Greetings,
Just a quick observation upon returning to the game recently. I burned out last time after engineering one ship, as the material costs and RNG nature were too much for me at that time. Upon returning, I've engineered half a dozen ships and have no plans on slowing anytime soon. Fantastic change!
However, I've recently started doing AX combat and noticed that the synthesis costs are definitely of the "old" variety. This doesn't make sense from an in-game point of view (less mats to engineer an entire module than to restock basic ammo) or from a gameplay perspective. It is now more tedious to restock basic ammo and heatsinks than to engineer ships. This is particularly felt in AX combat where the basic ammo refills require very exotic guardian materials that can only be obtained quite far from the bubble, meaning the player has to interrupt their gameplay loop for a long journey to farm. It is also felt with heatsinks which are a staple of AX builds and are used in vast quantities for each attack run. I have shelved my gauss/modshard kraits because of this, as I'm dreading the return to the SRV to stock up on grade 1 mats for my huge heatsink refill demands. 4 grade 1 mats for each heatsink refill adds up VERY fast in interceptor combat, considering each attack run uses 2 entire heatsinks at least.
I would recommend a reduction in Synthesis costs to bring them in-line with the new engineering costs. I would also recommend a reduction in number and grade of materials for basic ammo/heatsink refills, and the removal of exotic guardian mats for basic ammo. I don't see why any refill should cost more than 1 type of 1 material, when engineering an entire module for grade 1 now only costs a single grade 1 mat.
It is definitely understandable that there needs to be a gameplay loop for synthesis, but the current costs are punishing and prohibitive as per old engineering requirements.
Thanks for continuing to improve this already fantastic game!
o7
P.S. It would also help to increase the cap on engineering material storage. With synthesis being so material intensive (even with a change), it would be very helpful to be able to stock a large amount of mats on each resupply run. I'm thinking large numbers like 1000-2000 of each grade 5 mat, with double that for lower grades.
Just a quick observation upon returning to the game recently. I burned out last time after engineering one ship, as the material costs and RNG nature were too much for me at that time. Upon returning, I've engineered half a dozen ships and have no plans on slowing anytime soon. Fantastic change!
However, I've recently started doing AX combat and noticed that the synthesis costs are definitely of the "old" variety. This doesn't make sense from an in-game point of view (less mats to engineer an entire module than to restock basic ammo) or from a gameplay perspective. It is now more tedious to restock basic ammo and heatsinks than to engineer ships. This is particularly felt in AX combat where the basic ammo refills require very exotic guardian materials that can only be obtained quite far from the bubble, meaning the player has to interrupt their gameplay loop for a long journey to farm. It is also felt with heatsinks which are a staple of AX builds and are used in vast quantities for each attack run. I have shelved my gauss/modshard kraits because of this, as I'm dreading the return to the SRV to stock up on grade 1 mats for my huge heatsink refill demands. 4 grade 1 mats for each heatsink refill adds up VERY fast in interceptor combat, considering each attack run uses 2 entire heatsinks at least.
I would recommend a reduction in Synthesis costs to bring them in-line with the new engineering costs. I would also recommend a reduction in number and grade of materials for basic ammo/heatsink refills, and the removal of exotic guardian mats for basic ammo. I don't see why any refill should cost more than 1 type of 1 material, when engineering an entire module for grade 1 now only costs a single grade 1 mat.
It is definitely understandable that there needs to be a gameplay loop for synthesis, but the current costs are punishing and prohibitive as per old engineering requirements.
Thanks for continuing to improve this already fantastic game!
o7
P.S. It would also help to increase the cap on engineering material storage. With synthesis being so material intensive (even with a change), it would be very helpful to be able to stock a large amount of mats on each resupply run. I'm thinking large numbers like 1000-2000 of each grade 5 mat, with double that for lower grades.
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