General Overhauling Engineering: A Family's Request for a Streamlined Upgrade System



The particular crystal shards site visit is actually a case where it's worth the visit assuming you want to fill up on every material and not worry about it ever again unless you engineer dozens of ships in which case it might take several visits across a career spanning thousands of hours.

But the fact that it's seemingly worth the visit while still being a 1-2h trip* (+the farming itself) should just highlight how messed up the system is normally and how crappy it is to get lower quantities of those materials otherwise that players put up with this and are able to push this as a "normal quick trip down to the crystal shards that's no problem".

* Yeah, it's at least 1h even with a carrier back and forth.

Out of idle curiosity I played with one of the out of game route plotters and came up with around 60 jumps to get from Leesti to the HIP shards system in a hauler with a G3 FSD and Deep Charge lugging an SRV hanger along. I am unfamiliar with the tool so not sure if that was fastest or economical but either way it is approximately an hour with a ship jumping just under 35Ly.
 
Did someone say that mining was a "niche" activity?

To gather mats you can mine asteroids which produces stuff to sell and raw mats. Mining will support BGS activity when the station wants mined mats.

Then there is surface mining of those rocks/meteorites that you come across.

And if you cannot be bothered with those methods, there are always the crashed Anacondas with crates of raw mats just there for the taking.

Steve
All of which is tediously slow going compared to better methods. And the crashed Anaconda site visits are no more "natural" than guardian or crystal shard site visits.
 
Not hubris. The day before yesterday I dropped in to a HGE which I happened to notice, to see what was there. It was Imperial Shielding. I couldn't collect it though, because I was already 100/100.
That is not a raw material. Imperial shielding is the most consistent HGE material to find, as well. I don't see what point you're making here that is counter to the hubris.
 
I'd argue that out-of-game knowledge is required for Skyrim if you want "the best stuffz". There're some neat items hidden away that you have only a slim chance of stumbling upon if you don't know about them beforehand. Also, due to the levelled nature of some uniques (like Dragonbane) it's not a good idea to get them at lower levels (IMO a pretty bad game design), but you wouldn't know it without outside knowledge. There are also some enchanted items that have a slim chance to appear at merchants, and only at certain levels--eg Steel Boots of Muffling (only items that have this enchantment on them) that you can only realistically get from Riften (the blacksmith there has a higher chance to have enchanted items than others--again something you probably won't figure out without out-of-game knowledge) at around level (IIRC) 20 and that have no guaranteed location in game. I think I have found them only once or twice over 10 or so playthroughs.

Another example of game design that hides an important mechanics is Metro 2033 and it's hidden "karma" system that affects the ending. You wouldn't even know it was there without out-of-game sources.

Elite is not unique in this aspect, that there are mechanics you have the best chance of figuring out using out-of-game collective knowledge of the community.
For the completionists at heart (like myself) - sure, having an outside resource is good for that. But there's nothing that's tied to your character's power or gear improvement that is going to be gated behind that, you won't be hindered in terms of combat or survival or lacking in QOL or missing ways to make travel easier and so on and so forth.

Now, there are several good reasons to use mods to address things like the levelled-item things (making them level with you, for instance), and that does require a lot of outside time and effort to bother finding all the right mods for your game... but at least that game has the option of mods to fix its game design issues.

With Metro - it's reasonable to see how in a narrative-heavy experience like that where your choices influence the final outcome with world-altering consequences, it's intentional to not spell everything out for you.

I will grant that in other similar games like Battletech, I've actually gone to the effort of diving into lua files to expose the actual effect various dialogue choices have, because I think it's lame the game doesn't warn you of the consequences that affect your crew/ship permanently & save reloading is annoying.

I think there are many reasons why Elite's game experience is not really comparable to those titles, the relative utter void of narrative devices being a rather poignant one. But you are right, the game has a lot going on that still is not explained adequately, though Fdev have made long strides in terms of the ingame codex & information & tutorials, where there used to be none at all. I think that remains one of Elite's problems and one I'd love to see further remedied by more tutorial & codex content to address the information gap.

Yet it must also be observed it's not reasonable to expect an ingame codex to say "You should go out to one of these specific systems that have no ingame reason to be significant so you can farm heaps of high grade materials to get over the arbitrarily inflated barrier to entry to interacting with a core game & progression feature that was deliberately made too powerful to ignore". Part of the issue here is the flawed game design itself lending to needing outside 'metagaming' knowledge to be even reasonably approachable. Many such issues in Elite are tied together in these ways, which for me only reinforces the dire need to address them - any way or fashion would be better than leaving it stagnant and dormant, as has been going on for most of the game's lifetime.
 
