8, 9, 10 rolls to Max out G5

Unfortunately the engineers haven’t yet worked out the recipes for platinum plating and low temperature diamond encrusting fuel scoops.

Otherwise I would.
 
I really think when you go to the engineers there should be 3 ways to pay.
1. As now all mats.
2. Mats that you have and can pay the difference with credits.
3. All credits.
But make credits the most expensive way to do it.

Alot of other games have this setup with there upgrade system. It works and is liked in other games because it gives you the choice of how you want to pay and how you want to play.
 
Those last three rolls don't really achieve anything. The trick is to guess which one is the first of the last three before doing it. :)
 
Those last three rolls don't really achieve anything. The trick is to guess which one is the first of the last three before doing it. :)

Nice! So check the logs!

@CMDR Six6VI: Thanks!

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I have converted and maxed out two modules and allready it gets on my nerves. I spent 27 materials to close an itchy bitsy tiny little gap, just to reach max value.
72 materials in total, to convert and max out a previously g5 module, that was allready rolled like 50 times.
I hope i sound salty, because i am. What is this madness??

Thats because they screwed us with previous G5 convert or grandfathering as they call it. It should of been a cost of 1 g5 roll to convert to the new max g5 roll. Not drop a whole grade.
 
I don't see any difference in effort required - whilst they give quicker progression on the one hand, you need more to complete. It's a net zero change.

Not only that but before you only had to go to grade 5 once then you could get max of what the engineer supplied on other modules. Now you have to go through it all with all modules.
And fair enough its less time spent for the people that chased the god rolls. It is more time spent for the people that only did a couple rolls and were happy with what they got.
 
Not only that but before you only had to go to grade 5 once then you could get max of what the engineer supplied on other modules. Now you have to go through it all with all modules.
And fair enough its less time spent for the people that chased the god rolls. It is more time spent for the people that only did a couple rolls and were happy with what they got.


I am shifting towards I may have been a bit early in the process there with my comment. The more I'm playing, the more I'm seeing it's tilted towards more grind.

3 things would solve a lot of QoL issues for fleet commanders imo.

1. Definitive number of roles to complete G5 - be it whatever number just fix that number. Lets start with 8 rolls. We know now how many mats to get which equates to time.
2. Ability to convert modules to the new system using the Remote Workshop facility - it's just a bit of code that can be added in imo. If you're quick enough to see it when the RW screen loads you do sometimes get a flash of the module screen so there is some logic checking going on.
3. Allow the engineer to work on your stored modules (be it remote or you have to be at the engineer base)

You spend all day working for a living to earn money - you then don't expect to spend as much time again at the supermarket to actually purchase the bread!
 
11 rolls to max G5. RNG needs to go the way of the Dodo when engineering. I've put the time in gathering this stuff, don't waste it on needless randomness.
It's bad enough being robbed at the Material Trader. They're like Pay Day loan sharks!
 
Sure it may take 8-10 rolls to get a module fully G5 complete, but all in all the ENG grind is so much easier now that it's ever been.

When ENG first dropped
  • there were no raw mats listings on planets
  • we only got 1 mat at a time (rather than 3)
  • you needed those stupid commodities for some recipes
  • there were no material traders
  • there were no remote workshops
  • mat storage limits were lower
  • there were no third party tools available; we all had to keep spreadsheets and write notes

I spent hours and hours and hours driving around random planets hoping to find mat X Y and Z. Not knowing if that material dropped on that planet, or whether I was a victim to the RNG. I'd eventually get to the ENG and get a rubbish roll; very disheartening


Since 3.0 dropped, it only took me about 10 hours "casual" play to get a new un-ENG Anaconda fully G5 rated for every core module, shield, weapon and shield booster.

My approach to ENG is now:
  • vacuum up every mat I come across
  • get enough mats to get to G5 and desired experimental effect(s) at the ENG
  • fly to ENG and roll 1-2 G5
  • add desired experimental effect
  • pin blueprint
  • carry on doing whatever I want and use the Remote Workshop to increase G5 as and when I get/trade mats

I think we need to remember how "easy" ENG is now compared to what it was.

it's not about easy and hard, it's about stupid mechanics of high RNG behind it. RNg is no proper gaming component outside of a casino game. Engineerign is nto random, it's a scientific thing. Or do you think any Engineers outt here are like: "well boss thos one is 10% less than the other, please input some more materials again and it might be as good as the other one."

Elite wanted to be some realistic believeable space game, but it is now a weird assembley of nonsense features just for the sake of letting people somehow consume time.
 
The 3.0 engineering is mostly fine.

Whatis not and need serious reworks is : Signal Sources "gameplay" and Material Collection "gameplay".

Frankly it's not that hard to fix. LET GO OF THE RNG.

When a player enters SC, generate 4-6 "Signal Sources". Make their type clear from the get go (but maybe not stuff like the exact threat level).
Make them semi-persistent, i.e. a Salvage type signal source should stay there a while. I should be able to investigate a distress signal and when
back in SC find the same Salvage signal at the same place.

Make sure that these semi-persistant signals/scenarios are : varied, and tied to the BGS.

You get in a system at war : you see 6 signals, e.g. : Combat wrecks, Distress from a blockade runner, Skirmishes arround assets, etc...

No more looping arround waiting for RNJesus to show up. Plus, if you enter a system and there is 6 signals, and 7 ships already running arround
it feels more alive in the sense that it gives the illusion that something is happening when you are not here.
 
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Yea, a little more persistence in this game would go a long way. :)

Persistence for 20K inhabited systems, with the need of like what, at least a hundred persistent entities on each system?

Good luck trying to make it run on rubbish global net infrastructure via p2p connection.
 
Is this really the number of rolls required to max out G5? I've had a few of these now and chewing through mats quicker than expected. Thought it was meant to be 5 or 6?

It varies, but I assure you, it is a FRACTION of what was required in 2.4 for anything resembling the same results.

If you are running low, you need to make more of an effort to collect some G5 and G4 mats and data. That way you can fill out your inventory and engineer to your heart's content.

This isn't rocket science.
 
It varies, but I assure you, it is a FRACTION of what was required in 2.4 for anything resembling the same results.

If you are running low, you need to make more of an effort to collect some G5 and G4 mats and data. That way you can fill out your inventory and engineer to your heart's content.

This isn't rocket science.

This...

I really think when you go to the engineers there should be 3 ways to pay.
1. As now all mats.
2. Mats that you have and can pay the difference with credits.
3. All credits.
But make credits the most expensive way to do it.

Alot of other games have this setup with there upgrade system. It works and is liked in other games because it gives you the choice of how you want to pay and how you want to play.
 
Persistence for 20K inhabited systems, with the need of like what, at least a hundred persistent entities on each system?

Good luck trying to make it run on rubbish global net infrastructure via p2p connection.

Eh... I believe my exact words were "a little persistence would go a long way." :)
 
RNG in rolling needs to go away. It has no place in the new engineering anymore. RNG in the material collection is bad enough. Set the amount of rolls required to a fixed amount, preferably 1, so you effectively buy the upgrade after going through the grind for materials for it.

This. We grind credits and then we have to endlessly grind materials to gamble with on upgrades. With RNG stalking us at every step of every process.

It’s completely out of hand.
 
Yup. I engineered two FSD's to the max of G5 last night.

The first took 5 rolls, which is reasonable. The very next took 12, which is just silly. 6 of those 12 were tiny increments right at the very top of the grade. Just pure bullpoop.

I'd already spent about 4 hours collecting chemical manipulators at Dav's Hope previously, and a similar amount of time in a Distribution centre scanning wakes for DWE's.

I ran out of them twice last night.
 
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