My suggestions to ease material organisation and improve realism:-
1.Reduce the number of materials used for engineering in each category. Maybe two or so in each tier.
2. Make raw materials into tradeable commodities weighing one ton each. E.g. allow iron and lead to be bought and sold in one-ton lots just as copper and silver are. It makes no sense for some rare metals to be available for sale for credits while other common ones aren't for sale and are weightless.
3. Allow raw materials to be delivered to a station and banked there, for later use as credit with engineers. (Note, at some stations it might be possible to buy e.g. iron and immediately bank it).
4. Give manufactured materials weight, one ton each. When you collect them they go in the cargo hold. You can deposit them for credit in a material bank when you return to a station, for usable credit with engineers. (Note, this would make "grinding" at Dav's Hope less attractive).
5. (Tentative suggestion)... Or, as an alternative to banking materials at any station, deliver them to a bank at the engineer where you eventually want to use them? This will mean more trips to engineers which I realise some won't like, but this is a spaceship-flying game and it would look like greater realism.
6. Improve the availability of all materials. Make missions with rewards for all materials, not just an arbitrary few.
7. (Tentative suggestion)... Having made material organisation easier and availability better, remove material traders?
1.Reduce the number of materials used for engineering in each category. Maybe two or so in each tier.
2. Make raw materials into tradeable commodities weighing one ton each. E.g. allow iron and lead to be bought and sold in one-ton lots just as copper and silver are. It makes no sense for some rare metals to be available for sale for credits while other common ones aren't for sale and are weightless.
3. Allow raw materials to be delivered to a station and banked there, for later use as credit with engineers. (Note, at some stations it might be possible to buy e.g. iron and immediately bank it).
4. Give manufactured materials weight, one ton each. When you collect them they go in the cargo hold. You can deposit them for credit in a material bank when you return to a station, for usable credit with engineers. (Note, this would make "grinding" at Dav's Hope less attractive).
5. (Tentative suggestion)... Or, as an alternative to banking materials at any station, deliver them to a bank at the engineer where you eventually want to use them? This will mean more trips to engineers which I realise some won't like, but this is a spaceship-flying game and it would look like greater realism.
6. Improve the availability of all materials. Make missions with rewards for all materials, not just an arbitrary few.
7. (Tentative suggestion)... Having made material organisation easier and availability better, remove material traders?
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