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

No, thanks.
I prefer checking, what dropped some spicy, big pirate in conda, and collect it, if dropped some g4/5 :)
even it+missions in long shot can provide enough materials. Fact that relog exploit exist doesnt mean, that I have to milkt that each time, when I need any single material.

Your time is yours to waste. You can always do both, you know: fill up on your inventory, and keep an eye out for g4/g5 mats while doing your thing. You'll need to restock again eventually, however, because killing ships won't drop you all the materials you need to engineer more ships.

p.s. and in case it's been missed, the relog "exploit" is sanctioned by Fdev
 
Which, if I may add to this, is not really an early game concern, is it?

It is, because the game presents it right off the bat with the rest of the mission types. There's nothing in the game's structure that tells a new player "only go try this if you think you're good at space combat & outfitting your ship properly for it". Most players learn this by the 'error' part of trial & error... which is an inflection point for "keep playing" or "stop playing".

Hitpoint inflation is a big part of the issue, but CZ missions having an innocuous "just like every other kind of mission" presentation is also a facet of the issue with disregarding the importance of proper outfitting & engineering.
 
The only mod that stands out on the SDP route is Headshots.
If you can live without it, or pick it up preapplied at Pioneer SDPs are worthless.
That's my point.
I'm to weak in shooters to care about headshots :D
You're seriously filling the circle?
I think when I'm upgrading a component there's a particular point I want to reach but I don't think I 've ever filled the circle for any module in all the time I've been playing.
I did that rn, but more like for tests, than for doing it for benefits.
I tested my regular, AX clipper without fsd booster or experimental, just pure long range for FSD.
16,2 without enginering
G1 roll #1 18,07
G1 roll #2 18,56
G2 roll #1 19,65
G2 roll #2 19,89
G3 roll #1 20,84
G3 roll #2 21,10
G3 roll #3 21,36
G3 roll #4 21,57
G4 roll #1 22,16
G4 roll #2 22,69
G4 roll #3 22,90
G4 roll #4 23,05
G4 roll #5 23,21
G5 roll #1 23,57
G5 roll #2 24,05
G5 roll #3 24,43
G5 roll #4 24,58
G5 roll #5 24,70
G5 roll #6 24,82
G5 roll #7 24,86
G5 roll #8 24,90

For me completing grades is complete waste of materials, if I don't swim in them.
 
That's not true. I've been using wide angle sensors for a long time to collect encoded mats while in supercruise.
Fully engineered wide angle sensors allow you to scan any ships in your forward hemisphere in both normal space and supercruise.

Hm, I was certain about 'sensor range doesn't matter in supercruise' - but digging more into it, it appears you're correct: long range doesn't provide any benefit, but wide angle does... which does give the blueprint a use, I suppose, and would explain why before when websearching I found multiple instances of "sensor range only affects normal space" to corroborate my understanding, yet this time also found several anecdotes to support your experience.

Engineering just can't be simple, can it...?
 
The issue isn't that it's ship based, the issue is that a heavily engineered Elite python in a pirate activity beacon that's maybe even tougher than a CZ ship will drop the same loot as a mostly harmless one and even if it dropped better loot it wouldn't be worth gathering mats from difficult fights like that without some other changes.
So just do the fight for the fight and pick up any mats afterward that you have less than a full bin of, after all in a fight like that if you are going to win you are either beyond the newbie stage or such a good pilot that it isn’t an issue.

Also it isn’t the Python that is Elite it is the one in the cockpit flying it, the Python is merely heavily engineered, but yes it would be nice if a rarer mat or two would drop from engineered ships.

This is about the infinitely farmable HGE's - they/the free mats should be a rare one-time thing like pre-engineered odyssey weapons, a bonus not something to rely as your main source of materials income and other stuff should be balanced so that getting the mats to properly engineer stuff doesn't take much longer than it takes with HGE farming now but it could take more skill.
One time per player, one time per HGE instancing, one time per location in the game? None of that sounds good, and how do you sell that to the new starter when there are players with bins full of that mat or storage full of the modules that mat created.
Replacing farming with a range of more skilful activities could be good as long as they aren’t like that horrible reflex based version of bio sampling that was trotted out originally.

Elite copying them is the mistake here. I'm not sure if it's intentional copying/adapting those systems to Elite or convergent ideas resulting in similar solutions. The way Elite does it is similar to the RPG example I gave, but misses important nuances and falls flat to the point I think it's not fixable by making it more like those other systems.
Good I don’t want Elite to copy other games I prefer it to be itself.

