A third way (for most of them) is destroying high-rank large ships (e.g. Deadly/Elite Anaconda/T-10) - you don't get to choose the material and you won't get Military Supercapacitors or Improvised Components that way, and of course you need a ship which can take them on in the first place, but if you do relatively little G5 engineering in the first place it can provide more than enough of most of them.For example, I've been engineering my Type-10 a lot recently, and that has demanded rather a lot of G5 manufactured materials. There are two ways I'm aware of for acquiring G5 manufactured mats; doing missions and HGE farming.
Absolutely this. Pretty much all the guidance and indeed helper tools out there is written by people who've played for years, and aimed (intentionally or not) at the same sort of players. It's set around people who have decently full material reserves (and no shortage of credits either), and maybe just need to get hold of something specific quickly. And so it drags actual beginners at full speed into the absolutely worst bits of the design of the engineering process ... to get them an absolutely marginal performance gain on what they could have achieved with a much simpler and easier approach.Say, you are an 80s guitar hero, heavy metal high velocity soloist, this time giving a first guitar lesson to a complete beginner that doesn't handle the instrument properly yet, doesn't know how to tune the strings fora start, and you teach them chords, scales, sweeping/taping/shredding techniques already, this one is going to give up, disgusted by how complicated the matter is instead of helping build some confidence and will to persevere.
Of course, if the ship engineering process was better designed, it wouldn't be so straightforward for people to produce really bad guides to it.
- ridiculously escalating costs for sub-linear improvements are basically impossible to balance - and ship engineering scales up costs even faster than the credit economy. (And so, the suggestions for Frontier to apply the same fix)
- the order in which blueprints appear when you unlock engineers encourages depth-first rather than breadth-first upgrading, so you get hit with the expensive ones very quickly.
- the material trading costs and blueprint generation costs are basically entirely unrelated to either how difficult the material is to obtain or how useful the blueprint is.
(Suit engineering fixes a lot of the problems with ship engineering, but not the one where a bunch of people with empty material reserves approach it as if they were approaching ship engineering with full-ish material reserves and run straight into the resulting wall)