely to players, not the AI.
8. I like it
9. I like it.
10. Not in favor, the rich and connected already have an advantage. It would also be abused to transfer funds to players by simply selling systems at a high rate. This COULD work but if you can auction systems, why not your ship builds? Maybe set it to a cap based on the number of planetary bodies. No auction, just a "Buy Now" set at say $20 million per planetary body? When you put it up you are locked out of claims til 24 hours after it's sale. The claiming player must also have no current claims and cannot give up the claim once bought at auction. It would have no build timer and no option to unclaim so can not be resold.
11. How about this. If a player is allied with a faction, they can go to systems they own, say within 30 LYs and "generate" missions for players to run via that factions mission board and they broadcast across all of the factions missions boards within that 30LY. You can offer bounties in your system or goods deliveries and you have to kick in say $20 million per mission and cap at maybe 5 total missions active at a time with no refunds if you cancel, abandoned missions merely reset)
 
A lot to unpack here.
1. I say make the expansion unlimited. The effort to xfer goods 200 or more LYs is high and that effort should exist and be rewarded. The issue here is they have opened up the possibility of having to defend your system from Thargoids who are not happy with our expansion. You want to expand far out? Do so at your own peril.
Obviously, I don't understand this, but what's the advantage of having a 16 ly or 200 ly radius, other than getting to a certain point faster? For me, the journey is the goal, not being the first to colonize the Beagle Point or something. 16 ly is good enough, considering the spread over two weeks.
 
Obviously, I don't understand this, but what's the advantage of having a 16 ly or 200 ly radius, other than getting to a certain point faster? For me, the journey is the goal, not being the first to colonize the Beagle Point or something. 16 ly is good enough, considering the spread over two weeks.

the point is to not be next to a bunch of identical systems. it adds to the feeling of it being personal and special... even if only you ever go there.

200 ly is just a low ball limit for a stepping stone. i want to setup shop in the rift. Which is like 15000ly from the bubble. why should such a thing be limited? it's not like it isn't exponentially more boring to accomplish that. what is solved by limiting what players can do in a galaxy with a practical infinite limit?
 
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Auctioning systems is awful idea. Only the super rich and auction snipers will get good systems. Even the terrible ff14 system for housing is much better - set period in which players can enter their bid for a place, after the period expires a random winner is selected and in certain period he has the chance to claim it. Rinse and repeat.
 
A lot to unpack here.
1. I say make the expansion unlimited. The effort to xfer goods 200 or more LYs is high and that effort should exist and be rewarded. The issue here is they have opened up the possibility of having to defend your system from Thargoids who are not happy with our expansion. You want to expand far out? Do so at your own peril.
only if explorers are equally in peril when they venture out into the black.


2. I like it
3. Yes but you have to pay for the location based on how close it is to the star
4. System names should never be allowed, the reason is these systems are named after their real life counter parts and naming conventions do have a mapping purpose.
don't care. fdev can name systems whatever they want whenever they want. i really could not care less if someone's side project gets messed up because the name of some system became customized. it certainly doesn't matter in game.

5. Not very "space sim" for a small outpost to have a T9 which is probably about 1/4 the size of the station parked on it.

why not? the pads are modular, throw it off to the side. even better, just have a large pad and allow medium and small ships to land and waste less space than with multiple small and medium pads. there's plenty of room between tiny single structure outpost and 40 pad space station.

6. I do like the unique address, I also think you should be fully allied to all factions in the systems unless they are contrary to your pledged.
7. ONLY if this tax applies solely to players, not the AI.
yes only players

8. I like it
9. I like it.
10. Not in favor, the rich and connected already have an advantage. It would also be abused to transfer funds to players by simply selling systems at a high rate. This COULD work but if you can auction systems, why not your ship builds? Maybe set it to a cap based on the number of planetary bodies. No auction, just a "Buy Now" set at say $20 million per planetary body? When you put it up you are locked out of claims til 24 hours after it's sale. The claiming player must also have no current claims and cannot give up the claim once bought at auction. It would have no build timer and no option to unclaim so can not be resold.
the rich and connected are already getting whatever systems they want. a public action levels the playing field as much as it can. i really don't care about this idea that we have to make crappy game mechanics to stop cheaters. cheaters are already cheating. players already sell accounts with assets. the lack of fun game mechanics that take advantage of this being a multiplayer game has not stopped them. ultimately their cheating hasn't mattered and won't ever matter. there's billions upon billions of systems...

auctioning the role is just the most fair way to transfer it. letting players pick who to give it to is much more likely to be abused in ways that can be strategized. they would have no control or visibility of the auction until it was over. sure, probably only rich players would win many auctions, but then the other player is now rich. and so on.

alternatively it could be a random pick from the top 10 bidders. but beyond that, i don't really see how it swings the scales any more towards rich connected players than the mechanic already in. the point is to give players an out if they want to take it.


