If you sell an engineered ship, do you get the engineer-materials back?

If you sell an engineered ship, do you get the engineer-materials back? If not, can you reverse-engineer the modules before selling the ship?
 
No to both. Put the modules into module storage so you can reuse them on another ship, and after you've stripped your ship of everything usable, sell it if you want to.
 
NO but you can keep the engineered modules and use them on another ship.

For example I have an engineered FSD that I use on DB-X, ASP-X, Chieftain, Python and Krait MKII
 
No, but something they should introduce is that selling Engineered Ships = Scaling Profit.

For instance, if I buy and A Rate a ship, and do nothing else, I take the standard (10% is it?) loss on the ship.

However if anything is engineered to even low levels I might break even or make a small profit.

If I’ve taken every module to G5, I might be able to say double my original investment on resale.

This would be a really cool incentive to Engineer and would be a reward commensurate with the time investment.

If only we had a player driven economy with an engineered module and ship market also.... but now I’m just dreaming. (And no I don’t play EvE aka spreadsheets in space, I just think Elite is begging for this same mechanic and it could be well implemented.)
 
Took years for EVE to fully make the market player driven. Many items were artifically seeded (added) to the markets at regular intervals. E.g shuttles, which later became player made and the final parts were commodities being made by players while also used as fuel in player made stations.

But this all happened in steps and over the course of years.
 
When you sell a car you’ve painstakingly modded over the years, do you get the blood sweat & tears back? Nope.

Just take your modules off and put them in storage for future use, and sell the ship vanilla.
 
When you sell a car you’ve painstakingly modded over the years, do you get the blood sweat & tears back? Nope.

Just take your modules off and put them in storage for future use, and sell the ship vanilla.

Usually modding makes the car worth less unless you are able to sell it to another modder.

I should know :(
 
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Engineers should offer a service for credits that recycles 50% of the materials in a module based on 1 roll per grade +1.

So when recycling a G5 module you get 1xG1 mats, 2xG2 mats, 2xG3 mats, 3xG4 mats and 3xG5 mats. The module is also consumed (can't sell), so you get your choice, money or materials.
 
I do wish there was a way to recover at least some of the materials from Engineered items, scrapping them perhaps? You'd maybe not get any cash for them, but you could recover a good chunk of the materials. When I think about how many materials I burnt through playing around with various options...that proved less than ideal, well, it'd be nice to have those materials back. A service the Engineer could offer maybe.

Talking modding cars as an example, I mod a car, then I might reverse those mods at some future point, so I have the items to apply to another vehicle. Software is easy, you just flash the ECU back to stock or, in my case, pop the standard ECU back on the car. Bolt-on items are also easy, just take them off and replace with stock. Other mods, likely the head porting I did, well, that's not reversible without a new head. If course, I'm not wandering around one of the local fields breaking rocks to use in my car mods...so there's that lol.

Thought: There should be shady characters that can copy any software we might have, for a steep price...a different sort of data broker if you will.

As an aside, I'm forever shocked how many materials I burn through doing even light engineering. I was finishing off some laser mods the other day, going G3 to G5 - Engineer fully unlocked 5* - yet I was still getting regular "micro rolls" at G3 and above where the progress bar only moves a couple of pixels. Frustrating lol. It would be nice if a fully unlocked Engineer meant a minimum roll of at least 30% as it's so easy to burn materials. I would love to experiment more, perhaps buy another ship or two to tinker with, but the idea of many hours of game time (not play, it feels like work) just to get the materials is off putting. I recall, under the old system, generally being happy with one G3 roll for most items. It may not have been the best, but it was usually a solid improvement. Now I'm using at least 3x the materials to get to the same point.

Not sure about others, but while I do gain materials through natural play - I've gotten a chunk lately through Passenger runs - I'm always missing something that I simply don't encounter through my personal normal play. I had help from a friend gaining a chunk of manufactured materials from a CZ - I'm very appreciative of that - yet there's other stuff I'm always low on. I guess that's why being able to "recycle" modules - mostly weapon mods I tinkered with - has appeal. Not expecting it to happen of course, but it'd be nice to get some "free" materials :)

My current gameplay plan is, well, simply to play do what I enjoy and not worry about materials. If there's a mission reward of something I want, I'll take it sure, and I'll drop into a USS that looks interesting if I'm in a capable ship, but I'll not go out of my way. When I'm wanting to do some Engineering again - actually doing the modding is fun - I might target what I'm missing specifically, but I'm in no hurry to do that.

Note: Wouldn't it be good for gameplay if certain mission type didn't always offer the same materials when you're full? I've been doing tourist missions for fun of late, yet they always offer the same two G5 materials which I'm full of. It'd be nice if they took into account what the player has, with higher rank missions temping the player with something they're short on. Maybe that's considered easy mode though.

Scoob.

Engineers should offer a service for credits that recycles 50% of the materials in a module based on 1 roll per grade +1.

So when recycling a G5 module you get 1xG1 mats, 2xG2 mats, 2xG3 mats, 3xG4 mats and 3xG5 mats. The module is also consumed (can't sell), so you get your choice, money or materials.

Perfect, that's along the lines I was thinking... :)

Scoob.
 
No,
But you can replace the modules with the base module at any station and store the engineered modules.
 
...

As an aside, I'm forever shocked how many materials I burn through doing even light engineering. I was finishing off some laser mods the other day, going G3 to G5 - Engineer fully unlocked 5* - yet I was still getting regular "micro rolls" at G3 and above where the progress bar only moves a couple of pixels. ...

You don't have to max out each level.
I only do about 3 rolls at G3 and move on to G4 as soon as it unlocks.



Note: Wouldn't it be good for gameplay if certain mission type didn't always offer the same materials when you're full? I've been doing tourist missions for fun of late, yet they always offer the same two G5 materials which I'm full of.

If you are full of any G5 mat, trade down good Cmdr!
(Or G3/4 for that matter.)
Never be full of those to the point of turning down G5 rewards.
 
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Engineers should offer a service for credits that recycles 50% of the materials in a module based on 1 roll per grade +1.

So when recycling a G5 module you get 1xG1 mats, 2xG2 mats, 2xG3 mats, 3xG4 mats and 3xG5 mats. The module is also consumed (can't sell), so you get your choice, money or materials.

Probably we need to look at modifications like: an engineer takes provided materials and makes modified stuff from them solding, boiling, whatever, replacing existing components with modified ones. And as a result we have modified module. And there's no pure materials anymore to take them back, and there's no 1 unit of iron sticked to the backside of engine which makes it run faster...
 
Probably we need to look at modifications like: an engineer takes provided materials and makes modified stuff from them solding, boiling, whatever, replacing existing components with modified ones. And as a result we have modified module. And there's no pure materials anymore to take them back, and there's no 1 unit of iron sticked to the backside of engine which makes it run faster...

I'd rather head-canon it in a way that sees some materials returned to me, since we're discussing it.

So how about this. Yes, your scenario, but then... The engineer has a smelter which he is prepared to use for you (for a fee) to melt down your module and return what usable elements there are to you (after removing manufactured components that are salvageable and returning them to you, and downloading and decompiling the module's core in order to return the serviceable source code with at least some of the firmware intact). This results in your getting around 40% of the materials used int he module back, but now it's actually been melted down, there is no possibility to sell what is left. Or for even more immersion, ,when this process has finished and the materials are added to your inventory, so are 5 tons of scrap (if you have cargo space for them). :)
 
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