Does anyone actually enjoy engineering?

I was flying my new Krait 2 thru a few missions today just to test it out, and to find somewhere that sells A rated mods, and I found a HGE. Don't see them too often! I was chuffed. Is this gameplay? It's a game, I'm playing it, I'm having fun......
Pretty sure I mentioned this: EDDB.io / Stations - Check Li Yong-Rui in the "Powers" box

Put in your current "Reference" system and select the A-Rated parts you need in the upper right corner as all systems controlled by this faction offer a flat 15% discount on ALL ships and modules. You should be able to generate a list of stations offering all the items specified and click the columns for sort criteria.

On reaching Elite in any profession Jameson Memorial has everything, but only at 10% off.

[Edit: If you drop in and scan any Nav Beacon it will auto-clarify ALL USS data in the system]
 
Pretty sure I mentioned this: EDDB.io / Stations - Check Li Yong-Rui in the "Powers" box

Put in your current "Reference" system and select the A-Rated parts you need in the upper right corner as all systems controlled by this faction offer a flat 15% discount on ALL ships and modules. You should be able to generate a list of stations offering all the items specified and click the columns for sort criteria.

On reaching Elite in any profession Jameson Memorial has everything, but only at 10% off.

[Edit: If you drop in and scan any Nav Beacon it will auto-clarify ALL USS data in the system]
Excellent advice, thank you.
 
Hmm, I could go with that suggestion. Engineering my 4th ship now (a Krait 2, just bought it last night), and I am actually starting to run out of mats, which is a first.... I think it's time for a trip out into the ģreat void, or maybe some bounty hunting... awesome! 😀
Cheat sheet - Goto places for materials:
Dav's Hope (surface base) Hyades Sector DR-V C2-23 planet A5 coords 44.83 -31.39
Jameson's Cobra MkIII (crash site - Encoded) HIP 12099 planet 1B coords -54.3 -50.3

Some refuse to break immersion but relog to main menu resets all the local drops.

[Edit: Will probs be out there again soonish, check your pm's if you wanna tag along (PC)]
 
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Cheat sheet - Goto places for materials:
Dav's Hope (surface base) Hyades Sector DR-V C2-23 planet A5 coords 44.83 -31.39
Jameson's Cobra MkIII (crash site - Encoded) HIP 12099 planet 1B coords -54.3 -50.3

Some refuse to break immersion but relog to main menu resets all the local drops.
I heard about Dav's Hope, I was thinking about going there 1 day, did not want to be the only ED player never to have gone there! Just googled it, think I'll head out there either tonight or next week, looks like it's worth a trip!
 
Five items per node instead of three? Six? I remember when all this were fields as far as the eye could see, and you got one material per drop just as the Good Lord intended.

Arguably it should still be one per drop (the graphic is of a single thingy, not three thingies joined together) but with a larger (maybe even random ;)) number of drops per wreck or drops per USS. But then the game might run up against some sort of object limit if every exploding ship in an instance was dropping enough hardware to fill Watto's junkyard.

It's all a conceit anyway. Let's be honest, what we're doing when we're Engineering is collecting power runes and transmogrification spells and unicorn dung to take to the Master Wizard so they can turn our basic sword into a +10 Dragonwhacker. These mechanics are fine for fantasy realms but trying to cover them with a hard SF technological re-skin was never going to work without leaving gaping holes in the logic.

If a developer releases a patch for Dragonwhackers of K'thaaaal that makes a faerie mushroom drop five elfingems instead of three when I smite it, I won't be too inclined to worry about the physics as long as it improves my gameplay. When FD decides that every component dropped from a destroyed ship will now contain three times the amount of usefulness in the same physical package, it just serves to underscore how arbitrary it all is. Progression is faster and less frustrating, but harder to reconcile with the setting. Which is probably a price worth paying if you're only interested in the end goal of getting the modifications, but more of an ask if you're trying to buy into the journey.

