Engineers You're in for a cruel awakening

I see. And exactly how you (or anyone else) will appear at my Solo mode ? Personally, I do not need anything, I am just asking about the game mechanic which will allow you to drop some cargo in my Solo game.

You ever heard of private group? Last time I checked you can still swap modes. If you are too afraid to leave solo then fair enough, just hope you never need to use the fuel rats.
 
You ever heard of private group? Last time I checked you can still swap modes. If you are too afraid to leave solo then fair enough, just hope you never need to use the fuel rats.
Of course, I heard about private groups. I am a member of Mobius group and I also know about Fuel Rats. :)

I was just trying to point out the lack of the game mechanics in ED, which are needed for proper multi-playing.
 
Of course, I heard about private groups. I am a member of Mobius group and I also know about Fuel Rats. :)

I was just trying to point out the lack of the game mechanics in ED, which are needed for proper multi-playing.
how is the mechanic lacking?! roflcpter - you want multiplayer interaction you have to Play multiplayer! either Group or open! Asking to have multiplayer Features in solo mode is the most Thing I have ever red on th einternet! respect to your brain capacity - it is quite remarable!
 
Could have sworn Frontier had already said they plan to introduce some form of storage to be added in conjunction with engineer mission-commodity requirements for the very reason the OP is excessively whinging about in a overly dramallama fashion.

So let me get this straight. Not only did you make the 10,000th bawww thread, you won't even own it as your own and have to dress it up as your concern for some other players?

Well done. Bar raised considerably.

Whoa you guys sure showed me...
 
how is the mechanic lacking?! roflcpter - you want multiplayer interaction you have to Play multiplayer! either Group or open! Asking to have multiplayer Features in solo mode is the most Thing I have ever red on th einternet! respect to your brain capacity - it is quite remarable!

NO. The misssing mechanic is PtP Trade Market, which is normal in almost all MMO games, including those games, where players are playing mostly "Solo" - it means without PvP. GuildWars 2 comes to mind first, because this is the game I am playing now.
 
I am still thinking why there is no storage system. I landed my "material gather" Python only to have to sell/ditch whatever was in the cargo hold or else I was not able to sit in my War ready Fer de Lance. Why? I cannot see any logical reason except some forced mechanic.
I do hope this is addressed sooner than later because I would hate to wait until 2.2 or 2.3 to have some meager warehouse. Even the most      poor mmo has it, but the cutting edge Elite does not.
 
This game is supposed to be a sandbox, there is no way it was meant to be played.
I came from the 8 bit generation as well. Games with difficulty are fun yes. This isn't a question of difficulty, it is a question of adding in a system without the basic functions to support it. I agree that a way to store a certain amount of crafting commodities is a good idea, but that seems like such a blatantly obvious thing a game designer would add prior to adding an item collection system. It's hard for meeting to understand how this was overlooked. I thought that the magic material storage was the work around for this issue anyways.

Exactly this. Surely it must have been discussed during the development process which then suggests it was a conscious decision to omit it followed by the now announced U turn that they are going to add it sometime in the future.

Its this type of stramash that gives rise to the vented frustration we see on the forum. We waited ages for this update, huge amount of effort has gone into it from the devs that's plane to see but then we get missing pieces of the gameplay like this so yet again we are now waiting.

That's the beauty of an ongoing development. I have no doubt that feedback will bring slight tweaks to this system. I doubt they'll be massive, but I suspect they'll make the management a little more forgiving.

