Engineers [SUGGESTION] Add gameplay to Engineers on how to find each material by giving a specific but hard to find condition in the galaxy

[SUGGESTION] Add gameplay to Engineers on how to find each material by giving a specific but hard to find condition in the galaxy

Right now there is only one scenario that is too vague on how to get each material, for example, in surface planets or in USS, making the quest to get a specific material very tedious, and making the players have to ignore Engineers and do other things until they have the materials to some mod.

I'm suggesting adding a gameplay to players that want to find that missing material, which consists in finding hard to find conditions in the galaxy but in those conditions that material have a high probability to spawn.

Both scenarios could co-exist, the "do what you always do" and get the materials after some time, and the scenario of engaging the player to look for the material.

For the second scenario they would just need to add very specific conditions to each material, but hard to find those conditions on the galaxy, which would engage the player on exploring, for example:

- For planet materials, they could be found in higher quantities in very specific star temperature/class + rocky/metal/ice planets at X distance from the star.
- For USS, they could be found in higher quantities in specific system states + specific economy + near planet / in shipping lane / in deep space
- For Missions, they could be found in higher quantities in specific system states + economies as well + allied.

In this way you would engage the player to search for specific conditions, but without being easy to find them, BUT if you find them you get the feeling of accomplishment and get your material. Or you could just do what you do before and get the materials at a low drop rate everywhere how it is now.
 
Right now there is only one scenario that is too vague on how to get each material, for example, in surface planets or in USS, making the quest to get a specific material very tedious, and making the players have to ignore Engineers and do other things until they have the materials to some mod.

I'm suggesting adding a gameplay to players that want to find that missing material, which consists in finding hard to find conditions in the galaxy but in those conditions that material have a high probability to spawn.

Both scenarios could co-exist, the "do what you always do" and get the materials after some time, and the scenario of engaging the player to look for the material.

For the second scenario they would just need to add very specific conditions to each material, but hard to find those conditions on the galaxy, which would engage the player on exploring, for example:

- For planet materials, they could be found in higher quantities in very specific star temperature/class + rocky/metal/ice planets at X distance from the star.
- For USS, they could be found in higher quantities in specific system states + specific economy + near planet / in shipping lane / in deep space
- For Missions, they could be found in higher quantities in specific system states + economies as well + allied.

In this way you would engage the player to search for specific conditions, but without being easy to find them, BUT if you find them you get the feeling of accomplishment and get your material. Or you could just do what you do before and get the materials at a low drop rate everywhere how it is now.

Rep

I don't mind engineers being hard to get and use, but I hate gambling and rng aspects, which is shoved down your throat.

It doesn't have to be completely unrandom, but a lot less than it is now would make the engineers infinitely times better.
 
Right now there is only one scenario that is too vague on how to get each material, for example, in surface planets or in USS, making the quest to get a specific material very tedious, and making the players have to ignore Engineers and do other things until they have the materials to some mod.

I'm suggesting adding a gameplay to players that want to find that missing material, which consists in finding hard to find conditions in the galaxy but in those conditions that material have a high probability to spawn.

Both scenarios could co-exist, the "do what you always do" and get the materials after some time, and the scenario of engaging the player to look for the material.

For the second scenario they would just need to add very specific conditions to each material, but hard to find those conditions on the galaxy, which would engage the player on exploring, for example:

- For planet materials, they could be found in higher quantities in very specific star temperature/class + rocky/metal/ice planets at X distance from the star.
- For USS, they could be found in higher quantities in specific system states + specific economy + near planet / in shipping lane / in deep space
- For Missions, they could be found in higher quantities in specific system states + economies as well + allied.

In this way you would engage the player to search for specific conditions, but without being easy to find them, BUT if you find them you get the feeling of accomplishment and get your material. Or you could just do what you do before and get the materials at a low drop rate everywhere how it is now.
Great ideas.
I can almost hear Sandro saying "we'd love to do something like this, it just comes down to time and resources... no guarantees." :p
 
Like I replied to this idea when you posted it in another thread fuub, I'm pretty sure these things already exist in most cases.

