General Overhauling Engineering: A Family's Request for a Streamlined Upgrade System

I don’t know if this will make any difference, but I’ll leave it here, hoping someone from Frontier Dev. would read it.
I picked up four copies of ED for my family, and we were excited about the game. I worked my way up to a Vulture, loved the little ship, and decided to plan the upgrade route that would end with a nice cosmetics pack to reward myself and support the Devs. Each one of us had a similar plan. I went online to look up information, and the reality of the game reared its ugly head.
My family and I went from “We have to support the Devs!” to uninstalling the game.

Two Proposed Solutions:
-Remove engineers and implement a clear progression and upgrade system for each ship.
-However you implement this, allow all materials to be traded between players; this way, those who want to explore can trade with those of us who want to blow up ships and rocks.

Bonus (Make mining relevant):
-You already have the technology to implement trade within fleet carriers, and all you need to do is add the ability to process ores and construct parts of ships or entire ships that players could sell.
-Add complex PvE content to guarantee we lose ships and keep the economy going.

Final thoughts: ED is a brilliant sandbox with excellent flight mechanics, but you lost revenue from a family willing to spend money on your game because engineering killed it. Please don’t give up on this gem of a game. All the systems are already in place; they only need a bit of refining. We hope to return to the game once engineering has been completely overhauled.

Thank you, and God bless.
 
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I just wanted to add to what my husband (OP) said. If you ever overhaul engineering, which as a Mom, is impossible for me to do as it is now, I would really appreciate it if you could add more in the way of cosmetics for the ships and characters. IMO, you can never go wrong with lots of outfit/hair/ship skin options! :giggle:
 
-Remove engineers and implement a clear progression and upgrade system for each ship.
No. The engineers are fine. Some modules need engineering options (lightweight SRV hangars, anyone?) and some existing engineering options are of questionable utility (who uses long-range wake scanners?), but engineers as a concept is fine. In fact, tinkering with different weapon mods is my favourite part of the game. I have something like 20 frag cannons and 20 PA-s with different mods on them.
-However you implement this, allow all materials to be traded between players
Yes. Material trading between players would be useful. I always have a surplus I could sell to others.
 
No. The engineers are fine. Some modules need engineering options (lightweight SRV hangars, anyone?) and some existing engineering options are of questionable utility (who uses long-range wake scanners?), but engineers as a concept is fine. In fact, tinkering with different weapon mods is my favourite part of the game. I have something like 20 frag cannons and 20 PA-s with different mods on them.
I don’t have an issue with the engineering concept; my concern is its implementation. As a new player, I like the idea but I find it very confusing. If I had a clear and concise way of obtaining materials, I would love to collect, engineer, and buy cosmetics for my ships, even if it took me a year or two. I am open to suggestions.
 
-Remove engineers and implement a clear progression and upgrade system for each ship.
No.
If anything more than "D trusters, A thrusters, S tier thrusters" is beyond your perception just ignore engineering.
Seriously, removing "X" because "it is confusing for me newb" usually cripple gameplay, make it less enjoyable and more shallow. I seen that in multiple games.

Gathering materials really isn't rockect science or quantym physic.
Manufactured: destroyed ships, signal sources in systems, missions (even non combat), DOZENS different abandoned settlements and persistent crashed ships
Data: scanning ships, wakes, signal sources, missions, scanning datalinks on some surface facilities, satelites around orbital installations, hackable data points
Raws: orbital mining or gathering materials on planets.
Also unlocks in crushing majority arent any challenge, but they can introduce you to different gameloops (wanna better distributor? Smuggle something illegal like narcotics to 5 diferent black markets and bribe engineer with 100k credits).

Actually, majority of this ways are possible to discover by playing game, so just play game and reject sick completionist mind, you dont need all of this new, and you don't need S tier stuff in 1 week.
PS: Trade, if in any other way than material for material has no sense in this game. Unless you want to pay dozens millions for single material, because with current, non existing economy it could look like this, so instead "grinding" mats you would "grind" billions credits for upgrades.
 