You're not going to get your ship engineering done by deep space exploring unless you count visiting signal sources in populated systems the bubble exploring. I consider the HGEs free handouts like I said earlier. There are long range tourist missions that can reward materials but that's not exactly viable because you're at the mercy of additional layer(s) of RNG there. Similar with mining, trade and AX (except there the high mat rewards for the 3 types could sustain using material traders).
Yes but it is a bit of a catch 22 example as while exploring in the black doesn’t help engineering much, you can’t easily explore much in the black without some engineering.
No matter where the XP goes I don’t consider tourist missions exploration. But driving around in an SRV works in my mind so that gets an explorer access to a whole range of raw mats.

It's not entirely bad that the game forces you into different playstyles (mainly combat which is the best part anyway) but the end result isn't just dipping into the other playstyles to grab a few things you missed out on. The majority of all material gathering ends up being from the 2-3 things you can actually do to get any type of (manufactured) materials or G5 materials in large enough quantities to trade. This means going out of your way to do engineering and even the slow passive material gathering can't help you.
Sticking with your dedicated explorer example how much engineering do you actually need to do.

The end result is you spend almost 100% of the time you spend engineering doing things specifically to progress in engineering, the passive stuff doesn't get you 75% or even 50% of the way there, even if you do combat as your main activity (except in outlier cases where you play the game for years to get that far).
I applaud that statement, so little if it is incorrect but the whole thing is so misleading.
I spend almost 100% of the time I am doing an activity in the game doing things that progress that activity the issue if there is one is how big a percentage of your total time in the game the activity consumes. Oh! and if you personally enjoy it. After all some people enjoy missions.

This could be fine if the gameplay for gathering materials didn't suck, but it does suck, hard. That is an issue.


It's better if what you need to finish a recepie is a potential mission reward, but you're still at the mercy of the RNG to get a viable mission with the right material reward to spawn. If you need anything in large quantities (Manufacturing Instructions) you're in for some grind.

If you want 10 of something to finish a recepie you're probably going to spend 3-5h looking for and doing missions only to get those materials on the average and you might be forced into longer play sessions than you'd like because of the short mission expiry timers. It'll be hit or miss if you find quick assassination missions or missions where you have to wait 3min or whatever for a power regulator to pop out after flying 100kLs to a secondary star.

Unlike the space ship stuff the odyssey gameplay doesn't have staying power for 1000s of hours, but the amount of material you need to fully engineer several sets of gear (all 3 types of suit) expects you to play it past the point where it's fun. This is a case where it's not worth bothering and I regret doing as much odyssey engineering as I did trying out all the weapons and trying to find builds for interesting gameplay.
You should have just, as I did, spend time visiting new stations in the bubble buying G3 kit and then trying out the activities. I soon found that apart from exobiology there was little that interested me so while I have access, picked up in casual play, to a great many Odyssey engineers I have done no engineering with any of them.
 
I did when I started using engineers, as I hadn't had experience of them.
It was only after a short while playing around that I realised that the gains by filling the circle were minimal to those to be had by 3 or 4 'rolls' - As you may guess, I have never watched any social media guides - good & bad there, I guess!

Do you not think that it's bad design to set a goalpost for the player that is not advisable to actually reach for because of diminished returns? It doesn't make sense. Nobody would want to play football to score touchdowns if the field were shaped like a skater rink.
 
Actually thinking about this more - the game explicitly encourages this with it's mechanics. If you do engineering you immediately get hit with all the negative effects of the recepie but only get all the positives if you cap out the tier.
Which you can do by starting the next tier as soon as it’s nut symbol unlocks.

I noticed early on that the numbers inside the rings show where that property will top out at that tier and the current value so tend to stop engineering when there is no meaningful difference. No point chasing down fractions too small to display.
 
Do you speak for all new players, or is this just an opinion?

The started Sidewinder has fixed weapons too - and is a piece of cake to fly FA-Off.

Neither. It's an objective statement. A newer player is going to have a harder time than necessary using fixed-only weapons, and only cannons, against NPC opponents that will be shielded, will be using SCBs, and will be maneuvering heavily - and especially in a ship that is not making full use of its defensive potential.

The suggestion that one takes a 'starter sidewinder' into anything and expects to survive well isn't even worth considering. Yes, smaller ships have higher agility in certain aspects (until you start engineering ships for combat, then medium ships easily match them), that's not the question here at all.
 