Sometimes I wonder how many ships do you people engineer?

Do you all have 8 corvettes each with 8 skill boosters or what?

Wouldn't making mats much easier to come by, or even make engineered modules buyable for credits result in being able to get anything right away, instead of having to make priorities as to what ship to get and how to engineer it? I did feel a certain amount of accomplishment once I added the 8th engineered skill booster to my corvette. :D
I generally have 1 purposed ship for game activities but several different sets of modules to outfit it with (if we're not including the armada of storage ships to put unused modules in, like all the hull reinforcements I have from before guardian SRPs were a thing).

I don't put much stock in the 'feeling of accomplishment' for overcoming an arbitrarily inflated quantity & RNG hurdle for accessing a ship upgrade system. I'd much more appreciate being able to engage with it without so much time/effort/knowledge requirement so that I could instead focus my desired enjoyment on the actual aforementioned game activities - and earn my sense of accomplishment from those.
 
Collecting materials at crystal shard sites, or collecting mats from bounty hunting, or mission rewards is all as natural gameplay as anything else.in the game. These are all gameplay activities devised for players. No different than finding specific mining hotspots, searching for exobiology samples 30,000 Ly from the bubble, or visiting an ancient guardian site.

If you are looking for activities that quite literally throw themselves at the player... or a linear game where players are set on a fixed path and have no option but move forward and face each encounter... then ED is obviously not a game well suited to your style. If you want everything neatly laid out for you with a nice little story that explains where to go and what to do... play something else.
That's not even close to being true. Bounty hunting, mission rewards, exobiology, and mining are organic elements of the game naturally presented to you & explained to you via information contained ingame. The crystal shard, 'crashed ship', & guardian sites are not.

Suggesting "just go play something else" when confronted with a game's extant issues is not a commendable way of addressing the real problems at hand. Many games & their communities suffer from this deplorable mindset, and it always results in the game wallowing in the doldrums instead of improving to be a more widely enjoyable experience. Games can always be improved, there's no reason to avoid doing so.
 
No.

The open world 1:1 scale Milky Way simulation is the environment.

Progression and acquisition makes the game. Without this all you have is an arena style game where everybody selects stuff from menus. And if all you have is an arena style game, after 25 hours players move on to something else.

--> Can we try to get back on topic ???
I am on topic. We're discussing the purpose Engineering serves in the game. You are making statements to the effect of "grinding in Engineering is the game". And I vehemently disagree, and take umbrance with any such view that this should be the intention of it.
 
Out of idle curiosity I played with one of the out of game route plotters and came up with around 60 jumps to get from Leesti to the HIP shards system in a hauler with a G3 FSD and Deep Charge lugging an SRV hanger along. I am unfamiliar with the tool so not sure if that was fastest or economical but either way it is approximately an hour with a ship jumping just under 35Ly.
That's optimistic for 60 jumps with at least 1min per jump + fuel scooping, but if you go out towards Synuefe/Wregoe to catch some neutron boosts you can maybe cut it down a bit, but it's still going to be at least an hour one way + supercruise time just to get there and the under 35ly range might run into some trouble navigating some of the sparser areas.

Doing the non stop jumping for 2-3 hours will get you in position to start gathering 1/3 of the materials you need for engineering (being generous here and just going by type). This is considered to be good, most effective way to get the materials because it's a workaround to the worse ways. It's also very silly if you stop to think about it.

In practice new players who know about the shards will hopefully be able to get a ride on a carrier to get there.

Yet it must also be observed it's not reasonable to expect an ingame codex to say "You should go out to one of these specific systems that have no ingame reason to be significant so you can farm heaps of high grade materials to get over the arbitrarily inflated barrier to entry to interacting with a core game & progression feature that was deliberately made too powerful to ignore".
It's another one of those cases where if they had to accurately describe the systems in a manual/codex then it would be easier to just redo the systems instead of trying to document it.
 
I'd tend to think that anyone that doesn't like spending a lot of time traveling in a space ship has chosen the wrong game.

So if we get rid of or reduce time spent in supercruise, remove or speed up the mat gathering, and then possibly reduce the time needed to actually engineer a ship.

What's left of the game? :)

FWIW, I just took a weekend trip out to colonia, maybe a bit boring to do 120 jumps one after another, but on the other hand the jet cones make it more interesting. Of course entirely my fault as I could have taken my time and done exploration instead.
What's left is literally everything else in the game that doesn't involve blandly sitting in supercruise doing nothing, repeating garbage collection duties, or doing things to prepare your ship to do the things you want to do.

