Synthesis=Magic Potion gameplay?

Should materials be lost on ship destruction?

  • Yes, they should be lost like everything else.

    Votes: 189 76.2%
  • No. I want to be able to keep all my mats without risk.

    Votes: 59 23.8%

  • Total voters
    248
  • Poll closed .
This SUCKS to hear - I am pretty new to the game, but one of its major actions to me is lack of loot. If loot = different weapons/modules (outside of what is in game now, which is [easily] obtainable by everyone, and therefore balanced), the game moves away from PILOT SKILL and towards who has better LOOT. If this is the intended progression of the game, I will be walking away when that time comes.

Bye bye, adios dont let the door hit u on the way out.
 
Bye bye, adios dont let the door hit u on the way out.

Oh don't worry, I won't. Like I said, when that time comes - I'm out.
ED Is great now, I understand adding more options for weapons/modules that are obtainable in the same fashion as now, diversity is good. But if 'special' variants of weapons with tiers, and stats, affixes, etc... i.e. WoW loot, comes into play; I'll be done. I don't need another WoW clone, even if it is in an awesome space simulation guise.
 

Ah, interesting! OK, that makes sense to me then. My mental picture of materials (and I suspect a lot of others') was something like this:
barrels.jpg

when in reality it's closer to this:
 
Oh don't worry, I won't. Like I said, when that time comes - I'm out.
ED Is great now, I understand adding more options for weapons/modules that are obtainable in the same fashion as now, diversity is good. But if 'special' variants of weapons with tiers, and stats, affixes, etc... i.e. WoW loot, comes into play; I'll be done. I don't need another WoW clone, even if it is in an awesome space simulation guise.

Dude I hate to break it to yaa, but this game is already a WoW clone.
 
I can't see where everyone is getting that this game is in Ironman mode.
Cargo and vouchers are not comparable to material.
Why?
Because you don't want to hold onto them. You want to sell them asap.
Material on the other hand is something that has no immediate use.
You want to hold onto it for a long period of time until it finally becomes useful.
Otherwise we will likely never collect enough(especially of the rarer materials) to use.
Talking about inconsistency, do you want to grind up enough credits and federation rank to buy a corvette every time you die?
I don't think so. That would be insane. Likewise for materials.

And to those saying that we survive our ships destruction through an escape pod but nothing else should... Oh please.
In that case I seem to recall that escape pods in this game way 1 ton. so whats taking up that extra 1800 pounds?
Lets say all our valuables are stored in there with us. Which includes our materials and credit card. Theres your immersion.
 
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I can't see where everyone is getting that this game is in Ironman mode.
Cargo and vouchers are not comparable to material.
Why?
Because you don't want to hold onto them. You want to sell them asap.
Material on the other hand is something that has no immediate use.
You want to hold onto it for a long period of time until it finally becomes useful.
Otherwise we will likely never collect enough(especially of the rarer materials) to use.
Talking about inconsistency, do you want to grind up enough credits and federation rank to buy a corvette every time you die?
I don't think so. That would be insane. Likewise for materials.
You can sell data across multiple system to access permits.
There is a PP faction that has exploration benefits, which you may want to rank up in first, then sell data for a large bonus.
Two reasons off the top of my head.
 
I'm a little worried that this synthesis with materials is going to lead to more SCB type game play. Extra damaging bullets and speed boosts; extended jumps and maybe better boosting SCB charges etc, has me somewhat worried. I hope the team have a sharp overview on the balance of these things.
1) It isn't out yet so you are dealing in supposition.
2) Any bonus in ammo or weapons should be dealt with by bonuses in the armour of the target. (Again see #1)
3) I love SCB's. The five second delay in using them is a fine line between successful use or doing a brave Sir Robin.
4) See #1
 
You can sell data across multiple system to access permits.
There is a PP faction that has exploration benefits, which you may want to rank up in first, then sell data for a large bonus.
Two reasons off the top of my head.
Tbh, I've never been too fond of loosing exploration data on death. But there are reasons for this.
For one a player could fly across the galaxy earning 100+ millions of credits worth then self destruct to quickly get back to a starport and sell out. I think its fun to make your way back with the risk of loosing this stuff. And once you get back the first thing most people do(including me) is sell out. With material though, you will go out and back many times before you use it.
 
