Engineers Engineer Materials: A suggestion to improve

Ahoy lads,
i guess you all know the feeling when you load up your inventory with stuff you gather as you
play your way. Yet some items are way harder to get your hands on, than others in certain professions.

How about having the engineers trade in ressources for another one, you require to complete your recipe?
You know, those 20 heat dispersion plates might be worth a lot to an armor crafting engineer, but you direly need
exploration ressources, you shun of getting hold on because SRV and planetside is not your way of playing.

Trading in stuff should be based on some rules:
- the engineer takes in stuff he can use and gives you ressources you need
- the rarity of traded in materials is reflected in the amount of ressources exchanged, higher rarity for lower rarity exchanges should yield more

Thoughts?
 
Ahoy lads,
i guess you all know the feeling when you load up your inventory with stuff you gather as you
play your way. Yet some items are way harder to get your hands on, than others in certain professions.

How about having the engineers trade in ressources for another one, you require to complete your recipe?
You know, those 20 heat dispersion plates might be worth a lot to an armor crafting engineer, but you direly need
exploration ressources, you shun of getting hold on because SRV and planetside is not your way of playing.

Trading in stuff should be based on some rules:
- the engineer takes in stuff he can use and gives you ressources you need
- the rarity of traded in materials is reflected in the amount of ressources exchanged, higher rarity for lower rarity exchanges should yield more

Thoughts?

I suggested a few days ago the idea of being able to buy/sell materials at Engineer bases (only supplied by CMDRs), and for the price to simply fluctuate according to supply between logical high/low values.

ie: So you can sell unwanted materials. Maybe even make a small secondary career (income) out of it? And if you're short of some, rather than being forced to farm for them, you could buy them... I'd suggest teh background sim also just reduced any stock over time too logically...

https://forums.frontier.co.uk/showthread.php?t=258470&highlight=material
 
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I suggested a few days ago the idea of being able to buy/sell materials at Engineer bases, and for the price to simply fluctuate according to supply between logical high/low values.

ie: So you can sell unwanted materials. Maybe even make a small secondary career (income) out of it? And if you're short of some, rather than being forced to farm for them, you could buy them... I'd suggest teh background sim also just reduced any stock over time too logically...

https://forums.frontier.co.uk/showthread.php?t=258470&highlight=material

If you are just able to buy the materials,
then you won't have to partake in the activities to get your hands on the ressources in the frist place.
That is why i suggested to be able to trade them in/exchange, you still would be rewarded with ressources for
doing stuff ingame, other than just farm money and simply buy stuff.
 
Good suggestion.. the engineer's materials needs some work in my opinion, and having played around 20-30 hours since engineers released. The materials for higher level modifications seem to me to be far too hard to come by/find for the average player.

I like your idea, however I feel there should be a penalty if 'converting resources' e.g.. Trade in 20, get 10-15 back of the alternate resource. Just my 2 cents..
 
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If you are just able to buy the materials,
then you won't have to partake in the activities to get your hands on the ressources in the frist place.
That is why i suggested to be able to trade them in/exchange, you still would be rewarded with ressources for
doing stuff ingame, other than just farm money and simply buy stuff.

Indeed! Fair point... But TBH I'm just a bit sick and tired of these never ending random time sponge mechanics being thrown at us over and over.. So if by blazing your own trail this means you have no interest, and get no enjoyment out of, for example, having to roll dice in your SRV picking up Nobium, or sitting their farming wake scans, then just buy the stuff at the Engineer...

And if this means people who don't mind such mechanics, and/or have an access of some materials can sell them at an Engineer in a somewhat dynamic market, cool... Found a bumper load of Polonium? Go and sell it on the market!


I understand this will lead to folks getting crafted modules all the more easily/quickly, but to be honest, maybe it's better to simply let people play with the toys, rather than making them mindlessly write a thousand lines each time to earn any playtime...



BUT yes, your suggestion is a less drastic move. ie: You can somehow deposit X units of Y, for a unit of Z. I'd see it as a +ve move! :)
 
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Good suggestion.. the engineer's materials needs some work in my opinion, and having played around 20-30 hours since engineers released. The materials for higher level modifications seem to me to be far too hard to come by/find for the average player.

I like your idea, however I feel there should be a penalty if 'converting resources' e.g.. Trade in 20, get 10-15 back of the alternate resource. Just my 2 cents..

I can agree with that,
i would say trading in low rarity stuff to get high rarity stuff is even moe penalized,
but possible nonetheless.

Indeed! Fair point... But TBH I'm just a bit sick and tired of these never ending random time sponge mechanics being thrown at us over and over.. So if by blazing your own trail this means you have no interest, and get no enjoyment out of, for example, having to roll dice in your SRV picking up Nobium, or sitting their farming wake scans, then just buy the stuff at the Engineer...

And if this means people who don't mind such mechanics, and/or have an access of some materials can sell them at an Engineer in a somewhat dynamic market, cool... Found a bumper load of Polonium? Go and sell it on the market!


I understand this will lead to folks getting crafted modules all the more easily/quickly, but to be honest, maybe it's better to simply let people play with the toys, rather than making them mindlessly write a thousand lines each time to earn any playtime...