Data materials:
Get wide angle sensors on your daily driver. Start scanning ships in super cruise and while approaching stations. You will gather data as you play
Raw materials:
Do some mining; drive the SRV when exploring. Alternatively go visit the crystal shards (would be a nice family event)
Manufactured materials:
Stop when you see High Grade emissions and get those lvl 4-5 materials. Choose missions that give materials as a reward

Stop engineering at lvl 3. You can engineer higher if you really like a certain ship.
 
No.
If anything more than "D trusters, A thrusters, S tier thrusters" is beyond your perception just ignore engineering.
Seriously, removing "X" because "it is confusing for me newb" usually cripple gameplay, make it less enjoyable and more shallow. I seen that in multiple games.

Gathering materials really isn't rockect science or quantym physic.
Manufactured: destroyed ships, signal sources in systems, missions (even non combat), DOZENS different abandoned settlements and persistent crashed ships
Data: scanning ships, wakes, signal sources, missions, scanning datalinks on some surface facilities, satelites around orbital installations, hackable data points
Raws: orbital mining or gathering materials on planets.
Also unlocks in crushing majority arent any challenge, but they can introduce you to different gameloops (wanna better distributor? Smuggle something illegal like narcotics to 5 diferent black markets and bribe engineer with 100k credits).

Actually, majority of this ways are possible to discover by playing game, so just play game and reject sick completionist mind, you dont need all of this new, and you don't need S tier stuff in 1 week.
PS: Trade, if in any other way than material for material has no sense in this game. Unless you want to pay dozens millions for single material, because with current, non existing economy it could look like this, so instead "grinding" mats you would "grind" billions credits for upgrades.
You’re a veteran; most of this is obvious to you, and I hear you, but could you put yourself in my shoes and remember what it felt like to be new? The game doesn’t tell me any of this. I understand that “Just play the game” is a viable solution for you, but because of time, I only have the luxury of playing one game with my family, and we want to invest this precious time wisely. I rarely post on forums, and the challenge with posting as a new player is that veterans are always passionate about the status quo. I care enough about ED to create an account and voice my concerns, and I hope the developers can find a compromise to accommodate different playstyles. I am open to any helpful suggestions.
 
Data materials:
Get wide angle sensors on your daily driver. Start scanning ships in super cruise and while approaching stations. You will gather data as you play
Raw materials:
Do some mining; drive the SRV when exploring. Alternatively go visit the crystal shards (would be a nice family event)
Manufactured materials:
Stop when you see High Grade emissions and get those lvl 4-5 materials. Choose missions that give materials as a reward

Stop engineering at lvl 3. You can engineer higher if you really like a certain ship.
Thank you
 
Data materials:
Get wide angle sensors on your daily driver. Start scanning ships in super cruise and while approaching stations. You will gather data as you play
Raw materials:
Do some mining; drive the SRV when exploring. Alternatively go visit the crystal shards (would be a nice family event)
Manufactured materials:
Stop when you see High Grade emissions and get those lvl 4-5 materials. Choose missions that give materials as a reward

Stop engineering at lvl 3. You can engineer higher if you really like a certain ship.
We had no idea that any of what you listed was a possibility. I wish that the game implemented a simple page of this information in the tutorial. It would have given us a sense of direction. Now I want to go find out what a crystal shard is. I have never even heard of them! Thanks.
 
I went online to look up information, and the reality of the game reared its ugly head.
You liked a game, but then when you read some other peoples thoughts you changed your mind. Okeedokee.

Its fine to not like the game. Lots of people don't like it for a range of reasons. It is a niche game. But to have a complete reversal of opinion because of what some anonymous internet people say is a testament to how easily people change their minds based on what others say.

While ED has its issues, it is a 10 yo game, and overall it is still fantastic. A vast number of complainers on these forums have +100 hrs gameplay. Complaining is fun, and for some people it is an activity that makes them feel good. Heck, there are some regulars on this forum that haven't played ED for many years and complaining is their hobby.