I really wish FD had come up with an original progression method more in keeping with Elite's semi-realistic setting and not simply re-skinned a fantasy MMO mechanic. Even something more akin to a 4X technology tree might have worked better, such that modifications to certain ship characteristics would open up further options along those branches while cutting off others. It's likely that metas would still have emerged for things like extreme exploration range or PVP, but we might also have seen a more interesting variety of ship characteristics among the mainstream.

As others have said, Engineering is basically just Grade AA once you hit the G5 maxima. It just takes longer.
 
Five items per node instead of three? Six? I remember when all this were fields as far as the eye could see, and you got one material per drop just as the Good Lord intended.

Arguably it should still be one per drop (the graphic is of a single thingy, not three thingies joined together) but with a larger (maybe even random ;)) number of drops per wreck or drops per USS. But then the game might run up against some sort of object limit if every exploding ship in an instance was dropping enough hardware to fill Watto's junkyard.

It's all a conceit anyway. Let's be honest, what we're doing when we're Engineering is collecting power runes and transmogrification spells and unicorn dung to take to the Master Wizard so they can turn our basic sword into a +10 Dragonwhacker. These mechanics are fine for fantasy realms but trying to cover them with a hard SF technological re-skin was never going to work without leaving gaping holes in the logic.

If a developer releases a patch for Dragonwhackers of K'thaaaal that makes a faerie mushroom drop five elfingems instead of three when I smite it, I won't be too inclined to worry about the physics as long as it improves my gameplay. When FD decides that every component dropped from a destroyed ship will now contain three times the amount of usefulness in the same physical package, it just serves to underscore how arbitrary it all is. Progression is faster and less frustrating, but harder to reconcile with the setting. Which is probably a price worth paying if you're only interested in the end goal of getting the modifications, but more of an ask if you're trying to buy into the journey.

I really wish FD had come up with an original progression method more in keeping with Elite's semi-realistic setting and not simply re-skinned a fantasy MMO mechanic. Even something more akin to a 4X technology tree might have worked better, such that modifications to certain ship characteristics would open up further options along those branches while cutting off others. It's likely that metas would still have emerged for things like extreme exploration range or PVP, but we might also have seen a more interesting variety of ship characteristics among the mainstream.

As others have said, Engineering is basically just Grade AA once you hit the G5 maxima. It just takes longer.

Yeh! agreed. Adding more lucrative drops might alleviate some of the grind, but would do little to address the core problem that is the abundance of go -for, prospecting that is already there with mining and trading. Personally I'd rather they made mission's rewards less random. Make it so there are places / paths to go with different missions were you can get x resource your in need of with a fair amount of certainty.., from different sorts of missions. You know, less prospecting for these types of missions.

Perhaps the engineers could issue these missions, kind of like they already do just to let you work with them, but more along the lines of what you get from station / base missions but with rewards that are the materials / data / manufactured components that are relevant to the upgrades they're offering.
 
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And how do you work that out. You are the one replying to irrelavent posts with irrelavent posts. Did you also reply to Enderby's posts in the same way as that was just as irrelavent to the converstaion or did you just single me out? How about all the other posts that are not relevant to the subject, did you post your same response that you posted to me? Hence the reason why I said Do I Look Like I give a...
 
Yeh! agreed. Adding more lucrative drops might alleviate some of the grind, but would do little to address the core problem that is the abundance of go -for, prospecting that is already there with mining and trading. Personally I'd rather they made mission's rewards less random. Make it so there are places / paths to go with different missions were you can get x resource your in need of with a fair amount of certainty.., from different sorts of missions. You know, less prospecting for these types of missions.

Perhaps the engineers could issue these missions, kind of like they already do just to let you work with them, but more along the lines of what you get from station / base missions but with rewards that are the materials / data / manufactured components that are relevant to the upgrades they're offering.
Engineers don't offer any missions at all at their bases, which seems like a missed opportunity for CMDRs to earn materials to perform upgrades. With the amount of Arsenic I've unloaded on Farseer she should have more than enough to offer up some of her stock to help out those with limited time.

