* Material Gathering
** Availability and Time Required
- Should Grade 1-3 Materials be more plentiful to be more worthwhile than trading down?
I think so, but I think the amounts used should be less to begin with (getting
and using all 300 from G5-1 tradedown is absurd).
- Should G4 and G5 be rebalanced to match the above?
No, personally ok with drop rates, though would like G4-G5 trading and
up-trading in general to be more fair what was it, 9 G4 for 1 G5? That's pretty
brutal for being similar rarity.
- Some materials are scarce due to rare BGS states, which should be made more discover-able
I don't mind scarcity, but I would like consistency, currently a High Grade
Emissions USS has a huge pool to drop from, in Outbreak this includes
Pharmaceutical Isolators, I'd like a strong bias towards the state specific one.
Slightly open ended, but I think individual micro-managing is doomed for failure.
- Any estimates on how long it took to earn a module by gathering materials?
Hard to say, the randomness makes it wildly inconsistent, I usually farm in
batches so I have many spins.
I've generally been spending 1-3 days of ~6 hours on each set of same type mods.
That is quite long, spread across entire ships it could take weeks to engineer
even with lots of free time.
** Alternate Gathering Methods
- Context specific materials
Yes, this would be great, currently most materials aren't very well anchored in
game lore or gameplay.
For example, USS (Unidentified Signal Source) materials have very odd spawn
rates, a whole debris field of ship and only ~4-8 materials sometimes? Surely
there should be tens, hundreds?
Another example, Datamined Wake Exceptions, the gathering process makes no
sense, an arbitrarily low random chance of getting them on a High Wake Scan???
Because??? Why not say, make further jumps or exotic ships like ATR data rarer
data. Consistency is key here.
- Any feedback on the idea of unique engineer missions?
Love it. Would be interesting since people naturally 'gank' +murder+ and
congregate around engineers and important areas, could make an interesting
dynamic for defending/attacking others.
It's hard to say what reward numbers make sense, might I suggest, instead of
looking at numbers why not, offer "regular" customers materials based on
materials they don't have many of? (that is also used at the engineer you're at).
Also may I suggest regular bounty hunting / material/ cargo supply missions, to
give a lore excuse for combating 'murders' and producing materials out of thin air.
- Thoughts on allowing players to 'buy' materials with niche commodities?
In my mind that's a bespoke-gameplay-feature which is source/return missions
with extra steps. Though more options is a good idea in theory.
I would not mind full blown material commodity markets. Or black markets
rather. (I prefer black market more). And yes, this is a subtle nudge towards
player trading, because people are already doing it on-foot and with carriers.
Currently you can't drop ship materials, but on-foot materials you can.
** Rolling for Engineering Improvements
Yes, I would outright remove the randomness on each modification, it no longer
serves any purpose since there are no significant random downsides anymore.
But, the "removal" of random engineering really struck me as odd.
It was supposed to save me time and reduce frustration, what it actually did was
take away the unique stats between player-player modules, everything took
significantly longer.
Before, although it was a random system, I could jump straight to G5 mods once
unlocked. Now you must tediously generate multiple rolls of every
modification for every grade, for, every, single, module.
This bothers me more than the randomness. (burning hundreds of materials in the
process by the way). I'd rather go back to when you'd "level up" with the
engineer and use the grades you had access to, or even per-modification unlock
I'd be happy with.
If you must keep the G1-5 workup, at least let players generate all rolls up to
their desired grade in 1 button press (this would require the removal of the
randomness).
** Other Feedback
Generally I think halfway between the last version and current ship engineering
is fairly comfortable.
My main concerns roughly:
- Consistency of drops and control over rarity
Randomness is ok, no way to find better odds is not ok. If told you can only
find Meta-Alloys from barnacles, barnacles should drop a lot, polluting the drop
tables with too many other high probability things is just unfair.
To clarify, if 5 different materials all come from only the same, single,
location, and some are rarer, there should be a way to target the rarer items.
For example, if blowing up ships many different materials, it might be helpful
if Core Dynamics Ships dropped Core Dynamics Composites with reasonable
consistency, or ships in federal systems.
- Numbers balance
Even assuming everything is perfect, the material quanity requirements for
engineering and the tech broker doesn't match gameplay mechanics, for reference
the cost of the guard FSD booster (according to Inara) is approximately-
8HN Shock Mount (0)
1 Guardian Module Blueprint Fragment
21 Guardian Power Cell
21 Guardian Technology Component
24 Focus Crystals
The game's networking and physics starts to break (and delete floating entities)
at around 20 items, the cost of the FSD booster is nearly 3 times that. This is
why it's so difficult to find this many items in 1 trip/instance. Even in 3
seperate trips (or relog/supercruise) this is a stretch, ignoring material
tripling (is a slightly odd fix to me). This is a game limitation, mechanics are
build around these numbers, except for engineering, evidently.
So, I caution number adjustments to bear this is mind -
The approximate hard limit per-instance is around 20.
If you balance around 1 trip of time, total material cost should be under this
(x3 for materials which triple themselves on collection).
- Options
I think the main gripe is being pigeon-holed into specific methods used for
collecting materials, to which I say, more options! CQC, bounty hunting,
exploration, Thargoid hunting, freelace trading/smuggling, you name it.
(please, better credit/material rewards would breathe so much life into CQC)