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

Been there, done that, don't do it anymore unless absolutely necessary (eg I resorted to relog grind for the Settlement Defence Plans because either the drop rate is so abysmal, or I just didn't stumble upon the right circumstances for them to drop at settlements).
I'm not sure I've ever seen SDP just drop, but since I started paying attention I find a digital espionage mission to download a SDP every 3-4 hours of playing. I take the mission and just steal the data. Those sell at max markup in a couple of minutes.. :)
 
As a new player, the opponents you meet in the game are balanced towards giving you a "fighting chance". If a new player ignores the actual playing of the game, and instead focuses on maxing out their bank balance and their engineering, then you have players with all the toys and none of the experience. Now their engineered ships are crutches, and they're easily blowing away the mostly harmless NPCs that they encounter. Over the course of time, the NPCs are getting better and better as the player ranks up, but the player themselves is just sitting there jousting with them because "Hur dur, they can't hurt my meta ship that one of the Youtube lads taught me to build in a weekend by grinding."
I think only the random npcs that interdict you and mission NPCs (due to rank restrictions on missions) are scaled to your combat rank so you can still get higher rank enemies at res sites or nav beacons.

There's also the flipside to this where the game feels so hard that you think you're vastly "under-levelled" for the content due to poor flying skills which is where the crutch is actually useful. Elite isn't balanced at all and the experience there can differ wildly.
 
I'm not sure I've ever seen SDP just drop, but since I started paying attention I find a digital espionage mission to download a SDP every 3-4 hours of playing. I take the mission and just steal the data. Those sell at max markup in a couple of minutes.. :)
Have have found SDPs a few times at settlement data ports. The drop rate is atrociously low (based on the number of ports checked).

Steve
 
Ships in CZs are difficult because of highly inflated hull hitpoints, not shielding (and the presence of special ops wings which are fully engineered ships). This test of yours completely missed the mark, there.
As I said- people completely ignore it, even if I show it, so I feel no point in doing similar tests for more scenarios.
If you want to add something outside "engi bad, gatekeeping, you HAVE TO grind, because benefits are bigga"- do similar tests. I'm waiting, unless you are on of people, which are able to only complaining, how difficult is everything, is you havent ship better 3/4 times than enemy ;)
Also, as I said- I did lr for EASIER MATH.
No faloff damage- no need in doing crazy math like "it was 800m for 2s, 900 for 3,1s and 5s with 1000m distance". Everything is straight and simple. 20 dps is 20 dps at 100 metres, and at 2000.
My goal was estimating +/- power of shields. Not time required to kill "if I target powerplant"
You try to complain at bad gatekeeping, but you cannout understand even this trivial test 🤦‍♂️
 
I think only the random npcs that interdict you and mission NPCs (due to rank restrictions on missions) are scaled to your combat rank so you can still get higher rank enemies at res sites or nav beacons.

There's also the flipside to this where the game feels so hard that you think you're vastly "under-levelled" for the content due to poor flying skills which is where the crutch is actually useful. Elite isn't balanced at all and the experience there can differ wildly.
I think if you are the only commander at the RES that will influence the maximum NPC ranks that show up. Mission NPCs scale to the mission rank and at least for ship based missions they aren’t rank locked anymore.
 
I think if you are the only commander at the RES that will influence the maximum NPC ranks that show up. Mission NPCs scale to the mission rank and at least for ship based missions they aren’t rank locked anymore.
Also you have the situation in a RES where ships aren't initially hostile. Like when I was testing out some stuff on my Viper mk3 and an elite FdL and 2 elite Challengers rocked up back in the days where attacking one would immediately make all the others in the wing hostile. That one I decided to pass on since there's always better targets to go for if something looks a bit much.

Come to think of it, I'm not sure why CZs being more difficult to get kills in is an issue given that easier and more profitable combat scenarios exist.
 
Also you have the situation in a RES where ships aren't initially hostile. Like when I was testing out some stuff on my Viper mk3 and an elite FdL and 2 elite Challengers rocked up back in the days where attacking one would immediately make all the others in the wing hostile. That one I decided to pass on since there's always better targets to go for if something looks a bit much.