I can't see where everyone is getting that this game is in Ironman mode.
Cargo and vouchers are not comparable to material.
Why?
Because you don't want to hold onto them. You want to sell them asap.
Material on the other hand is something that has no immediate use.
You want to hold onto it for a long period of time until it finally becomes useful.
Otherwise we will likely never collect enough(especially of the rarer materials) to use.
Talking about inconsistency, do you want to grind up enough credits and federation rank to buy a corvette every time you die?
I don't think so. That would be insane. Likewise for materials.

And to those saying that we survive our ships destruction through an escape pod but nothing else should... Oh please.
In that case I seem to recall that escape pods in this game way 1 ton. so whats taking up that extra 1800 pounds?
Lets say all our valuables are stored in there with us. Which includes our materials and credit card. Theres your immersion.

In my case the immersion breaking part was that I was expecting Materials to have substantial volume, like it would be normal to be carrying around dozens of tons of them (remember, you can make ammo with them - have you seen the size of a GAU Avenger round? the Avenger is the size of a small multicannon). How can that survive but a data cache that's probably a cubic inch or less gets destroyed? Now that FD has clarified that Materials are used more as additives than actual raw materials (maybe "additives" would have been a better name for them) then I can believe that a pilot would carry them in a briefcase with him, and that this would survive ship destruction along with the rest of him.

30mm round:
gau8bullet1.jpeg
 
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Tbh, I've never been too fond of loosing exploration data on death. But there are reasons for this.
For one a player could fly across the galaxy earning 100+ millions of credits worth then self destruct to quickly get back to a starport and sell out. I think its fun to make your way back with the risk of loosing this stuff. And once you get back the first thing most people do(including me) is sell out. With material though, you will go out and back many times before you use it.
I know this, I've made that very argument before.
In this case, the dev's response is not a good one, and shouldn't be quoted for gospel.
To say materials loss would be a burden, and at the same time to say data loss is not a burden is asinine.
BTW, not angry, just suffering from cognitive dissonance.
 
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i guess you're right there.



hey, you hacked my webcam? ... wait, i don't even have one!!



it's not what you do in your living rooms what the rest of the world should be worried of :D
(sorry, couldn't resist, just a pun)



i do see your point, but that's crafting. you do that in a specific setup, plan it in advance. producing a brand new clip in mid combat is a different thing (maybe i just assumed that?). it doesn't seem to fit. if you can carry a field printer and prime mats to produce ammo why wouldn't you simply carry more ammo and be done with it? can it also replicate veggie sandwiches? i like the idea of supercharged ammo, but i'd rather craft that at the docks and load it onto my ship, just like any regular ammo or weapons.



yes i hope this is all a bit of misunderstanding, we will see what comes. it seems now these things will not be like cqc power ups but a way of adding variety, like e.g. faction weapons, but this wasn't clear on the broadcast, and i guess the thing with the ethereal materials inventory on top of the mystery didn't help in presenting the whole thing in a convincing light.

It's mostly miscommunication, Sandro said the materials will be used in conjunction with a module, not by themselves, and even specifically mentioned a module for creating ammunition. And the synthesis is just the very first part of the final Crafting system they are working on, it's not the final end product by any means.

I still think the whole 'materials survive with you' is bunk, but I get it's a game play decision, I don't agree with it but I understand it...and I'll still campaign for it to be removed :)

buying and selling is trading, not economy.
Oh nice repair modules, you mean those you can also be destroyed run out of "ammo"?
And this workaround is what you call p2p trading? seriosuly? Somehow being able to exchange items is not really trading.

