How to make material gathering fun?

Other games have long solved this problem. Materials are used to upgrade. Most games allow you to unlock upgrades as you progress in experience.

Whether you're a bounty hunter, miner, pirate or explorer you should unlock upgrades as you progress. And the most efficient way to progress should be playing your role like bounty hunting.

If you bounty hunt, all the materials you need should come from bounty hunting.

If you're mining, all the materials you need should come through mining.

If you're pirating, all the materials you need should come through pirating.

Same with exploring.

There should be no shooting rocks or scanning wakes because those are not activities central to any role.

Last time I was out in a distribution centre scanning wakes I wondered to myself what the pilots of those relief Type-9's were saying to each other over comms.

"Oh look there's that FdL whizzing around again, from one side of the convoy to the other for no apparent reason...."

"Yeah, it's the local crazy billionaire, she chases imaginary gold-plated Cutters to pass the time. We don't talk to her. She's a complete fruitloop."
 
Make the materials drop from destroying certain npc ships, and make the RNG reasonable for the drop. This would move farming to a combat zone or HAZRES, which could be a lot of fun.

I agree wit this, but that should be how you gain materials as a bounty hunter. If you're a miner, pirate or explorer materials should drop as you're doing your activity. Pirates should be able to pirate everything they need. Miners should be able to mine for everything they need.

The core idea is that the player should be allowed to play the game the way they want to. They should not have to change the way they play to upgrade. There should be no shortcuts that make it easier to upgrade by doing some mindless repetitive task.
 
Just a thought.

Navy rank could give you access to some pre-engineered modules. I mean, I'm sure an Admiral would have enough contacts throughout the defence industries of their respective Navies to be able to get their hands on some juicy tech.

Would make some sense, but I stay away from the naval ranks as general RP type preferences as I play as an independent pilot.

Maybe a more neutral rank of sorts in the Pilots Federation would serve to do this just as well or even better.

Maybe a combination of our ranks toward a total internal score of sorts that progresses beyond Elite status. This could maybe also serve to function as a player narrative of sorts that isn't limited to one sort of story arc or play style type.
 
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Said it so often I'm probably starting to sound like a broken record....

There are already plenty of stations which have internal "corridors" and "rooms".
Give them a purpose by bunging stuff inside them to collect, while being attacked by ships in the area and/or the stations defences.

Sure, those places could be farmed, like Dav's Hope but, so what?
At least it'd be entertaining.


Ideally, I'd like it if there were "engineer missions" whereby you'd get told "There's a crashed ship just north of [persistent surface POI]. Find it and you can keep half the cargo" and that'd give you an elevated haul of mat's.

Equally, you might be told "A band of pirates at [persistant orbital POI] has been stealing my supplies. Go and recover them and you can keep half" and that'd give you an elevated haul from the POI.

Or, maybe you'd be told "[NPC character] has stolen my supplies. Go to [system], find him and bring them back and you can keep half" and you'd have to do a "pirate-kill" mission but with a debris-field full of mat's as the reward.

With a bit of thought, I'm sure a lot of the regular missions could be modified to provide mat's as the objective.
 
Last time I was out in a distribution centre scanning wakes I wondered to myself what the pilots of those relief Type-9's were saying to each other over comms.

"Oh look there's that FdL whizzing around again, from one side of the convoy to the other for no apparent reason...."

"Yeah, it's the local crazy billionaire, she chases imaginary gold-plated Cutters to pass the time. We don't talk to her. She's a complete fruitloop."

I was scanning wakes for the first time yesterday and wondering the same thing. Why do engineers need these wake scans? Surely, wakes have been scanned before and the data is readily available.

It's just very poor game design.
 

The more I think about it, the more I like this idea. The core Pilots Federation ranks don't mean all that much now once you get Elite, and some would understandably argue that they don't mean all that much anyway. This would offer a more clear progression path that isn't as limited by a specific play style choice or gold rushes. Say, more rewarding and varied mission types that offer these sorts of things as bonuses for us to choose from and unlocking some things and/or materials for the possibility of being purchased incrementally. This way just getting credits isn't the limiting factor, but you also have play and progress in the game.

Mission reward types could cap off at some level to maintain some semblance of balance, but purchasable items and materials being incremental would mean that they would just be limited by you playing and continuing to progress in the game. Or maybe just have these higher tier missions become available incrementally as well. The ranks and rank progression might have to be rebalanced a bit, at least for their beyond Elite internal scores, but I think it's doable.

This wouldn't be instead of what we have now, but in addition to it, offering players more freedom of choice in how they might care to approach and play the game.

Add in some flavor-text, and it's almost like you'd have a personalized narrative of sorts. ;)

Then add in some Pilots Federation bases, stations, and outposts around the bubble and Colonia where these sort of things can be acquired (maybe rank locked, maybe not) and call it a done deal.

...

Just an idea, of course. I'm sure there's something terribly wrong with it that I'm not thinking of at the moment. [hehe]
 
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I agree wit this, but that should be how you gain materials as a bounty hunter. If you're a miner, pirate or explorer materials should drop as you're doing your activity. Pirates should be able to pirate everything they need. Miners should be able to mine for everything they need.

The core idea is that the player should be allowed to play the game the way they want to. They should not have to change the way they play to upgrade. There should be no shortcuts that make it easier to upgrade by doing some mindless repetitive task.

Very good points. It seems engineering should be redesigned so the upgrade, material required and activity should be related.

For example for increased range materials:
- an explorer could find materials from a crashed or derelict ship.
-a pirate from robbing certain transports
-bounty hunter from killing certain elite ships
-miner from a bonus reward for finding a rare ore
 
So many sincere user suggestions. Coulda, woulda, shoulda- don’t they see!? If they, could they- shouldn’t they?

I think they get enough money from MinDless video slot machine play Scavenger hunts; why spend a lot of resources on enhancing game content- if it ain’t broke. Don’t fix it.
Corporations have a goal, they are growing the gAme enough because
Many
Many
Many players are very happy with the state of the game grind content creation, perhaps very new or very seasoned players, but
Many players are happy, we whiners are in the minority, here and it seems everywhere.
Sigh, what a world, er, a simulation of a world.
 
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