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Thread: How to efficiently approach engineering

  1. #16
    Originally Posted by piercehead View Post (Source)
    To my mind this is the way to make it as annoying as possible for yourself. You have to then carry around up to 24 units of cargo, slowing you down, minimising what missions you can do and maximising the amount of attention you'll get from pirates.

    Personally I only keep blueprint commodities when I already have enough materials for at least a couple of tries, then I'll go and use the mats and get on with playing. This way I can switch ships on a whim without worrying about how much storage I have in each.
    Agreed, a players approach or play style will be dictated by cargo capacity and play style. For instance my vulture had been pretty much mothballed due to no cargo. Due to massive brain fart on my part I died and lost cargo so I then dusted off my vulture.

    Added one or two other points to the original post.

  2. #17
    Haven't reached the point where I need commodities yet but I do have a question about that. What if the ship you want upgraded doesn't have cargo space? Such as a combat specific FAS build? How do you get the cargo there? What if you get the commodities in a Cobra say and then want to switch to your FAS for a bit - how do you store the cargo? Seems a bit problematic without storage capability.

  3. #18
    Originally Posted by sqzbox1 View Post (Source)
    Haven't reached the point where I need commodities yet but I do have a question about that. What if the ship you want upgraded doesn't have cargo space? Such as a combat specific FAS build? How do you get the cargo there? What if you get the commodities in a Cobra say and then want to switch to your FAS for a bit - how do you store the cargo? Seems a bit problematic without storage capability.
    Yep, that is, in my opinion, the one significant flaw in 2.1. You have two choices.

    1. Put at least 2 tons of cargo on the ship you want to upgrade so it can hold the mats.
    2. Take advantage of the fact that you can sell/rebuy modules. Buy a throwaway ship that has a similar slot to your FAS and give it some cargo capacity and a version of the module you want to upgrade. Fly to engineer, upgrade module, fly back, sell module, swap ships, buy back module.


    The advantage of option 2 is it can be a light long jumping cheap ship to speed the trip to the engineer and back. That falls down a bit if it's a large hard point though.

    I'd just as soon the thread doesn't devolve into yet another 2.1 debate but since it's my thread I will say that IMO things like modular terminals which are mission only should either be converted to materials or given a localized source like the other new commodities. I don't understand the logic of them from a game play perspective. There's a huge incentive to take a mission that provides them whenever you see one since they're hard to come by but then you have to store it so ships like combat vultures end up getting mothballed.

    edit: added that point to OP, should have been there to begin with.

  4. #19
    +Rep Good info, thanks Commander.

  5. #20
    Cleaned up one or two bits and added a point or two.

  6. #21
    Cheers mate. I've more or less figured all this out during beta and early but this thread will be very useful for new folk to the endeavor.

  7. #22
    Another one or two points added and/or clarified and a pic.

    Since polonium seems to be a popular issue I'll go get some and post some points on finding it with minimum effort in the next day or so.

    Random question (assuming anybody sees this), any interest in forming an ad hoc group to push systems with rares into an advantageous state so they have larger allocations (ie tea/cigars etc).

  8. #23
    Nice post.
    One thing, if you assume NPCs have to be behind you to interdict, you are sometimes going to be in for a rude shock.

  9. #24
    Originally Posted by Flavourless View Post (Source)
    Nice post.
    One thing, if you assume NPCs have to be behind you to interdict, you are sometimes going to be in for a rude shock.
    i've never seen them not need to be behind you. I've sat for many minutes watching a NPC desperately try to get behind me while I sat and turned at zero throttle (30Km/s idle cruising). You can see them turn, come back, zoom by, turn come back, zoom by. They'll do it forever. Then when you're ready just stop turning and the next time they come back and get behind you boom, they interdict. Handy when you need a bit more time for your shields to recharge before taking them on.

  10. #25
    I wouldn't hoard engineer Cargo, never done it I just when I want to do a mod that needs them keep an eye on missionboards. Have no problems at all doing it like that, its not a instance "want it now!" way of doing things but it never really takes all that long till a see mission with them as reward. But I'm a relaxed persons thats never in a hurry, so maybe I'm weird.

    Also keep on wondering about that horrible grind people talk of, I always can do some mods here and there without farming anything and I progress with the engineers and unlock new ones much faster then I had expected. Take today as an example, got to grade 4 with selene and tough I look what will be needed for the grade 5 mod once I get there so I can keep an Eye out already. Turns out I already have all the mats for 3 Grade 5 mods.
    Was the same with felicity, the only one I got to grade 5 so far. When I got there I could do a grade 5 fsd mod on a couple of ships because I had all the mats needed already without ever looking for it.

  11. #26
    Originally Posted by Belthize View Post (Source)
    Yep, that is, in my opinion, the one significant flaw in 2.1. You have two choices.

    1. Put at least 2 tons of cargo on the ship you want to upgrade so it can hold the mats.
    2. Take advantage of the fact that you can sell/rebuy modules. Buy a throwaway ship that has a similar slot to your FAS and give it some cargo capacity and a version of the module you want to upgrade. Fly to engineer, upgrade module, fly back, sell module, swap ships, buy back module.


    The advantage of option 2 is it can be a light long jumping cheap ship to speed the trip to the engineer and back. That falls down a bit if it's a large hard point though.

    I'd just as soon the thread doesn't devolve into yet another 2.1 debate but since it's my thread I will say that IMO things like modular terminals which are mission only should either be converted to materials or given a localized source like the other new commodities. I don't understand the logic of them from a game play perspective. There's a huge incentive to take a mission that provides them whenever you see one since they're hard to come by but then you have to store it so ships like combat vultures end up getting mothballed.

    edit: added that point to OP, should have been there to begin with.
    Very nice summary in the OP.
    Though when i read your advice here, i really begin to understand all those threads requesting storage capacity.
    My word, that sounds awkward and in dire need of improvement.
    Still on 1.6 here, i hope you 2.1 players have this sorted by FD asap.

  12. #27
    Love the info in this thread. I'd never thought of tacking, and certainly not shooting past the target station and coming back. Like all great ideas, so obvious in hindsight. I'd always just done a single curve to stations, but this is a whole new level!

  13. #28
    Added a suggestion for players section with a mission DB idea and BGS system push for rare spawns as well as a suggestion list aimed at FDEV, both pulled from posts I made elsewhere.

  14. #29
    Great info + Rep good sir! Thank God for our community or the engineers would be even more worthless than it is now!

  15. #30
    I always vent the mission commodities into the void or sell them. I hope that's not to inefficient?

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