11. How about this. If a player is allied with a faction, they can go to systems they own, say within 30 LYs and "generate" missions for players to run via that factions mission board and they broadcast across all of the factions missions boards within that 30LY. You can offer bounties in your system or goods deliveries and you have to kick in say $20 million per mission and cap at maybe 5 total missions active at a time with no refunds if you cancel, abandoned missions merely reset)
i don't think you should already have to be an architect. construction or colonization ships should just offer escort missions that are bringing goods that will count directly to the players requirements. the more ships in a mission the harder it is and if you successfully bring them in safe what arrives counts and they would be full cargo ships. if you lose a ship, you not only get fined for each cargo manifest and ship cost but those level of missions will spawn less frequently for a while.

something like that. where you defend the convoy against a gauntlet of pirates that scale in difficulty based on size of convoy.
npcs truck your cargo, so long as you can defend them. this should be balanced so that large convoys are hard and the escort missions last like 15 min or 20 min each.
 
the point is to not be next to a bunch of identical systems. it adds to the feeling of it being personal and special... even if only you ever go there.

200 ly is just a low ball limit for a stepping stone. i want to setup shop in the rift. Which is like 15000ly from the bubble. why should such a thing be limited? it's not like it isn't exponentially more boring to accomplish that. what is solved by limiting what players can do in a galaxy with a practical infinite limit?
It's a misconception to think it's special. Thousands of other people are doing exactly the same thing. I think you can still reach your goal in 15,000 ly, it just takes longer. Elite Dangerous isn't the right game if you're looking to achieve objectives quickly. It's not designed for that. I would understand the rush if you had to pay monthly for it. But as it is... you can play or not play without any disadvantages.
 
I am sure this will be resolved too. In the meantime, I will continue construction of a large primary starport in my claimed system.
which is great for you as you are fortunate enough to have something to work on. because I am expecting competition for the system I want I need to remain docked at the closest starport
ideally I would like to actually do something whilst I wait hence some idea from FD would be nice
 
Obviously, I don't understand this, but what's the advantage of having a 16 ly or 200 ly radius, other than getting to a certain point faster? For me, the journey is the goal, not being the first to colonize the Beagle Point or something. 16 ly is good enough, considering the spread over two weeks.
well my problem with that 15 Ly Range (not 16! - I tried, at 15.1 already not claimable) is that as soon as you get higher/lower than Y: +/- ~450 Ly, the average Distance between Stars starts around 20-25 Ly. So unless FDev wants to generate a quite flat Colonization-Pancake, that Claiming-Distance needs to be increased....
 
...the average Distance between Stars starts around 20-25 Ly. So unless FDev wants to generate a quite flat Colonization-Pancake, that Claiming-Distance needs to be increased....

The system control range surrounding a fortified system in PP 2.0 is 20 Ly and for a stronghold it's 30 Ly. Wouldn't be surprised if the colonization claim range increases accordingly in the near future.
 
The system control range surrounding a fortified system in PP 2.0 is 20 Ly and for a stronghold it's 30 Ly. Wouldn't be surprised if the colonization claim range increases accordingly in the near future.
yeah, I know and BGS Expansion Range is there as well.
My point is - I don´t give a warm snort neither for PP nor for BGS (although the latter is needed for System developement), I want to be able to establish a Bubble for my PMF some 850 Ly away (~y+600) - with the current Range of 15Ly (and even if going upto to 20Ly) - that will be a quite hard, if not impossible, treat.....
 
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my guess is that without huge complaints FD can only increase not decrease
so whilst the feature is new and more likely to be exploited by cheaters, combined with FD choosing to do in live whilst promising no roll backs it makes sense to keep it close to the bubble

maybe I am wrong and there is a game breaking reason why they can't open the taps (such as the BGS failing) however my money would be on starting at 15 with them knowing they can relax that in the future if they want
(and I base this hypothesis on every single feature FD have released so far.

1.0 bounties, in demand commodities, materials, engineering requirements, running costs, jump ranges, ship power management

all have been hugely made far more relaxed after a while so why would this be different?
 
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still not liking long drawn projects to be out of the bubble not being possible. There are so, so many reasons as to why players want to be not in the bubble yet with civilization presence. The bubble "changed forever" to me is exactly that... player made highways to certain destinations, whatever the goal of it is as it's non exhaustive. Ppl remaining in the bubble with colonization goals is still there as well, just not everybody wants to do that - to be stuck with that.
 
When we get the update back? I did not claim a system, so can not play it or test it. But i hope you find a restriction that not 1 or 2 big clans claim the whole bubble. Maybe the restriction is 1000 ly around sol after that you can build what u want?
 
Yes, you can do it, but it'll be incredibly time consuming and a pain in the 🍑.

For one, there are commodities only purchasable from a certain place in the bubble, the back and forth trip would be deadly to the human brain.

Is there still no ETA as to when this feature will be re-enabled?

Have developers anywhere stated anything?

I wish we'd be shared some info, I've been waiting for this event, but from the get-go, my system claim was bugged, have been unabe to participate and now the entire thing is turned off. :/
Dave, fear not, you can certainly come and participate in my system is you want to get into the swing of things. More than happy to accept any commanders assistance. I've just started structure 13 and it's the biggie. Going to take me a month I'd say..... send help. LOL
 
After the update, still suspended:

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