Engineers Summary: Engineers, Material requests and Time.

Works for me so far, but I of course can't say how well that works in the longrun. But I will find it out!

That's the problem with random spawn of needed stuff. It is random. Some have luck, others don't have luck. I played enough games with such a crappy "game"-play, I know that such mechanics aren't worth my time.

The good thing is that apparently I can play the game without it. Maybe not in Open Mode, but who cares?
 
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That's the problem with random spawn of needed stuff. It is random. Some have luck, others don't have luck. I played enough games with such a crappy "game"-play, I know that such mechanics aren't worth my time.

The good thing is that apparently I can play the game without it. Maybe not in Open Mode, but who cares?
Its not all that random tough, all the materials can be found in certain places/ships. What is probably in my favor is that I'm someone who does a bit of everything, which means I will more then likley ran across everything at some point. Players who are more focused on doing 1 or 2 things are probably getting the short straw with 2.1.
 
Its not all that random tough, all the materials can be found in certain places/ships. …

It's completely random, but in addition to being random it's restricted to an other random event.

It's random to find the specific place/ship. And if you found that specific ship/place it's random if that ship has what you need.
 
It's completely random, but in addition to being random it's restricted to an other random event.

It's random to find the specific place/ship. And if you found that specific ship/place it's random if that ship has what you need.
Sure, there is randomness to some degree, but not complete randomness. As long as there are rules as to where to find it there are non-random elements involved.
 
Talk about introducing a mindless grind to the game with engineer requirements.
I just don't have time to commit to this, I get 4-6 hours a week and that's it.
May as well uninstall now.
 
I like it as it is end game content. I've no need to credits or faction standings, so this gives me a new goal and has brought me back. I can now work on upgrading my existing fleet, and customising them to better suit the role I want to use them for.
 
It's random to find the specific place/ship. And if you found that specific ship/place it's random if that ship has what you need.

I don't have any prove, but i don't believe its pure and completely random.
The seeds for the rng could be:
The state the system is in.
The materials you gather could be tied to the age of the sun (remember any higher order elements comes out of the nuclear fusion of a star)

In the end al the randomess may be tied to a hughe number of variables, which in the first look may appear as completely random.
 
I'm currently heading back to the bubble after a pretty long exploration trip. I am basically spending my day off jumping, excited to try out the new stuff tomorrow. That got me thinking about how things will be when I'm back.

Normally I don't have that much time to play, but as what's already been said, upgrading my ship will be a long term objective and I will not spend time searching. Things will go as slow as they like. If I feel my vessel is a little more unique after that, that's worth the try.

The thing with that laid-back approach is that I need to feel upgrades "give me an edge", and not that they've become the new standard. I don't mind the AI difficulty at all, I never will. But if they over-easily use super duper ultimate rare assets that I do not have time to find, well here's the rush and the grind coming.
 
I don't have any prove, but i don't believe its pure and completely random.
The seeds for the rng could be:
The state the system is in.
The materials you gather could be tied to the age of the sun (remember any higher order elements comes out of the nuclear fusion of a star)

In the end al the randomess may be tied to a hughe number of variables, which in the first look may appear as completely random.

That's a good point.
 
Well, I'm myself are convienced that a fully modded ship is designed to be a long term goal which then of course won't work well with people who want it fast. I don't grind, just played around a bit in 2.1 and already could make some mods, didn't take much and I didn't even had to try and find stuff.

Sure, just grade 1 mods but they made my ship better. It will probably take a long time till I can make a bunch of grad 5 mods but thats the point, its a long term goal. Just like my Conda was, took me about 10 Month to get there.

I'm also of this opinion.

The game is supposed to have a 10 year long development plan.

I think it's sort of the intention that by the end of 10 years, the most laziest casual player, had acquired and tanked out an annaconda.

The people who put ALL their effort into trying to grind as quick as they can - are destroying the game for themselves in my simple casual player opinion.

As more and more interesting modules and expansions come-online in the future adding more layers to the game, or alternative ways of playing the game.
Different SRV's, mining planet surfaces, multi-crewed vehicles, passengers.

We got a trailer with NPC's in buildings because that stuff needed to be sorted out for when we can walk around them.
We'll be making our own avatars with the next half year....so stuff's happening.

When your ship is more than just a cockpit, and your three abilities from within that cockpit have evolved from reach a location/ shoot and/or scoop
I think a number of people will be g and blinding that they didn't get a good chance to "apreciate" their smaller ships from the previous years of play.

Suddenly an ASP is not long just an ASP, but a place you and buddy can go shoot some rocks together, and go clean up a fuel leak or go assisnate a passanger who is trying to sabotage your ship, 'cos he's actually a pirate with a homing beacon.
 
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The engineers thing is fundamentally meant to discourage pursuit of perfection. People are arguing against the spirit of "no min-maxing".
I don't like that it has to be random to discourage it but it's better than the alternative of getting what you "want", and having everyone in the same cloned ship.
If I ever meet the guy with the "perfect" ship I'll feel sorry for him. All that grind, you better be able to kill me. Was it satisfying, all that work fighting against the spirit of the game? You want to min-max it's possible but 10 times harder. Enough to discourage the same cloned ships everywhere.
 
