Odyssey engineering: Bubble v Colonia

Looking at the Odyssey engineer unlock requirements (in terms of difficulty) in the bubble (SDPs and covert thefts/heists I am thinking if you!) v the Colonia ones (getting there!), I think that the Colonia option is now the easiest and one day may send my alt CMDR there rather than go through the bubble engineering grind.

Steve 07.
 
C'mon, it's pretty even Stevens (pun intended) to get access to all the mods.

Colonia - 4 engineers:
  • Friendly reputation with the Colonia Council
  • Visit 5 settlements in the Colonia system.
  • Provide 10 Faction Associates data.
  • Provide 10 units of Manufacturing Instructions data.
  • Provide 10 Digital Designs.
  • Sell a total of 10 Culinary Recipes or Cocktail Recipes to stations in Colonia.
Bubble - 9 engineers:
  • Reach Unfriendly reputation or lower with Sirius Corporation.
  • Travel at least 100 light years in shuttles.
  • Complete 6 Covert theft and Covert heist missions.
  • Complete 10 Restore or Reactivation missions.
  • Complete 10 surface conflict zones.
  • Provide 5 doses of Push.
  • Provide 5 units of Genetic Repair Meds.
  • Provide 5 units of Surveillance equipment.
  • Provide 5 units of Insight Entertainment suites.
  • Provide 15 Settlement Defence Plans.
  • Provide 15 Financial projections.
  • Sell 8 Smear campaign plans to bartenders.
  • Sell 10 Opinion polls to bartenders.
  • Sell a total of 20 Biological sample, Employee genetic data and Genetic research to bartenders.
  • Sell a total of 25 Multimedia Entertainment, Classic Entertainment and Cat media to bartenders.
 
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Forgot to mention - please donate all your culinary and cocktail recipes to those heading for Colonia (including me maybe!).
I can always trade you something!

Steve 07.
 
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Not just the Odyssey stuff, but from (finally) getting around to building an AX ship to play with the new engineered Guardian weapons, it was a full evening flying from engineer to engineer upgrading it piecemeal. (Yes, I have pinned blueprints, but still need to go there to apply the experimental effects). Be nice to just have a couple of stops to make instead of a half dozen.
 
Not just the Odyssey stuff, but from (finally) getting around to building an AX ship to play with the new engineered Guardian weapons, it was a full evening flying from engineer to engineer upgrading it piecemeal. (Yes, I have pinned blueprints, but still need to go there to apply the experimental effects). Be nice to just have a couple of stops to make instead of a half dozen.
It's like they took some lessons from the abundance of Horizons engineers in the bubble, applied that in Colonia, then had a severe bout of amnesia and repeated the same pattern with Odyssey (it'd also explain the regressed inventory management).
 
They might be easier to unlock... But unless you permanently relocate there, you really need the bubble engineers.

And since we talk about them EDO Engineers, did anyone figured how un pin blueprints? apparently U8 introduced this feature...
 
And since we talk about them EDO Engineers, did anyone figured how un pin blueprints? apparently U8 introduced this feature...
I haven't fiddled with that yet, but gathering from some reactions I've seen on the forum, you're not the only one struggling to figure that out. Haven't seen any definitive confirmation either.
 
They might be easier to unlock... But unless you permanently relocate there, you really need the bubble engineers.
My thoughts were that the trip to Colonia is easier than unlocking all but the first few Odyssey bubble engineers, and that a trip to add wanted modifications to the suits and weapons would be worth it. Then return to the bubble, all tooled up having earned a lot in exploration data.

Steve 07.
 
My thoughts were that the trip to Colonia is easier than unlocking all but the first few Odyssey bubble engineers, and that a trip to add wanted modifications to the suits and weapons would be worth it. Then return to the bubble, all tooled up having earned a lot in exploration data.

Steve 07.
Unlock the 4 common knowledge engineers, Elvira, Todd, Liz & The Dweller, to level 3 or 4, engineer your FSD and a DBX can get 50 Ly jump, making the trip to Colonia not too onerous using the Neutron Highway. A nice easy couple of sessions or so of play.
 
Well, eventually i will take the trip to Colonia to unlock its engineers, but only after they sort out the pinning of blueprints. With 13 mods pinned, guess i can make a nice selection for remote engineering
 
It's like they took some lessons from the abundance of Horizons engineers in the bubble, applied that in Colonia, then had a severe bout of amnesia and repeated the same pattern with Odyssey
I suspect the engineer setup in Colonia is more about there not being room to fit thirty engineers up here. And even if they had, them all being a jump apart in a slow ship would have done rather a lot to mitigate.

For Horizons, more engineers is probably better, experimentals aside, since it gives you more flexibility on pins. If the Odyssey pins - when they work? - are just for reference and not remote addition, that doesn't apply so much.

They might be easier to unlock... But unless you permanently relocate there, you really need the bubble engineers.
Less so for Odyssey perhaps? Once you've got a few suits and weapons fully set up there's less need to go back for "one more ship" like there can be in Horizons.
 
Less so for Odyssey perhaps? Once you've got a few suits and weapons fully set up there's less need to go back for "one more ship" like there can be in Horizons.

Sure, EDO engineers are much more limited in scope.
And getting there for a one time engineering job might make sense... 2-3h of jumping is still faster than getting 15 SDP

But overall they're much less useful that Colonia's Horizons engineers.
 
Is 2-3 hours a realistic time?

With a 50ly jump range at 5 minutes per jump, that does not seem to add up.

Steve 07.

The jump range is way bigger than that and it takes like 45-50s per jump

With a 65 ly jump, using the neutron highway for the vast majority of jumps - it usually takes 100 jumps
With a higher range ship it can go down to 80+ jumps. But there is an optimum in terms of jump range a fuel tank size - too many refuel stops can slow down things alot.

The record is somewhere 1h17m using a certain combination of pre-planning and automation
 
Is 2-3 hours a realistic time?

With a 50ly jump range at 5 minutes per jump, that does not seem to add up.

Steve 07.
That is not stopping to smell the flowers. SPANSH will plot an optimal NS intense course, but, as they are all 'discovered' systems there is much reduced exploration data payouts in comparison to taking a less hurried and more unique route. 8-12 hours is sufficient for a reasonable jump range ship and scanning / mapping good stuff along the way.
 
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