I'm pretty certain mat rewards are skewed in the nearby engineer's favor

I found, only through my own experience and experimentation, that missions given in the system an engineer is located in tends to frequently give out materials and commodities required by that engineer. Especially the surface bases.

I decided to try this out after mousing over the material descriptions in the blueprints. Most of them primarily say 'given as mission rewards or found in signal sources'. Others say what kind of ship you have to find wrecked or destroy yourself to find that kind of material. So, it's not totally random.

After many tries, I'm pretty certain starting from the engineer's own system and looking for missions in the surface stations is the best place to start looking for mats for upgrading.

Also, don't dis missions that give you what you want on the basis of low monetary rewards. If you want the upgrade, only the mat is what you are looking for. Forget the money and grab the material.
 
I'm tending to agree with you on this. In my case I have started to notice that I seem to find the firmware I need for a specific engineer popping up as mission rewards a lot more frequently in the system of that engineer and also in nearby systems too.

Hard to say if it is just RNG or not, but now someone else has said the same thing...
 
I'm tending to agree with you on this. In my case I have started to notice that I seem to find the firmware I need for a specific engineer popping up as mission rewards a lot more frequently in the system of that engineer and also in nearby systems too.

Hard to say if it is just RNG or not, but now someone else has said the same thing...

It's skewed RNG. Not all missions give them but there's a high chance that if a mission gives mats, they are what the engineer in that or a nearby system is looking for.

Please help me dispel this crap about everything being totally RNG.

The real problem with ED is lack of documentation and undeserved bad press. We have to help each other play and at the same time counter the constant bad press which comes about partly because people are lazy and don't read, and partly because FD really forgot to say things.
 
Interesting

I had wondered if something Pinning Blueprints had an effect, so this would be interesting to investigate
 
It's skewed RNG. Not all missions give them but there's a high chance that if a mission gives mats, they are what the engineer in that or a nearby system is looking for.

Please help me dispel this crap about everything being totally RNG.

The real problem with ED is lack of documentation and undeserved bad press. We have to help each other play and at the same time counter the constant bad press which comes about partly because people are lazy and don't read, and partly because FD really forgot to say things.

I hope what you say is true.
 
Sounds like wishful thinking. There was a thread not so long ago claiming that the commodities engineers wanted were found far away, and how it made sense because they wouldn't want to play with things they could find locally. Both of these ideas can't be right. :p
 
Sounds like wishful thinking. There was a thread not so long ago claiming that the commodities engineers wanted were found far away, and how it made sense because they wouldn't want to play with things they could find locally. Both of these ideas can't be right. :p

Wouldn't it make more sense for the engineers to move to areas where the things that they want to play with are more common?! If someone wants to party with coke & hookers they're gonna go to Vegas, not the North Pole... ;)
 
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Sounds like wishful thinking. There was a thread not so long ago claiming that the commodities engineers wanted were found far away, and how it made sense because they wouldn't want to play with things they could find locally. Both of these ideas can't be right. :p

I'm just talking from personal experience. Try for yourself and find out, won't you?
 
Sounds like wishful thinking. There was a thread not so long ago claiming that the commodities engineers wanted were found far away, and how it made sense because they wouldn't want to play with things they could find locally. Both of these ideas can't be right. :p

One is mission rewards, the other is purchasable commodities, so both could be true
 
I'm just talking from personal experience. Try for yourself and find out, won't you?

I tried with another for nanobreakers. No dice I had to move 4 systems over to a system I knew regularly offered them there.(a few days ago) It could just be a coincidence but if true for that specific engineer that is convenient.
 
Almost every mission reward I see are commodities that have absolutely nothing to do with the nearest engineer nor for my singular pinned blueprint. Not once seen data as a mission reward even though data is the one thing I'm missing for my current pinned blueprint, yet I constantly get all sorts of random commodities the engineer that is around 20ly away will never ask for, yet those commodities are really useful for some Engineers over 110ly away.

For example my current 'home station' and main faction I work for has frequently tried to offer me nanobreakers and I think it was insulating membranes, yet I'm right next door to Wyrd (The Dweller) which last I checked has no need for them.

So I definitely think it's wishful thinking and people making connections where there isn't one.

What does seem to be connected to rewards however is the economy of the location and state of the faction. It's possible people just happen to stumble across some systems with economies and states that happen to coincide with having a better chance of giving what they wanted.
 
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What does seem to be connected to rewards however is the economy and state of the location and faction. It's possible people just happen to stumble across some systems with economies and states that happen to coincide with having a better chance of giving what they wanted.

I noticed this day one thankfully. It has saved me the trouble "having to carry commodities around" if I don't want.
 
I noticed this day one thankfully. It has saved me the trouble "having to carry commodities around" if I don't want.

Indeed, whilst my Vulture is still loaded with something like 14 tons of various Engineer related commodities, they're all ones I've gone to locations I found more likely to reward them that I have a immediate use for but am just missing 1 other thing for (usually a type of data that is missing) or just can't be bothered to make the long trip to another Engineer for yet.

That way once I find the 1 or 2 pieces of missing data I can immediately swing by and get the modifications I want, without backtracking to known locations and running missions.
 
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This makes sense from a gameplay perspective. I hope it's true, I'll try next time I play.
Yup, it's always been that way. Since 1.0 if you had a mission to find Rare Art, there was a good chance of Rare Art in any WSS.

Leaving WSS contents totally random would only result in a string of Toxic, Chemical and Biological waste containers otherwise. :D
 
Yup, it's always been that way. Since 1.0 if you had a mission to find Rare Art, there was a good chance of Rare Art in any WSS.

Leaving WSS contents totally random would only result in a string of Toxic, Chemical and Biological waste containers otherwise. :D

Completely different thing to what this thread is about.

And actually something that no-longer applies to 2.1 with the introduction of 'Mission specific' USS.
 
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