Elite Dangerous | System Colonisation Claim Pause

Status
Thread Closed: Not open for further replies.
Many folks have reported having difficulties moving round their carriers. People wanting to move their carrier that aren't in the bubble and aren't doing any colonization right now, they are stuck. I keep seeing No free time slots and can't squeeze in a repositioning of my carrier. One could ask, as this is a space sim, why while I'm out in the black I'm bound to time slots anyway.

I hope some improvements can be made to allow more slots and/or allow carriers (far) further away from the bubble to be less impacted if at all by all those busy colonists :)
 
Many folks have reported having difficulties moving round their carriers. People wanting to move their carrier that aren't in the bubble and aren't doing any colonization right now, they are stuck. I keep seeing No free time slots and can't squeeze in a repositioning of my carrier. One could ask, as this is a space sim, why while I'm out in the black I'm bound to time slots anyway.

I hope some improvements can be made to allow more slots and/or allow carriers (far) further away from the bubble to be less impacted if at all by all those busy colonists :)
That's not how it works. It's all down to the shared server timing, when it's full it's full, everywhere, for everyone, no getting around it.
There's a knack to getting a slot...
 
That's a bit much for a claim, but would fit a fleet carrier. Together with zero-upkeep, of course.
NO, the last thing that we want is people with too much money physically buying and abandoning permanent assets in space, try x2 or x3 Cr maintenance costs:)
 
NO, the last thing that we want is people with too much money physically buying and abandoning permanent assets in space, try x2 or x3 Cr maintenance costs:)
Perhaps an option to buy-in to a removal request can help here. Like 30k ARX, maybe? With this minor fee, you would be able to nominate one of the permanent assets as abandoned, and get FDEV personnel to investigate, eventually seeing a legit abandoned asset being removed. The same could possibly be done for other assets as well, like system colonizations, PMFs, squadrons, or whatever comes next.
 
Perhaps an option to buy-in to a removal request can help here. Like 30k ARX, maybe? With this minor fee, you would be able to nominate one of the permanent assets as abandoned, and get FDEV personnel to investigate, eventually seeing a legit abandoned asset being removed. The same could possibly be done for other assets as well, like system colonizations, PMFs, squadrons, or whatever comes next.
This is really off topic for this thread but.

The lack of maintenance payments eventually does this automatically

A further incentive to carrier usage could be a requirement for a minimum number of jumps over a 6 or 12 month period which could help with some systems becoming full, or a relocation into an "empty" system after a max stay period, with exceptions given for out of the bubble carriers.
 
A further incentive to carrier usage could be a requirement for a minimum number of jumps over a 6 or 12 month period which could help with some systems becoming full, or a relocation into an "empty" system after a max stay period, with exceptions given for out of the bubble carriers.
How should that exception system work? If it is a manual procedure, it will produce maintenance work for FDEV. Anything not attached to ARX is basically work they have to do for free. I'm not sure if this is in their strategy at the moment. How could it be done automatically? Distance to bubble?
 
All the first footfalls have disappeared:

1741265944293.png
 
As well as first footfalls disappearing, there are two Nav Beacon signals (but one is the colonisation beacon, when you drop in - these were meant to despawn!) and the system went "unexplored" with no system map available from a distance.

Station I finished last night is still "under deployment" with no people. It has mission boards though...
 
Last edited:
We talked about this on the IEA Discord, but you might have missed it then: it doesn't look like inhabited systems, original or colonized, cause signals to start spawning around them. Rather, it's zones centered on fixed systems - I'm pretty sure it's Sol, and Colonia, although since the signals seem to drop out around 510 ly from Sol, it might be something else or just coordinates instead. (Also, farthest planetary signals I could find were a pair of Surface excavations on the same body, 540 ly away - thirty other systems, not a single spawn on any bodies I mapped. I doubt that 2,500 ly is still correct.) Maybe Frontier will change things so that player-settled systems will all have their own zones around them, but I don't expect they will.

So, as things are now, you won't encounter anything more in uninhabited systems than what's already here.
Well, npcs and system signals obviously spawn in inhabited systems. But the salient point is, as I've said, I don't think that's true for planetary signals, as when I tested you could find them as far as 2500 ly out, even from Colonia, it's just been a while since I actually tested that, and it is entirely possible they changed things when they fixed the Odyssey bug. I have to assume colonized systems are counting as inhabited, though, since they're definitely spawning npcs and system signals and such, even before delivery is completed on the initial station. If somebody from Fdev could clarify how human spawns are dictated, that would certainly be appreciated.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom