Nice post.
One thing, if you assume NPCs have to be behind you to interdict, you are sometimes going to be in for a rude shock.
Yep, that is, in my opinion, the one significant flaw in 2.1. You have two choices.
- Put at least 2 tons of cargo on the ship you want to upgrade so it can hold the mats.
- Take advantage of the fact that you can sell/rebuy modules. Buy a throwaway ship that has a similar slot to your FAS and give it some cargo capacity and a version of the module you want to upgrade. Fly to engineer, upgrade module, fly back, sell module, swap ships, buy back module.
The advantage of option 2 is it can be a light long jumping cheap ship to speed the trip to the engineer and back. That falls down a bit if it's a large hard point though.
I'd just as soon the thread doesn't devolve into yet another 2.1 debate but since it's my thread I will say that IMO things like modular terminals which are mission only should either be converted to materials or given a localized source like the other new commodities. I don't understand the logic of them from a game play perspective. There's a huge incentive to take a mission that provides them whenever you see one since they're hard to come by but then you have to store it so ships like combat vultures end up getting mothballed.
edit: added that point to OP, should have been there to begin with.
Since polonium seems to be a popular issue I'll go get some and post some points on finding it with minimum effort in the next day or so.
My Expierence so far is that having high rep with a faction is only about getting missions with higher credit reward, Cargo and Material rewards for use with engineer don't seem to be tied to rep with a faction, I get loads of very rare stuff from factions I never worked with before.Missed this thread, it's good to see some constructive comments for a change.
The only advice I really disagree with is being a mission hobo. IMO it's far more constructive to set up shop in a system and work on allying yourself with a faction in that system, as well as a faction in neighboring systems.
Missed this thread, it's good to see some constructive comments for a change.
The only advice I really disagree with is being a mission hobo. IMO it's far more constructive to set up shop in a system and work on allying yourself with a faction in that system, as well as a faction in neighboring systems.
edit: the reason for this is that in my experience, being on friendly terms with a faction gives better missions and better rewards. It seems to me that holds true in 2.1 regarding materials and commodities as rewards.
So I don't really need cargo racks for this, everything engineering related goes into the 600 things box?
What do I do with all the data I've been finding?