Elite Dangerous

Elite Dangerous

Question on Colonization
Sorry if this is a dumb question or I should know this, but reading that there have been 8,000 colonizations so far, my question is in relation to my concern about things getting silly.

What I'm worried about it everything around the bubble being gobbled up, and if someone decides they want to colonize 1 system they'll have to travel so far from the bubble, they won't want to fool with it because it would take forever to get back and forth.

So are there some kind of guardrails on this? The amount so far seems high. Are there going to be requirements to actually sort of maintaining what you build to some point? For instance, with the FC we know you have to maintain it or you lose it.

I don't want to see people just colonizing 500 systems just to do it, and then just leave and those systems never being available to anyone else ever.

If that is the case, is it possible to take over those systems yourself through the gameplay mechanics?

Hopefully you understand what I'm getting at here. It has the potential to be a mess if there aren't certain requirements and / or restrictions put on this.
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Showing 1-12 of 12 comments
for what i have seen so far, its more like; player build colonis and they where inhabitadet and maintained from npc just like any ordinary inhabitat system.

the player as an architect have some reward in the systems he build. (cheaper commoditis etc)
Last edited by LastPlanet; Mar 6 @ 1:18pm
Meemai Mar 6 @ 1:32pm 
The systems become fully integrated with the rest of the game economy/missions/etc and function like any other NPC system.

Players just get some royalties weekly from them, and decide what to build in the systems, but otherwise do not have further control on them than that.

Having more will not mean you need to travel more back and forth for colonizing your new one, it will just mean the bubble itself is larger.
Last edited by Meemai; Mar 6 @ 1:33pm
Vex Mar 6 @ 4:30pm 
I think there's been some kind of exploit that caused so many systems to be colonized so fast, that's why it's paused now. Colonization will probably be slower in the future.

But I also have a concern that people will colonize systems, build an outpost and then leave it and never do anything more to it (and we'll then see a lot of "empty" colonized systems). I hope there will be some kind of transfer system so systems can be transferred to other players, from the original architect, so colonized systems can continue to develop, or that "abandoned" systems can continue to be developed in some other way.
Last edited by Vex; Mar 6 @ 4:32pm
Hootman Mar 6 @ 4:42pm 
Originally posted by Vex:
I think there's been some kind of exploit that caused so many systems to be colonized so fast, that's why it's paused now. Colonization will probably be slower in the future.

But I also have a concern that people will colonize systems, build an outpost and then leave it and never do anything more to it (and we'll then see a lot of "empty" colonized systems). I hope there will be some kind of transfer system so systems can be transferred to other players, from the original architect, so colonized systems can continue to develop, or that "abandoned" systems can continue to be developed in some other way.
That's my thinking. I just don't want to see a bunch of half-arse systems sitting around and locked down forever built by someone who played for a bit and then left. I don't want to see some sort of "grinding" one has to do to maintain their rights, but would like to see some level of attention required, even if it means having to do 1 kind of thing in that system every couple of months or something. Just no open ended forever yours and move on thing needs to be avoided.

At least it's structured and we won't see junk everywhere. I have mentioned before experiences with "Fallout 76" and people having cluttered bases all over the place, just plain eyesores.
Sighman Mar 6 @ 6:37pm 
Originally posted by Hootman:
What I'm worried about it everything around the bubble being gobbled up, and if someone decides they want to colonize 1 system they'll have to travel so far from the bubble, they won't want to fool with it because it would take forever to get back and forth.

So are there some kind of guardrails on this? The amount so far seems high. Are there going to be requirements to actually sort of maintaining what you build to some point? For instance, with the FC we know you have to maintain it or you lose it.

1. There's no maintenance involved. On the contrary, the system pays you with a passive income.

2. A lot of players (e.g. me) are not interested in expanding wildly with a chain of systems. We just want one fully-developed system we can play in.

Mine already has massacre mission stacking, a pirate facility with endless Elite and Deadly condas etc to shoot, an ice asteroid base, a range of RES spots, mining spots, etc, and I haven't even started on settlements yet.

I also picked a system which can be acquired by my power, so I get merits for everything, and to cap it off my adopted NPC faction is in the system so I can do all the BGS gameplay as well.
spam Mar 6 @ 8:14pm 
Originally posted by Hootman:
Sorry if this is a dumb question or I should know this, but reading that there have been 8,000 colonizations so far, my question is in relation to my concern about things getting silly.

What I'm worried about it everything around the bubble being gobbled up, and if someone decides they want to colonize 1 system they'll have to travel so far from the bubble, they won't want to fool with it because it would take forever to get back and forth.

