Although a bit late - considering what players are moaning about for years now (SCNR) - I'm really happy to see first steps to an overhaul to the whole engineering/materials gathering mechanic.Greetings Commanders
Now that Update 8 for Odyssey is live, we'd like to reignite the series of balancing changes that started before Odyssey's release. Now, it's time to turn our attention to ship Engineering. We recognise there has been significant feedback for on-foot Engineering too, but we'd like to approach these one at a time due to the number of aspects involved. Specifically, we'd like to look at the balancing of the Engineering grind, which largely relates to...
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?
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?
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.
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.
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.
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.
Thanks in advance for your thoughts!
O7
I haven't read the whole thread, so sorry if my suggestions were already made.
I especially like the idea of dedicated engineer missions, but I'd take a different approach to this. After the invite, give each engineer a series of 5 special missions, each to unlock one grade of modifications at this given engineer. These missions must be taken progressively and have to start really simple for grade 1 and become more and more complex for the higher grades. Maybe these missions also involve gathering different materials, but now, instead of trying to find totally different randomly generated stuff somewhere, the mission aims at certain materials, tells you where to go and what to do to gather them and they will actually spawn there in a rate so that you don't have to re-log or do other stupid stuff for hours on end! And then after you have completed any of these missions, you can just buy any modifications with the just unlocked grade from the engineer for credits.
Actually, now that I read this again, this is quite similar to the Guardian tech broker mechanics...only with dedicated missions instead of simple material grind. Although the Guardian material grind actually IS a bit of a special mission, as it is quite unique from the other materials in the universe.
What I'm trying to achieve with this concept is to still have a good amount of effort to get access to engineered modules, but to not have to have this effort again and again for the same stuff. It's important to me, that after you have made the effort to achieve an unlock, you can keep it and get modifications for credits. Credits can usually be earned with any activity the player likes. And after all, why shouldn't the engineer sell you stuff for money after you have helped her/him out and she/he is your buddy now? ;-)
Not sure if there are any big flaws in this concept...
A good balance of the complexity/difficulty of the missions is crucial here of course.