Ozric
Volunteer Moderator
I've been trying to think how best to sum up my thoughts on this for a while now. I think that there are far too many issues to be solved with a balance pass on how easy it is to get materials. But let's start there.
Give raw materials as mission rewards
Offer more g5 materials as rewards
Reduce the amount needed for cross group trading at material traders.
Listening to people who go and farm g4 and g5 materials until they are full and trade down is a ridiculous way of looking at the issues with the situation. The only reason why most people do it is because youtubers tell them it's the easiest way to do it. They don't actually bother to stop and think if there's a different way. But herein lies the problem. No matter what changes you make, if it doesn't make it quicker and easier than the current way of farming high grade mats and trading them down, it won't make a difference to the perception of how "hard the grind is". Plenty of MMOs make you do the same content repeatedly to get the "end game" armour or weapons, I had to run a dungeon in ESO 33 times before I got all of the set I was after, because they drop with true RNG. (though it is worth mentioning they have changed the way it works so bosses will drop a piece of the set you haven't already got yet until you have them all. Also once you have a piece of the set you can reconstruct it at any time for a cost, so you don't have to farm for it again).
When the engineering system was overhauled it removed the RNG element of it, but if you read a lot of the comments here people still complain about RNG. The new system made it far easier to reach G5 rolls on your modules, and in almost all cases it also made them better than the previous iterations of it. Then you have the issue of experimental effects, most of which are so overpowered it's beyond ridiculous. Take Shield Generators as an example, the G5 for Reinforced shields is:
DISTRIBUTOR DRAW +12%
BROKEN SHIELD REGEN RATE -10%
OPTIMAL STRENGTH +38%
ALL RESISTANCES +17%
Obviously the main drawback there is that your shields recharge 10% slower when they go offline. It's not much of a drawback anyway, but if you apply the Fast Charge experimental effect then you get:
SHIELD REGEN RATE +15%
BROKEN SHIELD REGEN RATE +15%
KINETIC RESISTANCE -1%
THERMAL RESISTANCE -1%
EXPLOSIVE RESISTANCE -1%
So actually you end up with:
DISTRIBUTOR DRAW +12%
BROKEN SHIELD REGEN RATE +5%
SHIELD REGEN RATE +15%
OPTIMAL STRENGTH +38%
ALL RESISTANCES +16%
The only downside is a 12% increase to the Distributor draw, which is nothing at all! With most experimental effects you can almost entirely negate the negative effects from the engineering process. There are two issues with this.
1) It goes entirely against the principle of engineering when it was introduced
2) It makes ships practically indestructible
Weapons become so overpowered that the only way to protect yourself is to have fully engineered shields/armour, which then means it's very hard to actually kill you. You can't stop people from escaping easily as they can just charge the FSD while being shot at and then jump away. (You could add a module/effect that disables the FSD within a certain range (easily), and this could be countered by a module that negates that effect).
Engineering is already now a requirement for doing combat in anything above small ships, which means if you're making it a requirement then you have to lower the entry bar to it. Or.
Get rid of experimental effects, increase negative effects and actually make people have to make a choice if they want to use engineering.
You should not be able to have your cake and eat it, as it destroys the balance of the whole game.
If you want to talk seriously about balancing ship engineering then you are going to have to nerf lots of the various engineered blueprints and effects, there's no way around that. If you plan on just making things better and easier, then you might as well remove all entry requirements because you will be making it more of a necessity than it already is.
You are also going to need to do more than one initial balance pass. You are going to need to monitor the situation and then make follow up changes over the following months.
Give raw materials as mission rewards
Offer more g5 materials as rewards
Reduce the amount needed for cross group trading at material traders.
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?
Listening to people who go and farm g4 and g5 materials until they are full and trade down is a ridiculous way of looking at the issues with the situation. The only reason why most people do it is because youtubers tell them it's the easiest way to do it. They don't actually bother to stop and think if there's a different way. But herein lies the problem. No matter what changes you make, if it doesn't make it quicker and easier than the current way of farming high grade mats and trading them down, it won't make a difference to the perception of how "hard the grind is". Plenty of MMOs make you do the same content repeatedly to get the "end game" armour or weapons, I had to run a dungeon in ESO 33 times before I got all of the set I was after, because they drop with true RNG. (though it is worth mentioning they have changed the way it works so bosses will drop a piece of the set you haven't already got yet until you have them all. Also once you have a piece of the set you can reconstruct it at any time for a cost, so you don't have to farm for it again).
Arsenic.Let us know which materials ought to be made more readily discoverable.
The biggest issue is Engineering itself. When ships are designed for the game they are designed in a way that balances them against themselves and other ships. Engineering throws all of that balance out of the window. With engineering you can use any ship for almost every possible situation, so it makes using ships for their intended purpose irrelevant.Other Feedback and Suggestions
When the engineering system was overhauled it removed the RNG element of it, but if you read a lot of the comments here people still complain about RNG. The new system made it far easier to reach G5 rolls on your modules, and in almost all cases it also made them better than the previous iterations of it. Then you have the issue of experimental effects, most of which are so overpowered it's beyond ridiculous. Take Shield Generators as an example, the G5 for Reinforced shields is:
DISTRIBUTOR DRAW +12%
BROKEN SHIELD REGEN RATE -10%
OPTIMAL STRENGTH +38%
ALL RESISTANCES +17%
Obviously the main drawback there is that your shields recharge 10% slower when they go offline. It's not much of a drawback anyway, but if you apply the Fast Charge experimental effect then you get:
SHIELD REGEN RATE +15%
BROKEN SHIELD REGEN RATE +15%
KINETIC RESISTANCE -1%
THERMAL RESISTANCE -1%
EXPLOSIVE RESISTANCE -1%
So actually you end up with:
DISTRIBUTOR DRAW +12%
BROKEN SHIELD REGEN RATE +5%
SHIELD REGEN RATE +15%
OPTIMAL STRENGTH +38%
ALL RESISTANCES +16%
The only downside is a 12% increase to the Distributor draw, which is nothing at all! With most experimental effects you can almost entirely negate the negative effects from the engineering process. There are two issues with this.
1) It goes entirely against the principle of engineering when it was introduced
2) It makes ships practically indestructible
Weapons become so overpowered that the only way to protect yourself is to have fully engineered shields/armour, which then means it's very hard to actually kill you. You can't stop people from escaping easily as they can just charge the FSD while being shot at and then jump away. (You could add a module/effect that disables the FSD within a certain range (easily), and this could be countered by a module that negates that effect).
Engineering is already now a requirement for doing combat in anything above small ships, which means if you're making it a requirement then you have to lower the entry bar to it. Or.
Get rid of experimental effects, increase negative effects and actually make people have to make a choice if they want to use engineering.
You should not be able to have your cake and eat it, as it destroys the balance of the whole game.
If you want to talk seriously about balancing ship engineering then you are going to have to nerf lots of the various engineered blueprints and effects, there's no way around that. If you plan on just making things better and easier, then you might as well remove all entry requirements because you will be making it more of a necessity than it already is.
You are also going to need to do more than one initial balance pass. You are going to need to monitor the situation and then make follow up changes over the following months.