Metal Rich Worlds are much more likely to contain certain types of elements than other types of planets.

High Metal Worlds are much more likely to contain certain types of elements than other types of planets.

Rocky Ice Worlds are much more likely to contain certain types of elements than other types of planets.

And the possibility of a system having planets of that type are driven by the actual details of the system... nothing is entirely 100% random. It's just driven by factors some exposed some not so exposed that are part of the galaxy creation simulation algorithms.


Missions again, the biggest change with the new mission system in 2.1/1.6 is that it is now much more tightly tied in to the BGS aspects of the system and faction offering the mission. A faction that is waging war with another faction is going to offer a lot of combat missions and missions involving acquiring intelligence or blackboxes and not many trade missions. A system that is suffering from famine is going to have its factions generating a whole lot more missions to do with acquiring food and similar types of trade missions to resolve the famine problem... a faction in a state of expansion will offer missions tied to that state perhaps weakening resistance in a potential expansion system, or ensuring the faction remains stable and secure whilst they attempt to spread their influence. I'm already noticing that certain missions have a much higher chance of offering materials/commodities than others, and degree of such does seem to be influenced by standing with that faction.


Data, a consistent source of data is to visit static planetary settlements and infiltrate them to hack into their network by gaining access to all the datanodes. In some cases doing so can cause you to obtain 4 or more pieces of data ranging from generic data to more rarer firmware.

For wave data, you don't really need any particular location or to go hunting around you just need somewhere with a lot of ship traffic and a wake scanner.

For ship-sourced materials, you really just need anywhere with a lot of conflict or potential wreckages. Could be a conflict zone or res site, or a navigation beacons where security forces and bounty hunters are hunting pirates and other criminals.


If anything, USS are more the secondary source to allow you to stumble across things if you don't want to travel to specific locations and just want to try your luck.

If you don't want to go down to a planet and infiltrate a surface settlement, you can fly around space and hope you luck out with a emissions source.

If you don't want to go to a conflict zone or navigation beacon to look for ships being destroyed to collect components you can fly around and hope you come across a USS with hostile ships fighting it out or salvage wreck sites with loose components you can grab.

If you don't want to travel to a station, planetary base or navigation beacon to lots of ship traffic, you can fly around space hoping for a USS that will have a lot of ships initially that will eventually jump out leaving a lot of wakes for you to scan.




Elements are the exception to this and are only sourced from their primary source (planetary POI), and are more likely to be found in certain environments than others.

Frontier however don't publish the drive factors behind such things themselves, instead players are left to do the research and track results to come to conclusions about what conditions influence what... elements are rather well documented at this point with a general grasp on where you're most likely to find a specific type of element, but the rest of the materials are less than a week into live so will likely be a while longer before people get a fuller idea on how to predict what is what.

Edit: To be clear, the linked thread isn't just about the detailed write up provided in the OP. Check out the various resource links it provides and you'll get pretty much all you ever needed and more about where to find a particular type of element and other influential factors.
 
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And the possibility of a system having planets of that type are driven by the actual details of the system... nothing is entirely 100% random. It's just driven by factors some exposed some not so exposed that are part of the galaxy creation simulation algorithms.
I think that's what he's asking. Can we please get a little more "exposure" from the game?
Again, not looking for specific "go here to get X" statements. But some general clues and direction about where to look (like fuub outlined), would be very welcome, and personally I think I would help with the immersion. Instead of hitting up the wiki, or forums to find a specific element, I could do it all from the information provided within the game.
 
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Like I replied to this idea when you posted it in another thread fuub, I'm pretty sure these things already exist in most cases.

Metal Rich Worlds are much more likely to contain certain types of elements than other types of planets.

High Metal Worlds are much more likely to contain certain types of elements than other types of planets.

Rocky Ice Worlds are much more likely to contain certain types of elements than other types of planets.

And the possibility of a system having planets of that type are driven by the actual details of the system... nothing is entirely 100% random. It's just driven by factors some exposed some not so exposed that are part of the galaxy creation simulation algorithms.