Honestly, I think most materials should be buyable with credits. For one thing, just what are these materials? Iron, Nickel, Zinc, Phosphorus, Sulfur, you get the idea... base elements, common industrial materials. These things are dirt-cheap and abundant in the galaxy, so why in Elite are they so rare that they cannot be bought anywhere at any price?

Engineers should be about customizing your ship, not "look how much I can grind!" After all, when it comes to achievements of grinding we already have Federal rank for that. Maybe some rare materials that can't be bought could be required for level 4 or 5 mods, but you should at least be able to get your feet wet and try the system out without climbing Mt. Everest first.
 
Ah come on. Have you tried getting one mod? I flew the whole evening yesterday in search of 2 Data materials, scanning every damn ship I encountered in supercrouse, around stations, cz and RES and I didnt
find even one of the two. And that was only for a Rank 1 engine mod.
I really don´t want to imagine the immensive grind that gets involved if you want to upgrade one whole ship. (especially one of the bigger ones). Not to say that the chances are quite low that you get a good upgrade on first try.

If you have the time to grind for weeks, great for you. But there are many people who want to have fun after they come home from work. And dont want to continue working in a virtual world.

Not to mention that after you've spent the grind time, there's nothing more than a dice roll to see if it gets the result you want...

It just seems to me, that once again, FD has invested an inordinate amount of time and energy into something that will be another frustrating grind fest.

"Here's all the cool stuff you want, but you shouldn't really focus your time on getting them. It's really just supposed to be a bonus for regular game play."

So what are we really supposed to do here while we have to go up against improved NPC's with superior hardware?

Sorry, just like CQC and Power Pray, I'm just not getting it...
 
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Honestly, I think most materials should be buyable with credits. For one thing, just what are these materials? Iron, Nickel, Zinc, Phosphorus, Sulfur, you get the idea... base elements, common industrial materials. These things are dirt-cheap and abundant in the galaxy, so why in Elite are they so rare that they cannot be bought anywhere at any price?

Engineers should be about customizing your ship, not "look how much I can grind!" After all, when it comes to achievements of grinding we already have Federal rank for that. Maybe some rare materials that can't be bought could be required for level 4 or 5 mods, but you should at least be able to get your feet wet and try the system out without climbing Mt. Everest first.

Not gonna happen. Mike Evans said in the beta they don't want credits involved at no point. This is the level cap raise, so not only does the gear ceiling have to be increased dramatically, previous currency must be made useless for attaining the new gear. Plus, they want us to jump through a dozen little specific hoops to get all the various materials, data, commodities etc. Can't have that with credits, because they allow you to choose what you do in order to get your gear. Yes, that's a fundamental and paradigm shift, and it makes me sad; I always saw it as a key strength of the game that credits as the universal currency bought you everything, so you really got to pick and choose your own adventure at all times.
 
"Here's all the cool stuff you want, but you shouldn't really focus your time on getting them. It's really just supposed to be a bonus for regular game play."
Couldn't have said it better myself.

So what are we really supposed to do here while we have to go up against improved NPC's with superior hardware?
Pick your targets carefully. Improve your skill.
 
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Not gonna happen. Mike Evans said in the beta they don't want credits involved at no point. This is the level cap raise, so not only does the gear ceiling have to be increased dramatically, previous currency must be made useless for attaining the new gear. Plus, they want us to jump through a dozen little specific hoops to get all the various materials, data, commodities etc. Can't have that with credits, because they allow you to choose what you do in order to get your gear. Yes, that's a fundamental and paradigm shift, and it makes me sad; I always saw it as a key strength of the game that credits as the universal currency bought you everything, so you really got to pick and choose your own adventure at all times.


It's especially disappointing if they really are looking at it in RPG terms like "level cap" and "endgame".

I don't want super-duper "raid gear", putting aside how introducing something like that is kind of unfair to people who don't have Horizons. I'm nowhere near "level cap", heck it'll probably take me decades to get a corvette now that they've nerfed rank gain again. I would like to be able to customize my ship more throughout the whole game though, mostly because I'm the kind of person who buys Mechwarrior games for the Mechlab, and probably spends more of his battletech time with the Techmanual open than the core rulebook. I like designing stuff.

I enjoy the base game, flying around shooting stuff, doing a little exploring, taking missions when they align with what I'm trying to do at the moment. But I do wish my in-game goals didn't have to be planned on the same time-scale as my retirement.
 
Or you can try persuading FDev to balance the avaiability of high-end Engineer upgrades to NPCs. While they are slow to implement some feedback and sometimes reluctant to listen to it, it's not impossible to change their mind.
 
Or you can try persuading FDev to balance the avaiability of high-end Engineer upgrades to NPCs. While they are slow to implement some feedback and sometimes reluctant to listen to it, it's not impossible to change their mind.

yeah, lets unbalance the game because it is unfair that others play better than me. Nice attempt..

I'm getting mods level 3 now with the blaster, don't find the grind anywhere.
 
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