Come to think of it, I'm not sure why CZs being more difficult to get kills in is an issue given that easier and more profitable combat scenarios exist.
I think it is because CZs are supposed to be important for BGS or politics or something like that.
 
I think it is because CZs are supposed to be important for BGS or politics or something like that.
Really? People are getting into that stuff while still trying to work out which way the guns are meant to point?

If that's what people want to do, I'm not going to tell anyone how to play their game. Although starting up on that stuff while still getting to grips with basics is the perfect way of making your life difficult, but then some people are obviously into that.
 
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Come to think of it, I'm not sure why CZs being more difficult to get kills in is an issue given that easier and more profitable combat scenarios exist.
Because CZs offer the promise of epic space battles, especially with cap ships. There's less downtime since you always have targets and don't need to spend time scanning targets that might be clean or flying to places. There's also CGs with missable rewards that seem to be designed (imprefectly) to only have space CZs recently and while it's been getting better bounty hunting CGs didn't show up next to trade CGs for a while.
 
Also you have the situation in a RES where ships aren't initially hostile. Like when I was testing out some stuff on my Viper mk3 and an elite FdL and 2 elite Challengers rocked up back in the days where attacking one would immediately make all the others in the wing hostile. That one I decided to pass on since there's always better targets to go for if something looks a bit much.

Come to think of it, I'm not sure why CZs being more difficult to get kills in is an issue given that easier and more profitable combat scenarios exist.
It used to be needed for BGS to resolve CZ.
 
Really? People are getting into that stuff while still trying to work out which way the guns are meant to point?

If that's what people want to do, I'm not going to tell anyone how to play their game. Although starting up on that stuff while still getting to grips with basics is the perfect way of making your life difficult, but then some people are obviously into that.
I had long figured out which way to point the guns when over night the enemies were buffed by magnitudes.
 
I use the overlay function of OMH and no longer pick up the useless mats..
I haven't installed OMH (would like to) but I've memorized the mats that are useful with an occasional accidental grab of a ship or vehicle schematic. The money from them is fine but I don't need them filling up my cache and invariably I forget they exist and accidentally transfer them to my carrier where it becomes a more manual process.
 
"The community at large" hasn't done anything like that. The linked thread demonstrates that some people are happy with engineering and some aren't. Among the people who aren't, there's no consensus of what to do about it.
I don't see it that way. Plus your supposed sample size is biased, because many of those dissatisfied with engineering no longer participate on these forums, tired of the echo chamber and people such as yourself that suggest that the problems with it don't exist.
 

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Thats what many of us do in game live with what we have and hope it gets "better"(which is naturally just a matter of that person's opinion)
Some of us have been hoping things get better for at least the past 7 years. Is it really hard to see why many gamers get fed up with that? Naturally those still playing have learned to live with what we have, that doesn't make it satisfactory.
 
I haven't installed OMH (would like to) but I've memorized the mats that are useful with an occasional accidental grab of a ship or vehicle schematic. The money from them is fine but I don't need them filling up my cache and invariably I forget they exist and accidentally transfer them to my carrier where it becomes a more manual process.
I mean, that part is at least easy enough: pick up anything G4/G5, ignore the rest as it's more favorable to just trade down for them with the higher grade stuff.
 
Now, this reminds me--I need to go and modify a 7A power distro with weapon focused engineering, see how much it helps with the heat management on my 4 modshards AX rig.
An interesting thought; on the one hand, keeping recharge rate as high as possible via charge enhanced would seem better to me for heat management to keep WEP full at all times, but with the whacky way heat mechanics work (see here https://forums.frontier.co.uk/threads/research-detailed-heat-mechanics.286628/page-8#post-6408594) ... maybe the higher heat capacity will help alleviate per-salvo spikes better.

https://wiki.antixenoinitiative.com/en/shipbuildtheory has lots of good info/builds around their website for that stuff
 
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