Elite: Game talk

15 Feb 2018, 6:03pm
They're coming alright, and it's good that they do.
15 Feb 2018, 6:16pm
Said like a true warmonger!
15 Feb 2018, 7:26pm
Would be interesting if there actually was an Aegis faction/power so players could block/sabotage their actions. Wage war against NPC faction
15 Feb 2018, 7:37pm
16 Feb 2018, 1:04pm
A small research, guys (and girls): How do you plan to use the improved engineering in 3.0? Do you rather like to upgrade things "one at once", it means from grade 1 to grade 5 in one go and when not enough material, you leave some modules simply untouched (or on lower grades)? Or do you rather like to upgrade things "all at once", so for for example you upgrade everything possible to grade 1-2, eventually with a few modules as high as possible? In both approaches, do you rather like to keep some module un-engineered than just engineered partially ("one at once" approach), or keep everything at the same grade ("all at once" approach), even you have enough material for a few higher grade rolls?

Or do you have any other approach?
16 Feb 2018, 1:20pm
ArtieA small research, guys (and girls): How do you plan to use the improved engineering in 3.0? Do you rather like to upgrade things "one at once", it means from grade 1 to grade 5 in one go and when not enough material, you leave some modules simply untouched (or on lower grades)? Or do you rather like to upgrade things "all at once", so for for example you upgrade everything possible to grade 1-2, eventually with a few modules as high as possible? In both approaches, do you rather like to keep some module un-engineered than just engineered partially ("one at once" approach), or keep everything at the same grade ("all at once" approach), even you have enough material for a few higher grade rolls?

Or do you have any other approach?


I go about doing my thing, picking up materials along the way, then every so often I check how much materials I've got against the blueprints that I've got shortlisted.

Then I tootle off to the engineer to get things upgraded as much as my materials will allow.

No grinding or min-max nonsense for me, I just try to keep it simple and fun
16 Feb 2018, 2:49pm
ArtieA small research, guys (and girls): How do you plan to use the improved engineering in 3.0? Do you rather like to upgrade things "one at once", it means from grade 1 to grade 5 in one go and when not enough material, you leave some modules simply untouched (or on lower grades)? Or do you rather like to upgrade things "all at once", so for for example you upgrade everything possible to grade 1-2, eventually with a few modules as high as possible? In both approaches, do you rather like to keep some module un-engineered than just engineered partially ("one at once" approach), or keep everything at the same grade ("all at once" approach), even you have enough material for a few higher grade rolls?

Or do you have any other approach?


Grind for and fill up materials to the max, then maxed out G5 in one go. And I hope for sanity's sake, that this is the last time I have to redo my ships.
16 Feb 2018, 3:03pm
ArtieA small research, guys (and girls): How do you plan to use the improved engineering in 3.0? Do you rather like to upgrade things "one at once", it means from grade 1 to grade 5 in one go and when not enough material, you leave some modules simply untouched (or on lower grades)? Or do you rather like to upgrade things "all at once", so for for example you upgrade everything possible to grade 1-2, eventually with a few modules as high as possible? In both approaches, do you rather like to keep some module un-engineered than just engineered partially ("one at once" approach), or keep everything at the same grade ("all at once" approach), even you have enough material for a few higher grade rolls?

Or do you have any other approach?


I don't always Engineer my modules

but when I do, it's for a specific purpose.

I avoid Engineering as part of usual gameplay. It's there, but I don't bother with it (too grindy for me) unless I have a specific need - i.e. I get tired of making two jumps instead of one slightly longer one in my T-9 and just bite the bullet and upgrade the FSD. Or if I'm planning an exploration run, I will take that ONE ship and try to max out the several things that will support that objective - better jump range, lower mass, etc, etc.

I avoid engineering to the point where I rarely pick up any materials, unless they're super-rare, and regularly discard the common mats and data once my storage is unintentionally full. For this reason alone, I'm looking forward to the new storage limits - so I don't have to deal with the distraction of what to discard and what to maybe keep, just in case I decide in a few weeks that I may need it. I routinely sell off any Engineering commodities I get as rewards, because I have nowhere to store these and they just paint a target on my ship if I try to hold on to them when not actively looking to engineer something specific.
16 Feb 2018, 4:24pm
i always engineer my ships to lvl 5 especially boosters and weapons and i just buy another ship for module storage.
maybe in the update module storage will be increased
16 Feb 2018, 5:31pm
Anyone who looks at my profile will see that the only engineer I've done any real work with is Felicity Farseer, which means the only modules I engineer are the FSD, Thrusters, and Power Plant. Every ship I have has to have a minimum cruising speed of 250 m/s and a laden jump range of at least 20 ly for me to consider it useful. I engineer to achieve that on my ships. I don't reroll for god rolls, I just take the first roll that seems to be useful.

