First,
Remove the GATED Horizon Centered Gameplay (to encourage ED season 1 owners to season 2) and rebalance materials back into the original Space base.
Allowing for materials to be found in more abundance in mining sites or loitering more near facilities (like the shipyards) construction.
Allow more ways to fuel and re-arm the ships.
i.e. Refinining Triton instead of fuel scooping.
Using the fuel scoop to collect gasses from geysers,
manufacturing facilities which relies on scannable blueprints, so basic grade1 manufactured parts can be well....manufactured.
So Explorers can craft things like Heat-Sinks (whose components can only be found in the bubble).
Predictability and Readability
Elite Dangerous is procedurally generated and not Random numbers, so the "seeded" experience is consistent for all players.
Use that to the advantage of the game, create skill-based tools and exploration to allow people to map (and even second guess) where Procedural Generation will "generate" the desired materials and stop relying on the math, to drive the percentage of materials from the planets "drop" rate.
Instead, make the game to be consistent with
what gets dropped and
where.
It's the "amount" that is RNG'd.
So if I "know" how to find polonium, I WILL FIND POLONIUM,
Especially if I can expertly tune my Pulse wave scanner to find hotspots of polonium in Asteroid belts and rings.
It's the amount that might vary.
DOUBLE RNG
As obsidianant and others have moaned about over the years.
the Double RNG is a kick between the legs.
Praying to RNGesus for a good drop of materials and being rewarded with rare materials, should not be then "chastised" by poor progress at the engineers by a series of poor rolls.
Especially when some G5 materials are locked behind Background States, or behind gameplay loops that we not be so good at.
And Scanned data, really is a confusing kettle of who, what, why, hope and praying.
We have ONE PROGRESS BAR FOR THE ENTIRE G1-G5 UPGRADE PROCESS
Instead of Five progress bars with 5 unique different grades of upgrades.
We have a single upgrade, represented by a single progress bar. (yeah I know.....not very creative)
Grade5 materials will give you the full upgrade in 5-7 rolls. End of story.
(The materials are better / purer leading to a consistent upgrade experience. A little bit of RNG for suspense but it's more for consistency's sake).
So a grade 5 blueprint gives you 15-20% of progress.
However, if you have ONLY Grade 1 materials, you can STILL get THE SAME full upgrade just with a heck of a lot more rolls 30-50 rolls. 2-3% of progress.
The substandard materials give a lower "progress" to the upgrade (The RNG of the results gives a wilder ride) but it's still fairly consistent because the known amounts of ingredients going in.
And to boot, if you have a smörgåsbord of materials from Grade1-Grade 5 blueprints, you can STILL hand them over to the engineer.
This cross-pollination of blueprints leads to an even wilder rng ride in the progress bar, as the high-grade materials will increase the upper limit of the roll. but lower grade / sub-standard materials will drag the low end of the rolls down.
So I could have a mixture of Grade 1 and grade 5 materials will put the upper and lower band to 2-20% of the progress bar (of course it's weighted for the amount delivered.)
So the engineer themselves are not "gated" by Background state, or the lack of a poor drop rate in the game that week,
the player ALWAYS get's their upgrade.
The biggest take-away
- Remove the “grades” and just have ONE Upgrade which has “fixed” start and “Fixed” end point – a Quota to fill.
- Removed of the Double RNG (one for collection, one for engineer rolling).
- ALL blueprints of all grades and all materials of all grades contribute towards that overall upgrade quota.
- Grade 1 recipe contribute towards Grade1->grade5, they just have less of an effect on the build, but they STILL contribute.
- The arbitrary constraints of having materials for a G5blueprint but you have to grind through the lower-tier Blueprints is now removed.
- All materials contribute regardless of “grade” boundary.
- Now that Horizons is the new “base” game,
- democratize and distribute the prior “horizon- centric” distribution of material gathering activities back into the “Original Base Game” mechanics and gameplayloops
- example MINING, with upgrades to the wave scanner to find materials and not JUST surface, sub-surface and deep core deposits.
- Increase lower grade pay-out.
- BlackMarketeer can be requested for specific items, and be given a mission of equal awkwardness ( a messy catch-all solution I know).
- Galaxy map, should have engineer information
- bare minimum is showing off the list of “known” Engineers and their names and being able to set a course to their base (not just their system)
- Full implementation of course
- having bios, unlock status, recipe status.
- List of all blueprints at the engineer (for planning reasons)
- Maybe allow use to re-pin other blueprints.
- Station UI upgrade for Remote Workshop
- Pinned blueprints need to specify which engineer(s) that pinned blueprint is associated with, so it’s not waste of time traveling to the wrong engineer, because you got the bio’s mixed up on the engineer subpage that always resets when you close it down.