This needs urgent updates.
- Rewards are determined by percentile individual Commander contribution:
- Tier 1 - Top 25% - 120
- Tier 2 - Top 75% - 60
- Tier 3 - Bottom 25% - 18
- 2 materials are picked randomly from each material category (Raw/Encoded/Manufactured) for a total of 6 different rewarded materials.
- For example, a Commander within the top tier can expect to receive 20 materials of 6 different types, for 120 total.
- Materials are randomised per system, so all Commanders contributing to a system will receive the same type of materials when that system is completed.
- Rewards will take you to the microresource cap but not over.
- Any rewards which would have been over the cap will be lost. Careful monitoring of your inventory and usage of materials traders is advised.
No, I will not decrease the entirety of my materials storage down to the utmost minimum so I don't lose any rewards.
As it stands now, we have to consume (note: not storing, trading or selling) all materials of the categories in question to not overcap and thus lose rewards.
Out of the many materials we could obtain, we will only get 2 per class (raw/manufactured/data) anyway. This is just relaying necessary work to the players.
Instead of forcing us to spend all of our materials any time we expect rewards, why not just filling the other materials with the remaining rewards that would have been lost? Or at least not make it random. Like on one hand engineering finally gets rid of its RNG component but FD seems to jus tcan't let go of it and introduces it elsewhere. Let us know what to expect so we can plan accordingly.