Material Gathering
Availability and Time Required
To obtain them as fast as possible, materials within Grades 1 to 3 are typically traded down from Grade 4 and 5s. To make them worthwhile to gather by themselves, should their availability and the rate at which they are obtained be increased?
Yes, for both mission rewards, ship drops and signal sources. I think Higher grade items should still be slightly rarer and better overall, but the way the game is currently, things like lower grade mission rewards and degraded emissions just aren't worth it. Trading down from Grade 5 to Grade 1 pays 81:1 - Why would you bother doing a mission that is going to give you 5x of a Grade 1 material (the quantity of lower grade materials obtained, should be significantly higher).
Similarly, Grade 5 materials can be traded down into 3 Grade 4 materials within the same category. However, Grade 4 and Grade 5 materials take similar amounts of time to gather. Should the number of materials picked up per instance be increased to account for this?
I think it's right that higher-grade materials are worth more and are rarer. I think the issue with gathering from HGE's (for example) is that finding the materials you need is a bit hit and miss, even if you know where to look because some states override others. An example of this (there are several) that springs to mind is Military Supercapacitors. They tend to be found in the same kinds of HGE as Military Grade Alloys. Because the Military Grade Alloys are much more common, you tend to fill up on those but are forced to go and find a broker and trade down/across to make room when continuing to search for Military Supercapacitors. If you don't, you end up finding more Grade Alloys that you can't collect (either way, it feels like wasted time).
What makes this worse as well, is the penalty (x6) for trading across categories is far too severe in my opinion. The penalty makes sense if trading up, but Grade 5 materials, should hold a similar value, regardless of what category they are. perhaps even a broker fee (in credits) to supplement the transactions. This would help when some players who enjoy more specific activities, to more effectively trade away/exchange their surplus.
Also, merge the broker types and allow trading across different categories including Guardian/Thargoid. You could still have some categories e.g. a Trader who deals in Raw, Manufactured, and Encoded. Another that perhaps deals in both Guardian and Thargoid (combining all might be difficult to balance).
A player-driven materials market integrated with Fleet Carriers could be interesting.
Generally, I think I would like to see more Standardised material traders that can trade in multiple categories of items, but and that also charge a reasonable fee for each exchange/trade. I think it would be good if credits could be used, but high-grade/rare items should be much more expensive.
We're also aware that some materials are much harder to find than others as they are tied to rarer BGS states. Let us know which materials ought to be made more readily discoverable.
The obvious ones for me are Pharmaceutical Isolators (Think I only ever found one in a HGE, although that was quite recently, so maybe it's been improved?). Military Supercapacitors are another, as mentioned above.
Any estimates regarding how long it took to earn a given Engineered module by gathering materials will also be helpful in addressing this aspect of balancing.
I believe the amount of materials required is quite fairly balanced if I'm honest. The first few tiers provide the majority of the stat increases and cost a fraction of the overall cost e.g. IIRC Tier 4 is around double the cost of engineering from Tier 1 to 3. Tier 5 is double the cost of Tier 4. Granted, going all the way to Tier 5 starts to get really expensive, especially if you want multiple ships. But, I honestly believe lower-level engineering at least is more accessible than is often portrayed.
For me, the biggest issue is the hit-and-miss (or solitary) nature of finding some of the specific items and the prohibitive costs of cross-trading across categories.
Alternate Gathering Methods
We appreciate that the repetitive nature of material gathering may not be for everyone. Some have called for ways to earn materials while engaging in the specific types of content they already enjoy.
We'd like to hear your feedback on the idea of unique missions offered by Engineers themselves. These could be repeatable and offer materials specific to the upgrades offered by the Engineer who issues them. Let us know what you think of this idea and how many materials this might offer relative to gathering the materials manually.
I think this is a brilliant idea and would be a welcome alternative or accompaniment to the gathering of materials. I would love to see more multi-staged missions with increasing difficulty vs reward. I think it would also be good if there were more variety in terms of reward options for each mission e.g. Pick from 2 or 3 Grade 5 Material categories. I think the
Another idea is to allow materials to be "bought" with items that are not obtainable at Commodities Markets. This could include things such as Exploration Data, Bounty Vouchers, Void Opals and Thargoid Hearts and would allow players to earn materials while playing within their chosen disciplines.
Again, another really welcome idea that would enable players to progress at a reasonable rate however they choose to play the game, rather than driving players towards specific 'optimal' or 'singular' activities.
Rolling for Engineering Improvements
Some time ago, Engineering was changed so that some improvement was guaranteed with each roll. However, the amount by which your progress towards the next module grade is still random. This means sometimes the same number of materials will produce a minimal increase. Should this be changed so that the same number of materials are always required to reach the next tier? This would allow Commanders to know exactly how many materials are needed.
I think a fixed cost would be preferable. But you do sometimes save a bit if you get a good roll. However, rolling every part of the upgrade does start to get feel a bit repetitive when upgrading multiple modules.
Other Feedback and Suggestions
Feel free to respond with other ship Engineering balancing feedback and suggestions that go beyond the ideas mentioned above. To keep the conversation on-topic and help us collect the feedback, this thread will be closely moderated. Please only reply with responses to the topics mentioned and keep feedback constructive. Unrelated or unhelpful posts may be removed during clean-up. If you find this has happened to your post, consider raising your points in another thread within the Dangerous Discussion section.
Just a few other ideas.....
I really liked the enhanced on-foot upgraded and engineered modules you can buy in the store (for a much-increased cost). Would like to see these be a little more common than they are currently, so there is a little more variety. Gives you a good reason to pop into a store when you land at a station to see what they have. Maybe there is an opportunity to introduce something similar around ship modules when outfitting?
In general, I think there are a number of modules upgrades that need a bit of TLC, especially some of the utility items:
- Fuel Scoops Faster scooping, or perhaps a specialised upgrade that allows scooping from some otherwise non-scoopable stars
- Jump Drive Less single Jump Range but spins up faster, or has more improved fuel economy (significantly increasing overall range before refuelling)
- Limpet Controllers Upgrades that improve the specific functionality of the various Limpet controllers e.g. More active limpets, better range, better speed, etc.
- Mining lasers Mine faster (at cost of increased heat or distributor power drain) or perhaps the opposite (so you can equip more mining lasers overall). Maybe a specialised upgrade that significantly increases the raw materials extracted, but at the cost of being much less effective with commodities (an alternative to just surface prospecting).
- Refinery Improved efficiency (e.g. increased materials per ore collected) or increased number of commodity slots.
Thanks for the opportunity to feedback. I've seen some great ideas from other players in this forum.