I have no idea how the new system works in regards to old upgrades and can't be bothered to find out. In the unlikely event it lets me keep the old engineering, I have some upgraded modules in storage for ships I plan to buy in the future. Class 5 Thrusters and class 4 FSD for a future Fer-de-Lance. Class 5 FSD for a future Python. Another class 5 FSD for an Asp Explorer I already own, for a future trip to Beagle Point.

I can't be bothered to set aside time for material gathering. Most of what I have is from visiting Barnacle sites early on.
16 Feb 2018, 5:34pm
ArtieA small research, guys (and girls): How do you plan to use the improved engineering in 3.0? Do you rather like to upgrade things "one at once", it means from grade 1 to grade 5 in one go and when not enough material, you leave some modules simply untouched (or on lower grades)? Or do you rather like to upgrade things "all at once", so for for example you upgrade everything possible to grade 1-2, eventually with a few modules as high as possible? In both approaches, do you rather like to keep some module un-engineered than just engineered partially ("one at once" approach), or keep everything at the same grade ("all at once" approach), even you have enough material for a few higher grade rolls?

Or do you have any other approach?


i try to go for as much as my materials will allow. i'll start with the bigger things first, like do my class 4 weapons before my class 3, but if im doing a bigger weapon and see that im running low on materials i will try to engineer the smaller ones. so, based on how many materials i have, i might stop engineering a large or huge weapon at G4 so that i can get my smaller ones to at least G1 or G2. i guess its kind of a mixture between "one at once" and "all at once"
16 Feb 2018, 6:16pm
On my most recent trip through the Engineers I only cared about my FDL.  Other ships get an approach like Marra’s.

Did the Core and Optional internals Engineer by Engineer.  All of them, save the power plant, are G5’d right away.  Lump utilities in with that as well.  

Weapons are handled differently.  I’ll usually do them as a set of five and roll them to whatever grade and effects I desire.

Power plant is always last.  I’ll create new ones depending on what I need.  Qwent for life, baby!


Last edit: 16 Feb 2018, 6:22pm
16 Feb 2018, 6:40pm
Thank you for the answers. To clarify why I am doing this research - as with the changes to engineering in 3.0 will be the current "favorite blueprints" system on Inara barely usable, I am thinking about adding something like "crafting lists". My initial idea is that the each list will contain all grades of a single blueprint with number of rolls set (can be zero, so some grades can be ignored/skipped), with the number of repetition (number of modules of the same blueprint type you want to craft) and the special effect set (as it has its own cost in 3.0, too). This whole list will then show all the material requirements for the blueprint(s) and its properties set. Of course, there may be multiple lists like this. But, as this may be quite comfort for the approach "one at once" or "all at once to max grade", it may turn into a chore for the approach "all at once (to lower grades)", as it will require erasing of lower grades in the lists, to keep the material requirements up-to-date.

Yay or nay? Any other (similarly uncomplicated) ideas?
16 Feb 2018, 7:33pm
ArtieThank you for the answers. To clarify why I am doing this research - as with the changes to engineering in 3.0 will be the current "favorite blueprints" system on Inara barely usable, I am thinking about adding something like "crafting lists". My initial idea is that the each list will contain all grades of a single blueprint with number of rolls set (can be zero, so some grades can be ignored/skipped), with the number of repetition (number of modules of the same blueprint type you want to craft) and the special effect set (as it has its own cost in 3.0, too). This whole list will then show all the material requirements for the blueprint(s) and its properties set. Of course, there may be multiple lists like this. But, as this may be quite comfort for the approach "one at once" or "all at once to max grade", it may turn into a chore for the approach "all at once (to lower grades)", as it will require erasing of lower grades in the lists, to keep the material requirements up-to-date.

Yay or nay? Any other (similarly uncomplicated) ideas?


this sounds great to me! personally, i wouldnt think of it as a chore to go back and edit the list to keep it up-to-date, especially since this would be much easier than trying to keep track of everything yourself.

are you planning on putting the number of materials owned next to the number needed?
16 Feb 2018, 11:32pm
ArtieThank you for the answers. To clarify why I am doing this research - as with the changes to engineering in 3.0 will be the current "favorite blueprints" system on Inara barely usable, I am thinking about adding something like "crafting lists". My initial idea is that the each list will contain all grades of a single blueprint with number of rolls set (can be zero, so some grades can be ignored/skipped), with the number of repetition (number of modules of the same blueprint type you want to craft) and the special effect set (as it has its own cost in 3.0, too). This whole list will then show all the material requirements for the blueprint(s) and its properties set. Of course, there may be multiple lists like this. But, as this may be quite comfort for the approach "one at once" or "all at once to max grade", it may turn into a chore for the approach "all at once (to lower grades)", as it will require erasing of lower grades in the lists, to keep the material requirements up-to-date.

Yay or nay? Any other (similarly uncomplicated) ideas?


This sounds good! It's my understanding that the quality of the previous rolls doesn't effect the quality of the higher grades, so I'd say default to one of each roll, then include an option to change it (which will mostly be used on the highest unlocked grade, I'd imagine). Of course, the highest grade you have available will change over time.

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