Engineers Lets talk about why rare commodities is probably not a good idea for engineer unlocks.

Some of the rares unlocks might be a bit tedious if you focus only only doing that. But if you find a way to incorporate it into a trading loop, you can make some money at the same time. Or just do some other activity near the source and hoover up whatever is there when you dock until you have max allocation. Now you can swap cargo between ships you can even transfer into a long-range hauler to do the trip to the engineer and back to save a bit of time.

And it's a one-off cost, like getting a system permit.

Because 50 trips would be less tedious than 5?
 
Well you could simply ignore the Engineers altogether, as seems to be the solution to every lousy addition in this game ; )
 
Well you could simply ignore the Engineers altogether, as seems to be the solution to every lousy addition in this game ; )

I like engineers as a whole, quite a bit in fact, however this is the only thing I have an issue with.
 
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So according to you, this is the very only boring and tedious part of Engineers? Interesting.
I guess it all depends on how you go about what you are collecting. I enjoy the manual nature of the game. Jumping from system to system is after a year still enjoyable to me. Riding around in an SRV is fun to me bust mostly because I attempt to get a nice view on the horizon and I have VR. Which drastically changes the experience of driving around in an SRV.

I don't even think this is really that tedious (I have a government job after all so nothing in this game can even compare to paper work I see in a daily bases.) But my question to you is that the other day production of lavian brandy fell 1 one allocation per refresh, needing 200 of them do you think that is a good idea?
 
Sure you could instead just require 50 different rare commodities as a whole all together. That way players will get a chance to go and see a few different stations and stay busy and engaged while station hopping to get 50 rares in a relatively timely manner. Obviously you want the unlocks to have something to do with their character so specific ones could maybe count as 2.

i very much like this. bring 200T of rare alcoholics instead of 200T of one.
 
I don't even think this is really that tedious (I have a government job after all so nothing in this game can even compare to paper work I see in a daily bases.) But my question to you is that the other day production of lavian brandy fell 1 one allocation per refresh, needing 200 of them do you think that is a good idea?
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No. I never claimed that was a good thing. My point of view is that the whole concept of Engineers is weak. (And during the beta Michal Brookes also admitted in a forum thread that they first had a much better concept, but would've needed a few more weeks to get it to work, so they went for what we have now instead. )
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There is so much what could've been done better, the once-again reworked missions could have taken a prominent role. They still would've guided the player through many aspects of the game, but by the way it could have been done, it would've felt much more integrated into the world, more logical and more fun. (While actually not being less time intensive. ) The astonishing part for me is, that you'd only find this one aspect to be a drag, while all the rest is perfectly fine for you.
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Of course, after stating what you work, I slightly start to understand, my work background is "slightly different". [Several different fields of test, between test support in semiconductors to software test in aviation, latest certification ISTQB certified Test Analyst. ] Looking closely at problems and pointing them out is my job, so while i don't put as much effort into test and analysis here, as I'd do at my workplace, i guess it's a bit in my nature to spot flaws and to keep pointing them out.

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And on the base game, jumping around and doing different things being fun: that is the very reason i still am around and try to point out problems in the hope that some might be fixed. I just wish the recent additions would have just a fraction of the quality of the base game.
 
Not a white knight go read my history of posts, I have plenty of issues with the game. I just have MORE issues with idiots on the forums.

This deserves more Rep than I have to give.
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I kind of see what they are trying to do, sort of, but some of the suggestions here feel like better ideas to me, particularly a certain tonnage or Cr value of a "class" of rares (drugs, alcohol, food, robotics, etc). Or even rares from a really long way away, something to get you out and about and moving through the bubble, discovering rather than statically sitting at Lave Station waiting. On the bright side you can get a lot of rares in the cluster while you wait for the ticks.
 
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oh, c'mon stop whining already

Highlighted a problem he sees, why he sees it as a problem, gave examples, presents a viable solution. All of this with specifics rather than vague anecdotes. This is the kind of stuff we want to see on the forums, no?

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people were asking for more "visible" effects of the BGS \o/ --- only not, when it interferes with gameplay.

AEDC did an amazing job ushing lave into boom yesterday ... but yeah, it is gone today.

I like the effects the BGS has, but I can see the problem with it effectively locking people out of activities (which doesn't bother me personally, but if I were two runs from unlocking, maybe it would irk me), keep the BGS effects, add variety to engineer requirements (e.g. any rare liquor as suggested earlier in the thread) and I think everyone is happy.
 
add variety to engineer requirements (e.g. any rare liquor as suggested earlier in the thread) and I think everyone is happy.

yes, i like that idea. i personally dislike the changes to rares, because it kills rare trading as a starter activity. but anyways.
 
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