Play the game if you like it. There are lots of ways play, and lots of activities to choose from. Don't get hung up on people that say you need to grind grind grind. Its not true. Keep in mind it is a large scoped game, and it is intended that major accomplishments take a long time.
 
I don’t know if this will make any difference, but I’ll leave it here, hoping someone from Frontier Dev. would read it.
I picked up four copies of ED for my family, and we were excited about the game. I worked my way up to a Vulture, loved the little ship, and decided to plan the upgrade route that would end with a nice cosmetics pack to reward myself and support the Devs. Each one of us had a similar plan. I went online to look up information, and the reality of the game reared its ugly head.
My family and I went from “We have to support the Devs!” to uninstalling the game.

Two Proposed Solutions:
-Remove engineers and implement a clear progression and upgrade system for each ship.
-However you implement this, allow all materials to be traded between players; this way, those who want to explore can trade with those of us who want to blow up ships and rocks.

Bonus (Make mining relevant):
-You already have the technology to implement trade within fleet carriers, and all you need to do is add the ability to process ores and construct parts of ships or entire ships that players could sell.
-Add complex PvE content to guarantee we lose ships and keep the economy going.

Final thoughts: ED is a brilliant sandbox with excellent flight mechanics, but you lost revenue from a family willing to spend money on your game because engineering killed it. Please don’t give up on this gem of a game. All the systems are already in place; they only need a bit of refining. We hope to return to the game once engineering has been completely overhauled.

Thank you, and God bless.
So you want the game to change after all these years, after all the effort some of us have put in because you cant/dont want to 🤷‍♂️

O7
 
So you want the game to change after all these years, after all the effort some of us have put in because you cant/dont want to 🤷‍♂️

O7
Wow, your reply makes much sense, putting everything into perspective. I was curious why everyone is combative about this topic. Still, now I get that it’s personal to many veterans who put quite a lot of time and effort into a system that new players think shouldn’t have been implemented as such. This resistance stems from a sunk cost fallacy, but what do I know? O7
 
So you want the game to change after all these years, after all the effort some of us have put in because you cant/dont want to 🤷‍♂️

O7
No.
Because after playing game noone noticed some weird thing like "signal sources" in systems, they never seen destroyed ships, and never noticed, that missions can have rewards other than money :p
I don't see other possibility for "I completely don't know how to gather materials" 🤷‍♂️

btw. This game has some informations about finding materials, at very basic level. In codex. then in handbook, then in engineering.
It example has informations "from scanning obiects", but without fancy chart with info, which data require scanning cargo ships, combat, or authority.
First screen
4RM4ZEG.png

But it is in codex. In game you can find even more hints.
Second screen
St2B0Tl.png
 
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Wow, your reply makes much sense, putting everything into perspective. I was curious why everyone is combative about this topic. Still, now I get that it’s personal to many veterans who put quite a lot of time and effort into a system that new players think shouldn’t have been implemented as such. This resistance stems from a sunk cost fallacy, but what do I know? O7
I agree with the above. That makes a lot of sense. We didn't mean to offend anybody. This is obviously a non-negotiable and sensitive topic for a lot of people. We'll see ourselves out.
 
I agree with the above. That makes a lot of sense. We didn't mean to offend anybody. This is obviously a non-negotiable and sensitive topic for a lot of people. We'll see ourselves out.
What I think causes the issue, is that a new player jumps into the game and within a short period of time decides that things should be made changed and made "easier". Those that have played the game for a while all went through the learning curve and used a variety of sources to gather information. This includes the codex, manual, elite wiki, forum posts and, of course, you tube posts (they are not all how to get rich/rank/mats/ships quick etc) which do contain useful information. There are some very useful vids out there, and they do not need to be slavishly followed.

The thing is, take your time and learn the basics. Leave engineering for the future as the game can be played with off the shelf stuff.

Steve
 
Its nothing personal, its just that in a world of hand holding, everything given on a plate within the first week, Elite is a breath of fresh air because its hard and takes time.
Engineering is also optional.

O7
 
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