If you can't recognize what else there is to do in the game, then I think you've got a tinge of space madness or are otherwise lost. There is a whole lot of game to engage with in Elite that has nothing to do with any of those things - not that a new player would know, with these issues staring them in the face, as happened with the OP of this thread.
 
But you don't understand, the game is about engineering hundreds of ships as fast as possible. Only a dimwit like me would go to Colonia and back in a ship with D rated unengineered thrusters..

Well it's not like your thrusters matter much for interstellar traversal :p

Would be cool if Engineering permitted some way to affect supercruise travel behavior, though... could also doubly be a solution to my grievances with it!
 
That's optimistic for 60 jumps with at least 1min per jump + fuel scooping,
Yes but I put a 3A scoop in the build as I have in my Hauler that I use for Bio hunting and it fills the tank in that very quickly so I don’t think it would be too far off.

but if you go out towards Synuefe/Wregoe to catch some neutron boosts you can maybe cut it down a bit,
Never even considered that but then I haven’t got round to really trying neutron boosting yet.

but it's still going to be at least an hour one way + supercruise time just to get there and the under 35ly range might run into some trouble navigating some of the sparser areas.
Yes it’s been a couple of years since I last went there and I had forgotten the cruise at the end. I believe the route planner I used was reliable so it should work out, a slightly less long legged Hauler was something like 75 jumps.

Doing the non stop jumping for 2-3 hours will get you in position to start gathering 1/3 of the materials you need for engineering (being generous here and just going by type). This is considered to be good, most effective way to get the materials because it's a workaround to the worse ways. It's also very silly if you stop to think about it.

In practice new players who know about the shards will hopefully be able to get a ride on a carrier to get there.
True.


It's another one of those cases where if they had to accurately describe the systems in a manual/codex then it would be easier to just redo the systems instead of trying to document it.
 
Well, apparently i did devised, outfitted and fully engineered a mining./bounty-hunting long range Anaconda for the Explorer's Anchorage CG (including unlocking the FSD booster) in a single Saturday, and Sunday by noon i was in EA system (by its proper name: Stuemeae FG-Y d7561) 25000+ LY from the bubble

If that's not Fast... (that was happening while i was a less than 4 months old player)

In Traveller, the pen-and-paper RPG that Elite was based on, getting a ship constructed or refitted takes weeks in a naval shipyard. And you can jump once every week or two, from one star system to another, spending about a week in jump space and another week travelling to or from your destination port in-system, refuelling and seeking cargo (which can take days). Imagine that in real time, if it were a MMO game.

The expeditions towards the core of the galaxy took decades or centuries, even with eventual top speeds of 4-6 parsecs (13-20 light years) per jump/every two weeks. And couldn't even get all the way there due to radiation issues.

In Elite people buckyball the entire galaxy in a few hours.
 
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You know how in better games you raid dungeons or kill bosses to get loot or high end crafting materials instead of killing the same mobs over and over again or on the non-combat side find and memorize the locations of resource nodes and plot an efficient route to check all of them quickly turning it into a traversal challenge or in some games you set up bases with logistic chains to do the boring stuff for you...

In Elite it's all a fetch quest that takes no skill and can't be performed better with skill.
That's nonsense- the whole point of improving suits, weapons etc is to be able to do such quests faster and more efficiently, and to go into areas that are too dangerous for the neophyte. There is a skill called patience. Git gud.
 
But you don't understand, the game is about engineering hundreds of ships as fast as possible. Only a dimwit like me would go to Colonia and back in a ship with D rated unengineered thrusters..

Pfft, went in a 17ly Python lol!

As did many others. You see, maybe it wasn't the players whining all the time, but players leaving the game in frustration that led to all the reworking of those acid grindy requirements?

And they've been reworked, removed, neutered etc and you know what? The complaining hasn't stopped, so maybe it wasn't the grindy requirements at all, or why would they still be complaining?
 
Or maybe according to them it hasn't been changed enough? You say it like a fact, but Elite having the perfect amount of grind/no grind is just one opinion among many.
 
There are Cmdrs who will complain about grinding mats that have no use.
There are Cmdrs who will try to complete the G5 circle for some reason on who knows how many modules.
There isn't going to be any level that is acceptable to these Cmdrs because they won't say to themselves; 'Stuff it, that'll do!'
 
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