Quite interesting just how many people spend literally thousands of hours playing ED though...

How much of that "gametime" is spent just being in supercruise? Reading guides outside the game? Doing things you don't want to do in order to get over the barrier to entry hurdles to do the things you actually want to do?

A sophist might opine that that isn't truely 'playing' the game. Various loops of the game are inflationary time sinks. Hours played is a very misleading statistic in a game such as this.
 
I'd completely agree that the SDPs are really too hard to get, and I don't think it's a very good design when people find that the best way to get them is to find the right mission and then relog...
It's almost panto season, so....

Oh no they are not!

I have dozens of the things. So I did the relog dance, but only for short spells when at a loose end for something to do.

Steve
 
Which you can do by starting the next tier as soon as it’s nut symbol unlocks.
At that point you have to question the intent of the design - if the intent of front loading the downsides is to get players to commit to filling it up (even though they don't know how many materials it will take because of the RNG based rolls system and how long those materials will take to gather because of the RNG based drop system) then encouraging players to not fill up the bar or not engineer everything to G5 means the design isn't quite doing it and could be improved.

The simple way to improve it here is to remove the rolls system entirely and have a fixed cost for each tier.

If the intent of the design is to get players to consider the downsides of the engineering more and not go all in on it then the downsides should be increased so that you give up more of one stat in return for another - ideally making mid tier engineering more meta. This wouldn't necessarily lead to a better system and would just introduce more trap choices than there already have unless it's executed really well.

Of course the current design is just something patched together from the corpse of the old, even more random, engineering system with different issues and it assuming there's some sort of deep design intent beyond it is maybe giving it too much credit and it might be better to look at it as many emergent, unintended effects that don't come together to form a cohesive, fun system.

So any suggestions/improvements have to decide not only how to nudge players to make the right decisions but also what the right decision is. This makes reaching a consensus nigh-impossible.
 
Actually thinking about this more - the game explicitly encourages this with it's mechanics. If you do engineering you immediately get hit with all the negative effects of the recepie but only get all the positives if you cap out the tier.
Personally I got the distinct impression it discouraged it the moment you do a roll and get get no noticeable progress.
Anything beyond that is just chucking mats away.
 
So what, give a new player the kind of advice that makes it even harder to try taking on NPCs? That does not make sense.

There's better ways to advise building vanilla ships, vanilla + guardian unlock builds (as guardian unlocks are comparitively very easy and low on time-sink), and then in turn things to do with engineered builds. All-fixed cannon FA-off under-shielded Krait is not suitable as a "new-player" example to follow.
It is possible to destroy an elite level FdL in an assassination mission with an unengineered Krait mk2. I'm not really interested in the details beyond that.

The thread is about the amount of engineering needed to progress in the game and someone has posted a video demonstrating that the answer to this can be 'none'.
 
You're seriously filling the circle?
I think when I'm upgrading a component there's a particular point I want to reach but I don't think I 've ever filled the circle for any module in all the time I've been playing.

Full G5 or it never leaves the hangar

(well, not always 100% true, but most of the time, yes - there were plenty of situations were i flew G3/G4 ships. Heck - on my Epic account i didnt bother to unlock Palin for more than a year so my ships were sporting only G3 drives) 😂
 
The suggestion that one takes a 'starter sidewinder' into anything and expects to survive well isn't even worth considering
Oddly, the opponents one meets, as a new player, in the starter sidewinder, are easily vanquished - even with fixed weapons - as the player becomes more competent (according to the ranking system) so does their opponents.
 
How much of that "gametime" is spent just being in supercruise?
As much as one wishes?
Reading guides outside the game?
I never have - so none at all. YMMV, naturally.
Doing things you don't want to do in order to get over the barrier to entry hurdles to do the things you actually want to do?
Guess what... I don't do things I don't wish to do - only the things I wish to do at that time...
Again, YMMV, of course.
 
Personally I got the distinct impression it discouraged it the moment you do a roll and get get no noticeable progress.
Anything beyond that is just chucking mats away.
Because of how random it can be the fact that there was no noticeable progress on a roll could just be bad luck.

The thread is about the amount of engineering needed to progress in the game and someone has posted a video demonstrating that the answer to this can be 'none'.
I missed that, what was the video?

Also it obviously just because someone can do it doesn't mean everyone can/should progress through the game without engineering.

But if that was the takeaway then should the game be made harder across the board so that engineering becomes more relevant to everyone and is forced on players more?
 
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