News Engineers Blueprints Materials Update

Sorry to ask but I am not sure how to read this spreadsheet? Is there a quantity of each item I need to, say get a upgraded FSD, or do I need one of each to get to grade 5 etc.,

Many thanks for any help given
 
Please find here the datacleaned (with like 35 zillions of corrections) version of the spreadsheet, included in the global engineer database.
http://s000.tinyupload.com/?file_id=79185175256376227891

I had to assume all component were only used once, and commodities are the same than previous recipes (since it was missing in the given spreadsheet)

Enjoy !

I assumed that commodities were removed entirely, otherwise they would be shown in the spreadsheet. I'd be very disappointed if they still were part of the blueprints.
 
Really? Because you're not special anymore? The effect of the upgrades are still in place are they not.

I think this will bring a lot of players back to the game like myself.

You guys can't be serious.

Challenging? Nothing about a heavy-grind-gated RNG dice roll system is "challenge", that's just pure frustration.

Challenge and frustration are two separate things.

Far too often people confuse and replace "challenge" with "frustrating".

There's no rational argument for wanting more "challenge" and arguing against having things that make sense (like a use for Detailed Scanners beyond more credits for scanning things) and lowering the barrier to entry to the RNGineers content (though I'd have preferred removing the RNG element and leaving the grind alone).

Making the game elements visible, useful, and accessible =/= "dumbing down" the game.

Well said. I am dumbfounded that people can call the current system challenging. Mode-swapping for missions or USS, or driving in a straight line is not challenging or interesting gameplay. Engineers is the headline feature of the the update and some people want it to be rare? Seriously? The engineers are gated by some fairly hefty requirements for a new player, that looks like enough of a barrier of entry to me (and the many that have taken a break while this is 'fixed' I guess).

I'm pleased at the potential changes. If commodities have been removed from all blueprints then I am very happy at what is being proposed.

If this system was reworked to be skillbased I would also be happy but, since that's probably not going to happen I will settle for much less RNG and mindless repetition from my favourite game.
 
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With fewer materials required for blueprints and more of them spawning everywhere, we'll all have an overload of materials after a while. So here's a request to integrate them into the game in other ways, in addition to Engineers. For example, some community goals could require materials. Or they could be sold as exploration data - perhaps samples from newly discovered planets could be worth more, etc.

We still have synthesis, too. I would like to see a lot more of that using these materials.
 
Funny thing is they are doing a lot of extra work making this change and all they had to do was admit that RNG is a bad idea in crafting and remove it instead.
I think more people would like this change instead of making it easier to get the materials and keeping the RNG.

And someone suggested being able to keep the blueprint after you have crafted something to be able to replicate that module. That is a great idea, but make it hard to get the mats.
I personally would rather spend more time gathering mats and get what I wanted afterwards then have easy to get mats and deal with RNG.
 
Funny thing is they are doing a lot of extra work making this change and all they had to do was admit that RNG is a bad idea in crafting and remove it instead.
I think more people would like this change instead of making it easier to get the materials and keeping the RNG.

And someone suggested being able to keep the blueprint after you have crafted something to be able to replicate that module. That is a great idea, but make it hard to get the mats.
I personally would rather spend more time gathering mats and get what I wanted afterwards then have easy to get mats and deal with RNG.



Yeah seems weird, not thought out , once again Fdev's are number tweaking , instead of game play fixing.... being able to keep the blueprint after you have crafted something to be able to replicate that module .. is a very good idea

First time I got an upgrade wondered where my blueprint was stored , just assumed I would be able too use it again , there's nothing in Engineering page about the upgrade I got on the Status panel, or when returning too the Engineers , remember looking but didn't see it ?) .

"Oh hi there , this is the last upgrade you got though me LOOK here are your blueprints , want too use them on this ship? , lets see If they'll fit "
(you still need the mats the blueprint uses)
 
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Yeah seems weird, not thought out , once again Fdev's are number tweaking , instead of game play fixing.... being able to keep the blueprint after you have crafted something to be able to replicate that module .. is a very good idea

First time I got an upgrade wondered where my blueprint was stored , just assumed I would be able too use it again , there's nothing in Engineering page about the upgrade I got on the Status panel, or when returning too the Engineers , remember looking but didn't see it ?) .

"Oh hi there , this is the last upgrade you got though me LOOK here are your blueprints , want too use them on this ship? , lets see If they'll fit "
(you still need the mats the blueprint uses)

To me its the only way RNG can work is if you can keep the blueprint once you get a good roll and replicate it. But I would rather have no RNG at all. Just my opinion though.
 
To me its the only way RNG can work is if you can keep the blueprint once you get a good roll and replicate it. But I would rather have no RNG at all. Just my opinion though.

I'm in a Asp doing the Sothis & Ceos data runs .So I would increase my system ranking and get better Missions. My materials is 730/1000 but my cargo hold of 70 is nearly full with the 'other' mats the Sothis & Ceos gave me for the data runs. I have managed the Midshipmen rank with Federal as well with some of the navy missions , which is great, so looking at those ships to buy

So I find my self in the position again of having only little money for the bigger ships ( 7 million in credit), and not wanting to Upgrade the Asp , but use it for the high profit runs out of Sothis & Ceos and buy something 'bigger better' ?, with my new Rank ! when the money rolls in , THEN use all my mats too upgrade that ship whatever it is.

But I can't can I ?
I have I missed something ? shell game of moving stuff around , have been playing for a while, so tried , could be :O
 
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But it does, if you are looking for a specific material.



google doc okay?