BUT yes, your suggestion is a less drastic move. ie: You can somehow deposit X units of Y, for a unit of Z. I'd see it as a +ve move! :)

I think the approach of trading in stuff still does reward people for choosing their way of playing.
As a pirate you won't see me in the SRV seat ever, i simply do not enjoy that aspect of the game as much as robbery, theft and the
police trying to get me alive, which they never will ;)
 
I think the approach of trading in stuff still does reward people for choosing their way of playing.
As a pirate you won't see me in the SRV seat ever, i simply do not enjoy that aspect of the game as much as robbery, theft and the
police trying to get me alive, which they never will ;)
Agreed!

If each material was simply given a score, with the most rare being high, and the most common low, then in effect, there is the exchange currency/rate :)
 
Agreed!

If each material was simply given a score, with the most rare being high, and the most common low, then in effect, there is the exchange currency/rate :)

Infact, in thinking of this, we're sort of halfway back to my original scenario where you simply buy/sell materials at an Engineers, but rather than CRs, were talking Material Credit Notes or something :)

eg: You sell 10 "Oddly flowery wake scans" for 2 MCNs each, meaning you have a balance of 20MCN's... You then allows you to buy two Nobium materials at 10MCNs each...
 
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Infact, in thinking of this, we're sort of halfway back to my original scenario where you simply buy/sell materials at an Engineers, but rather than CRs, were talking Material Credit Notes or something :)

eg: You sell 10 "Oddly flowery wake scans" for 2 MCNs each, meaning you have a balance of 20MCN's... You then allows you to buy two Nobium materials at 10MCNs each...

That would require the engineers to agree on a currency,
like the vouchers you suggest.
I'd prefer to give them something they can use for their trade,
while they can give you stuff you can use, or they have an excess on as a byproduct.
As many engineers have their own enterprise and production modules,
i think it is the more immersive way, than exchanging for a virtual currency,
that feels even more placeholder.
 
That would require the engineers to agree on a currency,
like the vouchers you suggest.
I'd prefer to give them something they can use for their trade,
while they can give you stuff you can use, or they have an excess on as a byproduct.
As many engineers have their own enterprise and production modules,
i think it is the more immersive way, than exchanging for a virtual currency,
that feels even more placeholder.

Fair point... So it's an trade done there and then... and that's it?
 
i proposed the same OP's idea weeks ago.

i hope that someone at FD with a good heart will accept it and will put it in the game-
 
you wrote it better than me for sure.

anyway my idea was about some kind of auctioneer to be added to the game so rare materials are traded between players.

Auctionhouse?
While that might be interesting for the multiplayer aspect of the game
solo players would get the stick.
It is a measure though and i hope to see player trade in the future.
BGS is less alive than a player driven market,
yet player driven markets most time seem to favor people
investing a lot of time into the game to have the necessary coin for
inflated prices.

I'd stick to a basic general solution like trade in 5 heat dispenser plates for 1 arsenic or such.
 
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I like this suggestion. It would be a good way for some players not to avoid gameplay per se, but to indulge more in their favourite stuff and still have a good line to Engineers. It'd likely be easier to go and get the stuff you need the direct way but this provides an alternate route for certain materials and a way to keep your inventory from just flooding with crap you don't need and can't use.

I think generally, a more dynamic flow in and out of the mats inventory in any form could improve the gameplay around engineering. I don't believe it'd ultimately affect any minmaxing going on because that always seeks the path to power inside whatever system is currently in place. For most players it'd be a handy convenience, a way to finally get that elusive single component when they turn up ten a week of what the engineer is seeking in trade, and a viable route to ship modification for players who are categorically never going to touch certain aspects of the game; this is not only piracy-inclined fellows like our OP, but also dedicated traders who have never laid hands on a scanner control much less a firing solution, and such other singular professionals. Speaking to the last point personally, at first I thought WAT NOES DONT SKIP THE GAMEPLAY and then I thought POWERPLAY AND CQC NVM and now back the idea from that angle as well.
 
I like this suggestion. It would be a good way for some players not to avoid gameplay per se, but to indulge more in their favourite stuff and still have a good line to Engineers. It'd likely be easier to go and get the stuff you need the direct way but this provides an alternate route for certain materials and a way to keep your inventory from just flooding with crap you don't need and can't use.

I think generally, a more dynamic flow in and out of the mats inventory in any form could improve the gameplay around engineering. I don't believe it'd ultimately affect any minmaxing going on because that always seeks the path to power inside whatever system is currently in place. For most players it'd be a handy convenience, a way to finally get that elusive single component when they turn up ten a week of what the engineer is seeking in trade, and a viable route to ship modification for players who are categorically never going to touch certain aspects of the game; this is not only piracy-inclined fellows like our OP, but also dedicated traders who have never laid hands on a scanner control much less a firing solution, and such other singular professionals. Speaking to the last point personally, at first I thought WAT NOES DONT SKIP THE GAMEPLAY and then I thought POWERPLAY AND CQC NVM and now back the idea from that angle as well.

The best thing about the addition is it does not force you to undertake activities you do not like,
while rewarding you to specialize in your profession of choice.
I did not like the forcing towards SRV when horizons and POI came out,
and i still don't like to be forced into certain activities to just get that elusive material i require.
 
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