So
I generally don't use engineering, except a bit of FSD modification and such things. The alienation that I feel whenever I see the barter economy standing in the way is just too large.
What could be done to make me use engineering? Here's a list of options that come to my mind.
- Replace the silly "materials" with special currencies, one per engineer, that can be earned by doing missions for that engineer and maybe a few other instances, each depending on the engineer in question. That way, I can easily see if I have enough for any stuff that engineer offers. (This is something other games do with much acceptance and thus success.)
- Alternatively, add all the modules with all the experimental effects and modifications to certain stations for them to be purchased with credits. Lots of credits, sure. I wouldn't mind, I can earn credits any way I like, whereas not only do I need to do certain unwanted things to earn materials, but I will always have to check the various different things I need for this or that. Bookeeping may be a realistic part of future private spaceship operation, but I really don't want it in a game.
- Maybe take the violations of physical laws out of engineering. Just an example: healing lasers should not heal more than they could otherwise do damage, and should not magically know when do one or the other. Damage increases should come at a relevant tradeoff - otherwise, why would anybody build the non-max damage ones? Yeah, yhea "it's a game". But as it stands, engineering in its present state makes it a bad one - both at the input and at the output side of engineering.
Well, I am sure this will all be ignored by the devs and they will stick to the system they have, one I am not going to use – I play for fun, not for some metric. But I had to get this off my chest.
Feel free to add your own perspectives.
Those silly material ARE engineering currencies. saying they are silly will not change that. But there are quite alot of materials that are used, and the only stuff you mostly need to concern yourself in gathering, is the G5 stuff, and to some extent the G4 stuff. because from these things, you can very easily get ALOT of the G1, G2 and G3 stuff. so this have mostly reduced all the stuff you need to be on the lookout for to 1/5th. Material traders was a huge change to the having the right material.
They have done that for the onfoot stuff, I am not a big fan, because supply is very limited and the extra costs for these pre-engineered weapons and suites are pretty bad. I have done some number crunching if they would do the same thing to pre-engineered ships, and most medium ships would make Fleet Carriers to look like cheap second hand stuff.
For the most part, the only material you are forced to specific limited activities are raw materials, any other material, you can often engage in many different activities to achieve. There a plenty of various missions that offers G4 and G5 material as rewards.
But in the end, new mechanics, new stuff in games, comes down to players having to adapt to take advantage of the new stuff. There various ways you can do that.
* Be focus oriented, make a list of all the stuff you need, and then go "shopping", ie do the best activity to gather the required material, this often the most boring way, as you will repeat doing things you do not like, engaging in mechanics, where you are missing the fine print, and thus not achieving the rates that the guide you are following says you will get etc. etc. I try to persuade as many players as possible to avoid going down this route. but most players end up in one form or another of this route, since they do not have the material when they want to engineer a new ship etc. You are very easily cought up in here if you use 3rd party tools, as these often make it very easy to create your shopping list.
* Cat on the mouse approach, you want to engineer something, have no clue what is needed, "visit" the engineer to pin the recipe, and learn what you need, and then go and collect the stuff, doing all sorts of activities, and once you have completed this, you repeat the process with the next module, and so on. this one is very chaotic, and you will find yourself all over the place... this is more varied, than the focus oriented approach, and you can often just pause and go and do something else, often because you are so upset about just going back and forth back and forth...
* Opportunistic, this is when you make small changes to your way of playing, like you just blew a ship up, quickly check what was dropped, and if you spot some G5 material, it might be worth your time to scoop it up, you travel and spot a signal source, if you have time, and it could contain some G5 stuff, have time to take a small detour? check the mission board, you can filter on rewards, any easy missions offering G4/G5 material? So you do not need to this all the time, but if you start to look out for opportunities, you start to get a saved stash of material, so the next time you want todo some engineering, you are very likely to have most of it already, or a quick visit to a material trader can often trade you what you are missing. Of course, if time spent collecting material is in direct relation to how much material you have got.
If you like combat, doing those assassinate pirate lords, can be a good source of material, and if you can stack several of these, you can encounter several pirate lords in the same fight. which is great if you think that just fighting one is to easy. I know that the wing variant for these are always the same, FDL with 1-3 Vultures, could be more variation here, but if one or two Pirate Lords in Corvettes joins such a fight, it definitely makes the fight more much interesting all of a sudden. So I do not collect stuff from every fight, but my combat ships usually now have a collector limpet controller, and a cargo rack, so that I have the option to pause and collect stuff. So missions can give material rewards, and the Pirate Lords often drop G4/G5 material.
Then we have move cargo and data missions, so if you are already moving to a system, then finding missions to that system or nearby system is a easy to do, this of course makes it easer todo when you know your surrounding systems, as you will learn the good missions from the bad ones.
I am not saying you have todo it this way, but these are suggestions to deal with many of the grievances I have encountered myself, among my friends and others that I have meet. These are not in any way foolproof or suits everyone, but is intended to reflect upon, and look how these suggestions could fit with your playstyle, so that you could be more opportunistic, as this would mean that you start to build your stash of material over time, so that the next time you want to engineer something, you already have a stash G4/G5 materials that a few visits to the material traders should yield a very short list of stuff you need gather, which should make this a much more pleasant activity compared to if you had to collect most material from scratch each time...