Greetings Commanders.
you will still need commodities for rank 2 blueprints and above.
Why???? Why force people to carry cargo racks on ships they either have none on (combat ships), or CAN'T have any (Vulture, Viper 3...)??? Or use the "buy-an-expensive-high-class-junk-ship-and-use-it-as-a-mule-to-make-mods-and-sell-&-buy-them-where-the-ship-they-are-for-is-located-hoping-you-won't-get-disconnected-and-lose-40-hours-of-grinding" method?...
Can't we get rid of Commodities once and for all? Isn't the overly extensive list of materials and the EXTREME difficulty/randomness to find some of them (including some that are presented as "common" whereas they are certainly not) enough of a pain already? No matter the way you play, you're ALWAYS missing something for any upgrade you would want to make. So you always end up looking for that specific item, and while you do so your inventory ends up overloaded and you have to constantly get rid of something to make room for something else. My Materials inventory is at 960/1.000 and my Data one is at 350/500, and yet all I managed to do so far is a dozen mods for all my ships combined. Limiting ALL recipes to 3 items per recipe regardless of the grade, but involving more refined materials the higher the grade, sounded cool and welcome to me... and now that: "you can't buy Commodities at markets, they are overly random to find and they mess with your ship's setup, but no, we'll keep them anyway".
I was hoping so much from this upcoming update, but I guess I should have known I (for once) expected too much from Frontier, to give players a hand instead of confirming even further the stupid grind levels this Engineers update reached.