Ships What's a random roll?

So I've played a few hundred hours maybe, and just started getting into engineering. I've been binging on YouTube videos from lots of good content creators, and have come to believe that engineering involved making 'random rolls', and assumed that this would be translate to somewhat randomized stats in the modifications, and I was expecting something like Warframe's random riven rolling. However, when I made my way to Felicity Farseer and 'rolled' a bunch of extended range FSD drives, I found that the results and numbers were all fixed in the end. No RNG.

What is the 'rolling' people talk about? Where's the randomness? Is the 'roll' simply how close to finishing a level you get when you spend materials with each click? Is the random just the aspect of how many times you need to 'generate' before you fill up that circular bar and complete one mod level? Fully engineered stuff ends up with the same values, right?
 
As Mr F said, here's an example, engineering an FSD to 100% grade 5 can be achieved in 5 "rolls" (seriously lucky!) or as many as 8 or 9 "rolls" to complete the engineering process.
The same applies to the lower grades but as they're just progression they generally go unnoticed, some of the "legacy" mods were interesting like the grade 1 low emissions power plant that had low emissions and a small increase in power, I still have one of those but it took 30 - 40 "rolls" to get the desired results.
 
Hey Cmdrs, Ive enginnered a small turret MC with high capacity and corrosive munitions and got an extra increase in damage as an extra stat. Is this because it is a turret and or mc or does every module or weapon have a Chance to get another stat? I couldnt find anything in the internet about this?

if this is true , then you could remove an modification and apply it again until you get another extra stat Right?
 
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Hey Cmdrs, Ive enginnered a small turret MC with high capacity and corrosive munitions and got an extra increase in damage as an extra stat. Is this because it is a turret and or mc or does every module or weapon have a Chance to get another stat? I couldnt find anything in the internet about this?

if this is true , then you could remove an modification and apply it again until you get another extra stat Right?
The additional damage is from increased rate of fire (around 10%) from the high capacity mod only, essentially more bullets = more damage but you do use more of them.

If you remove a mod it returns the module to it's stock condition, you can however change the experimental to say multi-servos for a small increase in DPS from the slight increase in ROF.
 
The additional damage is from increased rate of fire (around 10%) from the high capacity mod only, essentially more bullets = more damage but you do use more of them.

If you remove a mod it returns the module to it's stock condition, you can however change the experimental to say multi-servos for a small increase in DPS from the slight increase in ROF.
Okay I understand , But shouldnt it then State under the elite Wiki, That the Rate of fire is increased? Because a larger Ammoclip and overall ammo doesnt actually increase the damage output to my knoledge. It just states That the clip size and ammo cap is raised.
 
or as many as 8 or 9 "rolls" to complete the engineering process

Make that 12 for blueprints with many dials to fill (3+)
For me usually is 9-10 rolls, the lowest i remember being 5-6 on single dial blueprints like DSS expanded probe
 
Okay I understand , But shouldnt it then State under the elite Wiki, That the Rate of fire is increased? Because a larger Ammoclip and overall ammo doesnt actually increase the damage output to my knoledge. It just states That the clip size and ammo cap is raised.
Elite wiki is not 100% accurate.

Edit: use Coriolis.io or EDSY to check builds and engineering recipes - or even Inara.
 
As another newish player I have no idea why they don't just have it be one roll. It would still be plenty grindy with a single roll for each thing.

I just.... I'm struggling a bit on whether the insane amount of grind is even going to be worth it
 
I just.... I'm struggling a bit on whether the insane amount of grind is even going to be worth it
Broadly, no.

G3 modules are <5% of the effort of G5 modules and usually give you about 70% of the performance boost.
G4 modules are <15% of the effort of G5 modules and usually give you about 85% of the performance boost.
Stopping upgrading at about 2/3 complete on G5 is very roughly 30% of the effort compared with fully maxing out a G5 module and gives 95% of the performance boost

Generally unless you're competing against other players, G3 will be more than sufficient for most things, and you can push the modules up to G4 or G5 as you happen to come across the necessary bits. Depending on which bits of the game you like playing, you might find that over time you end up with a massive surplus of G3 and G4 materials and can just engineer to that level without thinking about it - that's where I've got to, though it took a while.

(The same is true of the base modules - a C-rated module generally gives you most of the performance for a fraction of the price of an A-rated module. But because credits are much easier to obtain than materials, that price difference doesn't actually matter for most ships once you're past the early game)
 
Broadly, no.

G3 modules are <5% of the effort of G5 modules and usually give you about 70% of the performance boost.
G4 modules are <15% of the effort of G5 modules and usually give you about 85% of the performance boost.
Stopping upgrading at about 2/3 complete on G5 is very roughly 30% of the effort compared with fully maxing out a G5 module and gives 95% of the performance boost

Generally unless you're competing against other players, G3 will be more than sufficient for most things, and you can push the modules up to G4 or G5 as you happen to come across the necessary bits. Depending on which bits of the game you like playing, you might find that over time you end up with a massive surplus of G3 and G4 materials and can just engineer to that level without thinking about it - that's where I've got to, though it took a while.

(The same is true of the base modules - a C-rated module generally gives you most of the performance for a fraction of the price of an A-rated module. But because credits are much easier to obtain than materials, that price difference doesn't actually matter for most ships once you're past the early game)
Thanks! Yah - I've got like 60 million credits and 3 ships that have everything a-rated that I want a-rated. Credits haven't really been a problem
 
A vote here for fully engineering instead of stopping at 95%...

The materials grind is a thing. It takes some time, and unless you just 'do it' for a while instead of doing something else, it seems to be just 'all work and no play makes Jack a dull boy'.

However, I like the idea of being able to be at 100% operational status. And I've played games with a LOT harder/longer grinds than the Engineering materials grind is.

So, I got all my engineering materials to 100%. There are very few engineered ships that require me to do any more materials gathering. At any time the meta in the game changes, I know that I can make exactly the ship I need, and not a 95% version, a fully operational 100% version.

And I found something out. Once I went through the slog of getting 100% materials, I got my first Corvette. Big ship. Lots of engineering. When I got done with my ship I went to refill my materials.

And it just wasn't a big deal. Getting back to 100% materials is somehow a lot easier than gathering exactly the same materials I need for a ship. I know that doesn't make sense, but it really was true for me.

So for me, the slog got a lot easier. Plus I now know that at any time I can build any ship, any time I want it. Not a 95% ship. A 100% ship.

And that makes me happy!
 
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