They seriously removed Polonium from FSD range 5?

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If you fly around the bubble wherever reddit tells you and space buggy rock pick just to pick bits out of rocks I suppose it would be boring, but you set yourself up for it, no one else to blame. If you do surface missions (skimmer kills, salvage, scanning, base raid) and you land to do that and notice that you're on a planet with polonium (or whatever) you can pop over and check out the rocks on your scanner, combined with a higher likelihood of getting a rare material and more of it, this sounds pretty good.

I know you made it your mission here to troll me, but I'll respond anyways. The actual driving around the buggy is what is boring. Surface missions will not take you to enough rocks to find those rare materials (Polonium etc), so even if you go there because of a mission, it's still the super boring gameplay of driving the space buggy around a monotone landscape, ignoring thousands of rocks because they don't count while looking for one of the rocks that for some reason does.

Prove me wrong by showing actual gameplay footage, where you randomly stumble across Polonium while doing something else.

Not gonna happen. I'd bet any amount.
 
What I'm annoyed about is that I've grinder my socks off (gone through my fair share of frustrations but hey) to get my Cutter, Clipper and Fdl to a decent spec and now they're making everything easy again. Yes the discovery scanner change and drop rates are welcome but not Dumbing Down the engineers themselves because a select group of people can't seem to get time investment = reward

You think you got all this because you are so exceptionally good at playing this game, and it has nothing to do with your infinite time to play this game (as evidenced by triple Elite)?

What I am getting from your reply is that you put hundreds of hours into it and you're entitled now. Everyone else isn't. No matter that they paid the same money for Horizons, they don't get to use engineers because they don't have thousands of hours put into the game.

Am I getting that right?

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Eh...that and it's the best you can get? That's probably an important reason too, just saying.

Depends. Overcharged power plant 5 produces a lot of heat, but I'd still take it over a 3, even though I don't even need all that extra power, because of the secondary effects.

Same with focused Capacitors. Do I really want to cripple my sys and eng recharge and battery that much? But hey, if I do a 2 a secondary effect might destroy my module.
 
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The problem with the current generation of gamers, with some exceptions, is that they want everything now. They complain about grind this, grind that. I've put a he'll of a lot of hours into this game, and so have many other people, many of whom aren't on these forums as they think the majority of players on here just whine. It's my view it tough want good stuff, you have to work for it. Some of us have put weeks into engineering our ships and changing the goal posts so drastically so people can get them in days instead is a kick in the nuts. I'm not trying to sound arrogant as I fully appreciate not everyone has the time.
 
Oh boy, the instant gratification current gamer fallacy.

What a valuable contribution to every thread.

You don't appreciate anything but the 10 hours a day you put into this game. That's what matters to you, how much time someone can play the game, because by convenience or pure chance, that's exactly your strength when it comes to this game: hours played.
 
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The problem with the current generation of gamers, with some exceptions, is that they want everything now. They complain about grind this, grind that. I've put a he'll of a lot of hours into this game, and so have many other people, many of whom aren't on these forums as they think the majority of players on here just whine. It's my view it tough want good stuff, you have to work for it. Some of us have put weeks into engineering our ships and changing the goal posts so drastically so people can get them in days instead is a kick in the nuts. I'm not trying to sound arrogant as I fully appreciate not everyone has the time.

See, some of us want games to not be entirely about the continous acquisition of ever bigger numbers. We just want to get to the "end game" or however you want to call the state where you the chasing of upgrades is finally over, and then just play. We were quite content with the pre-2.1 status quo regarding gear, and never asked for more powerful equipment to be brought into the game.
 

Panticus

Banned
See, some of us want games to not be entirely about the continous acquisition of ever bigger numbers. We just want to get to the "end game" or however you want to call the state where you the chasing of upgrades is finally over, and then just play. We were quite content with the pre-2.1 status quo regarding gear, and never asked for more powerful equipment to be brought into the game.

I sympathise with that. I also don't understand the new power distribution mechanics - it seems that whatever quality of shields I have, it needs to be at 4 pips.

These pips should really just be a recharging rate. God knows how new players can understand this game.
 
Wow, if I'm reading that spreadsheet right, the requirements are significantly lower. Only 1 material required for many grade-1 mods, and only 3 for grade 5. Should speed things up a lot.

Is it safe to assume only one unit of each is required? He didn't specify that, and it's not made clear in the spreadsheet, but I guess it's the logical conclusion.
 
I sympathise with that. I also don't understand the new power distribution mechanics - it seems that whatever quality of shields I have, it needs to be at 4 pips.

These pips should really just be a recharging rate. God knows how new players can understand this game.

It's been like that since 1.0

4 pips gives your shield an incredible 60% damage resistance, while 1-3 pips gives you very minor resistance boosts, so there's no point in ever using anything but 4.
 
See, some of us want games to not be entirely about the continous acquisition of ever bigger numbers. We just want to get to the "end game" or however you want to call the state where you the chasing of upgrades is finally over, and then just play. We were quite content with the pre-2.1 status quo regarding gear, and never asked for more powerful equipment to be brought into the game.

You may have been

But there are vast quantities of post pre 2.1 about the need for "more end game content" (ie more guns, ships etc)

Simple fact is game is ment to be developed for 10 years.

Devs won't accomplish that if everything in game is gettable within first few dozen hours!

Persistent online games have had much slower roads to end game for years.

Once again though FD get it in the ear about things that are very common in other games!
 
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