So are there some kind of guardrails on this? The amount so far seems high. Are there going to be requirements to actually sort of maintaining what you build to some point? For instance, with the FC we know you have to maintain it or you lose it.

I don't want to see people just colonizing 500 systems just to do it, and then just leave and those systems never being available to anyone else ever.

If that is the case, is it possible to take over those systems yourself through the gameplay mechanics?

Hopefully you understand what I'm getting at here. It has the potential to be a mess if there aren't certain requirements and / or restrictions put on this.
You are not conceptually wrong, but I disagree with your conclusion. Yes the bubble will grow a bit, and yes you will have to travel to the edge of the bubble to find 'good' systems to colonize, and yes the edge is further away now because the bubble was expanded.

Do keep in mind that this initial surge will die down once the hype dies down and everyone has had a chance to try it. It's a lot of work to just build the first station, much less an entire system.

As for getting back and forth, well the bubble will have expanded, so there should be systems with resources near your newly colonized system; that's sort of the point. (except maybe for the folks chaining to Colonia and the like).
OP - i don't think you really grasp the size of the galaxy and the bubble.
there will absolutely be a bunch of systems that people start to colonize and then do nothing else with, that's just how these things go. But there will also be systems that people turn into great systems. Want to make sure there are more great systems being developed? go do it.
frumple Mar 7 @ 1:06am 
Originally posted by Sighman:
Originally posted by Hootman:
What I'm worried about it everything around the bubble being gobbled up, and if someone decides they want to colonize 1 system they'll have to travel so far from the bubble, they won't want to fool with it because it would take forever to get back and forth.

So are there some kind of guardrails on this? The amount so far seems high. Are there going to be requirements to actually sort of maintaining what you build to some point? For instance, with the FC we know you have to maintain it or you lose it.

1. There's no maintenance involved. On the contrary, the system pays you with a passive income.

2. A lot of players (e.g. me) are not interested in expanding wildly with a chain of systems. We just want one fully-developed system we can play in.

Mine already has massacre mission stacking, a pirate facility with endless Elite and Deadly condas etc to shoot, an ice asteroid base, a range of RES spots, mining spots, etc, and I haven't even started on settlements yet.

I also picked a system which can be acquired by my power, so I get merits for everything, and to cap it off my adopted NPC faction is in the system so I can do all the BGS gameplay as well.
That's Elite level Elite gameplay right there.


As for those colonizing chains, i think they usually have a distant target in mind, or they want to expand into a small bubble just outside the bubble.
The Sicilian government were handing out properties to build and permits for 1 Euro, not a joke. However to incentivise the build and not leave ghost towns you had to spend 200,000 or something like this within a few years to develop the property. Same scenario.
Hootman Mar 7 @ 11:09am 
Originally posted by marcopolomint:
The Sicilian government were handing out properties to build and permits for 1 Euro, not a joke. However to incentivise the build and not leave ghost towns you had to spend 200,000 or something like this within a few years to develop the property. Same scenario.
Back in the day the U.S. also granted land to anyone bringing in new citizens (mainly for labor), 50 acres per new citizen. Called a Headright. That's how my namesake got here. Most were "indentured servants for years. Basically paved the way to slavery.

Would be interesting to see if there is a mechanic to set up one of the systems allowing slavery (Empire?), and I recall reading about once there were 10's of thousands of slaves released which caused havoc.

Wonder if you could do that and make a mess of surrounding systems :)
spam Mar 7 @ 11:19am 
Originally posted by Sighman:
Mine already has massacre mission stacking, a pirate facility with endless Elite and Deadly condas etc to shoot, an ice asteroid base, a range of RES spots, mining spots, etc, and I haven't even started on settlements yet.

What kind of pirate facility and what does it do other than lower the security rating (and up the wealth) of the system?

I'm asking because I actually have two Anarchy factions in my system and am wondering if I should build some pirate structures for them, or if the hit to security will just suppress development of the system with no counterbalancing benefit.


Edit: OK side note and back on topic. The starter base does not require points to construct and, as far as I can tell, you don't go into construction point debt with the first structure. This means that building a Coriolis or Asteroid belt effectively gives (and consumes) 3 free T2 pts, while an Orbis or Ocellus gives (and consumes) 6 free T3 points. Presumably this matters because of the population stats the starports give you.

TLDR: If you can stomach the grind, starting with a T3 starport will probably give your system a slightly better build out. Assuming, of course you can actually finish it.
Last edited by spam; Mar 7 @ 11:31am
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Date Posted: Mar 6 @ 12:50pm
Posts: 12