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?
‘Making them worthwhile to gather’ is the issue here. I don’t think that changing the their current distribution within the existing system will have any more than a minimal effect on engineering gameplay.
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?
It’s immediately apparent that the ‘standard’ method of gathering materials is too laborious and repetitive to be enjoyable so I always use alternative methods: crystal shards for raw materials and re-logging at Jameson’s cobra for data. There’s not a comparable method for Manufactured materials; either farming HE or robigo passenger runs are the least frustrating way for this but both of these are so unenjoyable that I will avoid engineering and avoid Elite.
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.
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 have some good analysis on this. I recently changed from Xbox to PC and was horrified to find that I could only transfer over credits, not materials. Materials are an entirely separate currency in the game: there’s no way to buy them, or earn them in any other way than gametime. I analysed my fleet on Xbox to see how long it was going take me to rebuild my engineering.
Exporting from Inara to EDSY allowed me to list all of the materials needed for each ship. I then converted each material grade into a G5 equivalent and used some rule of thumb figures to estimate how long it was going to take to gather the materials. Assuming 5 G5s per HE, a 0.2 chance of HE per system, 2.5 minutes jumping in and scanning per system and 3.5 minutes travelling and collecting this means it’s 3.2 minutes per G5 material. This would mean for fully engineered ships:
10 hours of material gathering for a combat vulture
23 hours for an exploration Phantom
36 hours for an AX Challenger
Frankly, this is just an appalling route to access some of the best parts of the game.
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.
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.
This is a great idea. Breaking engineering out of its isolated gameplay loop would be great and would give alternatives to spending hours/days simply grinding out materials in order to rewardingly engage with some of the game’s best experiences. I’m thinking particularly of thargoid combat where a fully engineered ship is essential for most Cmdrs to have any reasonable chance of success.
The idea of engineerings giving missions rewarded with materials is a good idea, I’d also suggest:
Combat gameplay: defeating certain ships would reliably result in significant amounts of G5 materials being dropped. Maybe there’s a follow on from a ‘destroy X pirate faction ships’ which is ‘destroy X pirate captain’; the pirate captain would be flying an engineered ship which would, obviously, disintegrate into component materials. It would be interesting to make these weapon specific so, for example, if a cmdr was wanting to engineer plasma weapons, he had to take out a plasma armed opponent in order to harvest the relevant plasma engineering materials.
Exploration gameplay: an engineer, or a follow on mission from a ‘researcher’ passenger mission would be to go to a particular site to gather and return G5 raw materials. The reward would be g5 manufactured materials. This would have the advantage, when the crystal shard sites disappear as Horizon is retired, of taking the cmdr to a useful g5 raw site.
Trading gameplay; similar to above, follow-on smuggling missions or missions requiring interdiction evasion (or destroying the pursuing craft). Mining, too, should have the chance of finding G5 raw materials.
None of the above breaks the barrier between credits and materials. I understand that this is tricky but I think that the way which it has been done with engineering in Odyssey has worked very well. I cannot say now much more enjoyable Odyssey has been for me after I inadvertently found a silenced sniper rifle. Having randomly pre-engineered modules available would be a huge boon to the game and would introduce an element of chance which would make the Galaxy feel much more dynamic and alive.
The easy place for this would be in Inter Astra shop but I’d really like to see an Outfitting workshop up the, currently inaccessible, walkway on the pad where you could talk to a grumpy technician about what what modules are available. If the cmdr was allied with the faction then the tech could offer some ‘under the counter’ materials.
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.
Random increases don’t make any sense and, over engineering multiple modules, evens out to have no effect. The engineering process does need variation and excitement though but this could be achieved by replacing the engineering grind with increased the variation in how materials can be gathered and improved the management/visibility of the engineering process.
Other Feedback and Suggestions
Feel free to respond with other ship Engineering balancing feedback and suggestions that go beyond the ideas mentioned above.
Given that there’s no tool in-game for designing engineered ships this workshop would be the place to access something similar to EDSY. Having the facility to track required materials (as EDEngineer) would make the process feel much more manageable and rewarding without reducing the amount of gameplay required.
It would be great to be able to share engineering between cmdrs but this has the potential to remove the need for material gathering, a significant part of the game as cmdrs would be able to just buy/trade for engineered modules. Any traded engineered modules would have to be penalised; maybe by downgraded by one level, by removing experimental effects and making them then ‘fixed’ so they cannot be further modified.
Personally I’d love to see the, currently inaccessible, ship showrooms in some outposts opened up as actual ship showrooms with the chance of offering ‘special edition’ engineered ships. As with the traded modules; these would be limited grade and fixed so they couldn’t be further engineered so allowing access to the improved performance engineering offers without giving access to the ultimate performance.
Engineering is one of my favourite elements of the game but it is, currently, undermined by the need for endless grinding. Any change to this would be great, particularly any ways in which engineering and material gathering can be better integrated into other gameplay loops. I hope the suggestions above are useful.