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Elite Dangerous | Dry Commentary | We Need Scrapping Mechanics 

DryHeatAndSand - Gaming
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23 окт 2024

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Комментарии : 56   
@Tamburello_1994
@Tamburello_1994 5 месяцев назад
When the salvage system gets implemented, we'll have you to thank for it, commander. Thank you for your contributions to the community.
@DerKaetzer
@DerKaetzer 5 месяцев назад
Totally agree with you, but for some sick reason, FDEV wants players to grind their mind away, and as shown at countless occasions in the past, they will not let go of this. The one grind reduction ever released - the engineering rebalance when they got rid of the wheel of fortune mechanic - was completely disregarded when they released engineering grind 2.0 with Odyssey, reintroducing all the brain-numbing repeated cycles over again that they got rid before. So, I don't see any scrapping features coming to the game any time soon. Somebody in there just enjoys us guys running in circles ad nauseam.
@streyafromspace
@streyafromspace 5 месяцев назад
Definitely giving this wonderful idea a signal boost on socials, great thinking!
@regemus3699
@regemus3699 5 месяцев назад
I have several 'storage ships' on my carrier for all those engineered modules I also 'may' use again one day !
@gwevans358
@gwevans358 5 месяцев назад
I don't understand? You can store all of your modules directly on the carrier. Unless I'm misunderstanding, there's no need for "storage ships" to store modules on.
@TempoTrack
@TempoTrack 5 месяцев назад
​@@gwevans358storage limit
@wstavis3135
@wstavis3135 5 месяцев назад
Stor-a-condas are a thing.
@regemus3699
@regemus3699 5 месяцев назад
@@gwevans358 That is true, however there is a 200 limit for Stored Modules... I have about 225... so I need a couple of empty ships to store them.
@ficklef0x
@ficklef0x 5 месяцев назад
@@gwevans358 there's a 200 global limit. it's not per station/carrier. kinda shitty. you can have infinite ships stored in different stations, but not modules...
@tommyleisy863
@tommyleisy863 5 месяцев назад
Agreed!! I still only play on console/Legacy version, but I, like you, always keep engineered modules just in case I MIGHT use them later. After years of play, I have sold ships and power play modules that I found out later, I didn't much care for or simply just don't use that often. So, I have quite a few engineered modules taking up space in my fleet carrier. I realize nothing will likely change in Legacy, but I hope the live version will get this mechanic soon.
@CMDR_CWolfxUK
@CMDR_CWolfxUK 5 месяцев назад
Completely agree. The ability to recycle any tech for some of the mats back would be great. More than 200 units of storage at stations would be nice too. I still miss that in Elite 2 and Elite 3 (Frontier First Encounters) you could buy a Used Spaceship for reduced cost (but work needed on them).
@jamesbigglesworth4677
@jamesbigglesworth4677 5 месяцев назад
Yeah, I proposed a New Engineer called the "Recycler" who would do a similar thing. Depending on your level of unlock you could get up to 50% of your materials back. I would also increase the amount of materials dropped (from HSS etc) from 3 to 10. And increase the storage for each materail to 1000.
@dutchesselysium7356
@dutchesselysium7356 5 месяцев назад
Roadmap, are you kidding? Their most thought-out map has just been something scratched into the dirt in the parking lot.
@billklatsch5058
@billklatsch5058 5 месяцев назад
⬆nailed it
@Profane_Pagan
@Profane_Pagan 5 месяцев назад
Says you, but for example they started working on Powerplay v2.0 before the Thargoid war had started (as former senior game dev, Derrin said 2 weeks ago on Lave Radio). They simply don't do development diaries and don't publicise the majority of the pipeline (concept, preproduction, production). You are stating that what you don't see doesn't exist - I am saying 10 years of development contradicts you.
@EricMcleod-sy1xe
@EricMcleod-sy1xe 5 месяцев назад
As soon as SCO outperformed all of my G5 FSD's I wanted to scrap them and recover some mats. The subsurface and mining charge minigame would work easily for determining the amount recovered. As a side note: I replaced the C2 and C3 FSD's with class D SCO - These outperform the old class A, but allows a substantial speed buff due, to weight savings.
@williamvorkosigan5151
@williamvorkosigan5151 5 месяцев назад
Everyone says that the Pre Engineered FSDs remain better. I have replaced drives on a Phantom, Krait Mk II and a Python all with Pre Engineered FSDs with Mass Manager with SCO Drives fully engineered Increase Range, Mass Manager. In every instance, the SCO has a slightly higher jump range than the Pre Engineered in range. From a CG, I have other size Pre Engineered FSDs and did the same for the drive on an Asp Scout with the same result. The SCO had a higher jump range. Asp Scout? That flip around makes it the best ship in the game for High Grade Emissions where as the much lauded Cobra Mk III is master of not a single thing.
@DryHeatAndSand
@DryHeatAndSand 5 месяцев назад
I plan to do a detailed review of the SCO drives now that all module ratings and engineering are available. This will include a detailed breakdown of stats and tradeoffs for the range of options.