I agree the ongoing development is great and something I look forward to but it would be so much better if each development piece was fully thought out and therefore complete before it was released.
 
thanks all way way to complicated for me to ever think I could hire and engineer. guess I just use my A rated ships as they are. which thus far iv lost 27.5 mil in insurance claims as interdictions from eagles and vipers have killed EVERY SINGLE SHIP I have tried to pit against them. from fed corvette to viper. I have not won a single engagement as of yet. all of the pip adjusting, scb use, reverse to put them into sights, chaffing has not saved me.. though I did get one eagle close to death 20% hull then out of the blue his shields turned on, and well, I couldn't get them back down. I figured engineers (which I was hoping to be a real human as I wanted my son who has autism to take the co pilot chair) would only give a 10-20% boost to things like shields or speed, not 800%.
very disappointing.

ps. and yes I suck at combat, no need to post insults.already self insulted to the max.
Ronin

I think that the AI generally seem to be able to get shields back up more quickly than they could pre 2.1. I've been finding that my A5 shields on the Vulture (full SYS pips) take forever to recharge once down and I need to rely on hull armour agains NPC who has shields back up before my "segments" are even a quarter of the way around the circle.
 
The way I'm currently going about it is I don't care about the commodities until the very last moment. Then, I just put on some cargo racks on all the ships I want to upgrade, take out my Asp, get the cargo I need either from missions or markets, fly back, get the ship I want, and go to the engineer.
 
Think the whole 2.0 update with the materials first for the little enhancements and now materials and "cargo" for engineers introduced a mechanic in the game it was not designed for in the beginning.

These are "basic" MMORPG elements, horde everthing you find, as you might need it later on for crafting an upgrade or a mission giver. To do that all MMORPGS have the bank, some even go so far to have a magical bank to which crafting materials are automatically transferred when you pick them up so you do not need inventory space. One of the most often bought enhancements in these games are upgrades to you bank vault or on character inventory.

Elite as it was in beta and before 2.0 was 1 person in a ship flying around, hauling cargo from A-B, or blasting people out of the sky. There were no random drops of stuff that is mostly useless but for some very specific reason you have to keep it. So a bank system was not really needed. You bought cargo and you sold it in the next port. If a ship dropped cargo when you killed him or you went pirating disabling them then you picked it up and sold it at the next black market.
So there was no hording of materials needed the few missions where you needed to steal cargo were not gamecritical and could be ignored. So if you wanted you could safely ignore all the trading stuff and still have fun.
Horizons introduced the "weightless" materials found on planets, to accommodate that a "magical" bank was built into your ship to hold that which would even transfer from ship and survive destruction of your ship. But while the recipies from 2.0 were nice you could live without them. Guess many explorers or traders were happy to have 1 or 2 FSD charges to get out of a critical situation. Free reloads were nice but not really an issue as ammunition is often not that expensive. So it could be ignored.
But here was the first issue as you needed a ship with a buggy hangar to get to the stuff, which meant retool your built, often not an issue for explorers, but fighters with their few internal components often had their first problems there.
In Engineers it feels like some dev, thought people are not collecting as many materials as we want them they are ignoring that part, lets force them to do it by introducing an upgrade that needs tons of stuff, you can not get anywhere just find it floating around or on planets. So the magic bank got more options, and to make it worse they also need "rare" tradegoods you can mostly get from doing missions. So forcing people not only to hunt the galaxy for stuff floating around, but also needing to rebuild their ships or buying others to get the goods and carry them around as there is no storage. Moving the game from do what you want to the hunt and collect game style of other MMORPGS but without the underlying mechanics to support that kind of play as it was not intended that way.
 
The people that keep telling me I'm supposed to just play the game and acquire engineering components randomly so I can stop by and casually get upgrades (because that's how you say I'm supposed to play)....you're in for a cruel surprise when you realize that they require commodities as well.

I feel for the guys who only like to fly small fighter ships like the viper having to sacrifice internals for cargo space to hold onto these commodities. Never mind holding multiple sets of recipe ingredients to play the slot machine for your high level upgrades. And good luck with the npc pirates as well while you have them in your hold.


Commodities could be a problem (I'm not entirely sure how it works out).
Because even combat ships like the Vulture and FDL, which in most configurations have no cargo hold, are then required to equip one.
Which means that you cannot upgrade the module that you would otherwise fit there.

I agree module and cargo storage are needed.
With storage we might first transport certain goods to an engineer's base and then refit our ship with the modules we would like to upgrade.
 
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Frankly, I think FD should just remove these commodity requirements. Doesn't even need a replacement, just get rid of it.
 
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