And not another load of RNGsus please, handcraft something extra space awesome! :D
 
I went to the Engineers last night so that I could make my Vulture my new multipurpose mission-running ship (I'll tell you why if you ask). For me this means greatly improving the default jump range and top speed, and fixing the heating issues and power issues. This is one of those cases where I'm glad Engineers exist and probably would not use the Vulture like I plan if they didn't.

To the topic, I had all the mats I needed. They were just there, collected through regular gameplay and traded for a 'balanced budget' months ago when I started topping off certain mats. At the time I wasn't even sure if I'd use them, but last night I was happy to have them.

Speaking of grind and jump range, I'm sure glad I did the FSD Booster unlock! Now I'm starting to think that the other module unlocks could come in handy. The big variable is regular engineered modules vs. unengineered Guardian modules. I'm unable to engineer the latter, correct?
 
I dislike them because they discourage experimentation in new ships and builds for all but the most dedicated. I recently bought a couple of ships that have sat in the hanger because I cant face the process yet again. I have multiple ships I'd love to experiment with various build's but my god the grind...
 
I went to the Engineers last night so that I could make my Vulture my new multipurpose mission-running ship (I'll tell you why if you ask). For me this means greatly improving the default jump range and top speed, and fixing the heating issues and power issues. This is one of those cases where I'm glad Engineers exist and probably would not use the Vulture like I plan if they didn't.

To the topic, I had all the mats I needed. They were just there, collected through regular gameplay and traded for a 'balanced budget' months ago when I started topping off certain mats. At the time I wasn't even sure if I'd use them, but last night I was happy to have them.

How DARE you gather materials via normal game play, trade them intelligently, and use them in a practical manner! I insist that you spend fifteen hours doing nothing but searching for HGEs, and only picking up one certain type, and ignore the rest! You absolutely need that extra 1% boost in speed, and you're not doing engineering right if you don't!

We do things serially around here, sir! Accomplishing your goals in parallel just ain't right!

Speaking of grind and jump range, I'm sure glad I did the FSD Booster unlock! Now I'm starting to think that the other module unlocks could come in handy. The big variable is regular engineered modules vs. unengineered Guardian modules. I'm unable to engineer the latter, correct?
Correct. But given Frontier's propensity for power creep and Monty Haul Campaign rewards... it's only a matter of time before that changes.
 
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I dislike them because they discourage experimentation in new ships and builds for all but the most dedicated. I recently bought a couple of ships that have sat in the hanger because I cant face the process yet again. I have multiple ships I'd love to experiment with various build's but my god the grind...
Call me crazy, but being a time poor player, I've always treated ship hulls as the things I move my modules between, as opposed to static builds. That means I only need two modules for each size class: one that is light weight and heat efficient, and one that is heavy duty. I can only fly one ship at a time, after all, so there's really no need to engineer fifty different A rated Powerplants, when I can get away with engineering with six.
 
Not really possible when you are doing specific builds, especially combat focused. While they may share the same size and even class components, often they will be modified differently for different roles ; eg fast charge or long range FSD., armoured or high-power power plant etc. Also when you have a large fleet spread over several locations it's not really viable; you want to move between them in a taxi build and use them, not wait for a 'shared' module to arrive.
 
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Not really possible when you are doing specific builds, especially combat focused. While they may share the same size and even class components, often they will be modifies differently for different roles ; eg fast charge or long range FSD., armoured or high-power power plant etc. Also when you have a large fleet spread over several locations it's not really viable; you want to move between them in a taxi build and use them, not wait for a 'shared' module to arrive.
The whole "logistics simulator" aspect really turns me off as well. Too much fluff and upkeep trying to manage the stuff you want to use to play the game.
 
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