No wonder why the market spams so many "minimal viable" products these days, what people consider a full feature today is beyond my standards.

Psst, buying and selling is what makes an economy work, in case you missed that....
The repair modules we have ingame already, do currently use ammunition, so...huh?
And, for the record, once again, being able to dump cargo so another player can pick said cargo up, pretty much the definition of trading, just saying...

I know English is a second language to you Lily, but seriously, what the hell?
 
I could be wrong here. It was a long time ago that I read the development plans on the wiki. But it seems like it was mentioned that one day players will be able to hack your data module out of your ship to extract the data. So we could assume they plug a usb port into your escape pod or a separate black box, download the data, and then erase. However, they may not be able to crack open your escape pod. Atleast, not without destroying everything. Not trying to be a kis of the current mechanics but I'm just saying it could be a link to a new feature in a couple of years.

Like I said nearly a full ton of space in an esape pod is a lot. It's not hard to believe that we save the shells of our bullets ether. So for the smaller guns its very reasonable to assume we have enough materials to craft them. The larger guns on the other hand well whos to say that it doesn't take a lot more material to craft their bullets. It is a bit more ifie for them though. But I think we're over anylising a relatively small prelude to a much larger crafting system. Also the devs said today that the material storage is still open for debate among them and may change in the future. Including starport storage as a consideration.

But its really to early to judge anything before 2.1 wich is supposed to be when the real crafting system comes.
 
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In my case the immersion breaking part was that I was expecting Materials to have substantial volume, like it would be normal to be carrying around dozens of tons of them (remember, you can make ammo with them - have you seen the size of a GAU Avenger round? the Avenger is the size of a small multicannon). How can that survive but a data cache that's probably a cubic inch or less gets destroyed? Now that FD has clarified that Materials are used more as additives than actual raw materials (maybe "additives" would have been a better name for them) then I can believe that a pilot would carry them in a briefcase with him, and that this would survive ship destruction along with the rest of him.

30mm round:
View attachment 75101

It's a bit of hand-wavium. Realistically the most compact, space-efficient way of carrying ammo would be as ammo, not as materials. Even if the ratio of materials to ammo output is almost 1:1 by volume you still have a big old machine taking up space. The only way this makes sense is in an environment in which you have constant access to new resources to replenish your supplies.

Edit: in my opinion the fact that vouchers are lost on death is stupid and adds nothing.
 
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I like elite's emphasis on a believable universe. I don't see how material can survive ship destruction, unless it's a cubic inch of unobtainium that your synthesis machine use to coat a micron thick layer around your bullets to give them a +1. Then yeah, works for me, but tons of material ? nope, sorry. I hope FD's implementation of all this will be believable, I too don't want potions of bullet creation +1 that makes you wonder why factories even bother manufacturing the normal version when a 2 ton module do the job much better.
 
There needs to be a balance between gameplay and simulation. While they're making a game they're passionate about they have to keep revenue in mind because they ARE a business. If they make it to much of a simulation some aspects can seem like a job. The game needs to keep moving, and I appreciate the new synthesis model.

Imagine if offloading commodities actually took the amount of time it would take to physically move the goods out of your cargo hold...
How is it that new guns we purchase just suddenly emerge from our ships?

There are a lot of things that function like a game and not a sim to keep the pace steady. I say, don't complain about how "real it is" and instead decide if you like the function of the mechanic.
 
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Too late to take the poll, but still:

I don't think they should be lost on destruction until we have a way of storing them elsewhere.
 
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Too late to take the poll, but still:

I don't think they should be lost on destruction until we have a way of storing them elsewhere.

For mine, that's the point. Materials should not survive destruction AND we should have had a storage solution as part of this from the get-go, such as the ability purchase or lease a hangar or warehouse at a chosen station. That does create the need to still prevent players from using that storage to stockpile commodities though, something that Frontier possibly doesn't have a solution for just yet. I do hope we see such storage come soon though so the materials become destructible and regain some consistency with loss of cargo and exploration data.
 
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