Missions again, the biggest change with the new mission system in 2.1/1.6 is that it is now much more tightly tied in to the BGS aspects of the system and faction offering the mission. A faction that is waging war with another faction is going to offer a lot of combat missions and missions involving acquiring intelligence or blackboxes and not many trade missions. A system that is suffering from famine is going to have its factions generating a whole lot more missions to do with acquiring food and similar types of trade missions to resolve the famine problem... a faction in a state of expansion will offer missions tied to that state perhaps weakening resistance in a potential expansion system, or ensuring the faction remains stable and secure whilst they attempt to spread their influence. I'm already noticing that certain missions have a much higher chance of offering materials/commodities than others, and degree of such does seem to be influenced by standing with that faction.


Data, a consistent source of data is to visit static planetary settlements and infiltrate them to hack into their network by gaining access to all the datanodes. In some cases doing so can cause you to obtain 4 or more pieces of data ranging from generic data to more rarer firmware.

For wave data, you don't really need any particular location or to go hunting around you just need somewhere with a lot of ship traffic and a wake scanner.

For ship-sourced materials, you really just need anywhere with a lot of conflict or potential wreckages. Could be a conflict zone or res site, or a navigation beacons where security forces and bounty hunters are hunting pirates and other criminals.


If anything, USS are more the secondary source to allow you to stumble across things if you don't want to travel to specific locations and just want to try your luck.

If you don't want to go down to a planet and infiltrate a surface settlement, you can fly around space and hope you luck out with a emissions source.

If you don't want to go to a conflict zone or navigation beacon to look for ships being destroyed to collect components you can fly around and hope you come across a USS with hostile ships fighting it out or salvage wreck sites with loose components you can grab.

If you don't want to travel to a station, planetary base or navigation beacon to lots of ship traffic, you can fly around space hoping for a USS that will have a lot of ships initially that will eventually jump out leaving a lot of wakes for you to scan.




Elements are the exception to this and are only sourced from their primary source (planetary POI), and are more likely to be found in certain environments than others.

Frontier however don't publish the drive factors behind such things themselves, instead players are left to do the research and track results to come to conclusions about what conditions influence what... elements are rather well documented at this point with a general grasp on where you're most likely to find a specific type of element, but the rest of the materials are less than a week into live so will likely be a while longer before people get a fuller idea on how to predict what is what.

Edit: To be clear, the linked thread isn't just about the detailed write up provided in the OP. Check out the various resource links it provides and you'll get pretty much all you ever needed and more about where to find a particular type of element and other influential factors.


Seriously, things are not 100% random, but are 90% random, which for gameplay is exactly the same.

For example after so much data to what materials spawn on the surface of planets, there still isnt any solid conclusion to where you have to go to find each one. It contributes nothing to gameplay if there is no predictability in-game.
 
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Exactly what OP said +1

This would make for a more realistic and immersive galaxy. Tabbing out of game to look at spreadsheets is a ****ache.
 
I wish it was like that. Same goes for bounty hunting, where you could browse the galaxy map for specific combinations of criteria to get higher and more frequent bounties, rather than simply going to any random planetary ring close to a station.

That's one of the issues with ED : you have lots of planets, lots of places to go, but no real reasob to choose to go to a specific place rather than another. Picking your next destination for whatever activity you want to do simply isn't an interesting and involving process, despite the fact that all the ingrediznts are there (stellar data, orbital data, geological data, faction states, economy type, etc).

A cross search function would be great with that : picking several criteria to summon a list of closest systems matching them. For ecample a planet within 500ly of a star, in an extraction economy with at least 1 million inhabitants.
 
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In my mind it even doesn't need to be that hard. You go engineer and it says Hey dude ques what we need some polonium for this experimental. I have some information that system x planet y have some in location lat xx lon xx.

Then if you go there there would be missions side like for some missions and 20 tons of polonium. Scoop and back. No reason for it be this hard to get what you need to lose in dice roll.
 
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