@perilousrange
@perilousrange 5 месяцев назад
I don't have a handle on why yet, but the biggest gain that I had was on a Courier. It got a 4.5ly bump. Perhaps it's because it's a small drive with Deep Charge. The smallest gain I got was on a DBX with Pre-Engineered -> SCO G5 MM. That was sub 1ly.
@AtlasRandGaming
@AtlasRandGaming 5 месяцев назад
Ya I keep posting comments that no, sco is king of all drives. Clearly people making videos didn’t actually fully engineer any to max. SCO is 9% more range than full engineered and .9% more than dual pre engineered.
@TheBuurPit
@TheBuurPit 5 месяцев назад
Great video. 👍
@DryHeatAndSand
@DryHeatAndSand 5 месяцев назад
Thanks.
@kronos48221
@kronos48221 5 месяцев назад
I've picked and outfitted 2 5a sco's, tricked them out for titan wet work. I also planned which ships can use them best afterwards to keep from buying and engineering one for each ship. Scrapping for those engineering materials would be amazing.
@CMDR_ALNASL
@CMDR_ALNASL 5 месяцев назад
Yes! I have been thinking this exact thing. 100% on every point.
@WoobiewookieBlogspot
@WoobiewookieBlogspot 5 месяцев назад
I feel like this request might end up being fairly niche, in terms total playerbase. I've found the SCO drives interesting, and they could be helpful for completionist explorers, as you say. But, for me, I'll take the pre-engineered drives for most applications. I might replace two or three drives for the SCO on dedicated exploration ships, but definitely not my entire fleet. That doesn't invalidate your point, though. Scrapping is a normalized part of crafting systems and would be an absolutely welcome mechanic in ED.
@andrewlee9933
@andrewlee9933 5 месяцев назад
Strongly Agreed!
@banreactionvideos
@banreactionvideos 5 месяцев назад
That would be very fitting for the direction Fdev started taking, less time wasting - more gameplay. As long as it doesn't involve arx or real money...
@Zenda_Nior
@Zenda_Nior 5 месяцев назад
One of the biggest bugbears in ED...cannot salvage materials from existing components. FDev: For what? Go out and grind again!
@kerberosbr
@kerberosbr 5 месяцев назад
obsulete 0.1ly~0.4ly Of course it's definitely useful information.
@prisonerofthehighway1059
@prisonerofthehighway1059 2 месяца назад
With the new mat drop rate buff, I doubt we’ll see a scrapping system for the time being. I’m hanging on to at least some of my old drives. Achilles seems fishy to me.
@wmgthilgen
@wmgthilgen 5 месяцев назад
Though not every one know's or does, an updated modual, say from an "E" to an "A", can be stripped prior to the selling of the ship it's in. But for some reason, an engineer can modify an modual using the various and vastly numerious material's one is mandated to bring with them, they are unable to unmodify a modual and return one let alone more of the material's to the pilot. More than half of my available storage contain's full engineered in various way's modual's. Most of which, when there is a new mod such as the FSD SCO. Will never ever be of any usefullness ever again. And as you stated, simply tossing them out for the same price using credit's I bought them for, with out any return on the investment of hundred's of hour's accumulating the various mandated material's. Take's one with a considerably higher fortitude than I, to do. One can only assume that we now know exactly how NPC's have recently all become fully engineered. Selling a fully upgraded, fully engineered FSD, without returning one let alone more of the material's. Make's them available for NPC's to utilize without investing a nano second of time, effort. But then this is Davids game, and based on his knowledge of physic's, we are all mandated to only utilize his knowledge, form, of physic's and or how his effect the state of economy. Not wanting to but still trying to avoid politic's, it's impossible to distinguish President Biden past few year's to that of Davids past few year's. The economic's of the U.S.A. isn'ta to much different than the ecomomy envolving ED.
@wesleywatson2298
@wesleywatson2298 5 месяцев назад
Totally agreed !
@Slawen495
@Slawen495 5 месяцев назад
Yes! Yes! Yes!
@Tooterbooter
@Tooterbooter 5 месяцев назад
Falls short? I get more jump range out of the engineered SCO drive than the V1 Tech Broker FSD.
@DrTarte
@DrTarte 5 месяцев назад
I find myself buying spare type 10's and loading them up with all the modules and weapons I've engineered and never us red d.
@williamvorkosigan5151
@williamvorkosigan5151 5 месяцев назад
Recovery of Material: The Grind is the Game. The whole point is to increase game play time by us all engineering SCO FSDs. Why on earth would they make that easier? By the way, show some data on SCOs not quite managing to be as good as Pre Engineered. Everyone is saying that in RU-vid videos. I have replaced a number of them and in outfitting gone to replace the SCO with my old FSD and the stats are the same or worse for the Pre Engineered FSD in every instance so far.
@DryHeatAndSand
@DryHeatAndSand 5 месяцев назад
A detailed review of SCO drives is on the way, now that we have the full range of classes and grades. I'm prepared to correct any mistakes in this video when I do that one, I'm still going over all the engineering and module data. It appears that SCO drives get worse jump range than pre-engineered ones, but not much. Whether SCO drives are better ultimately comes down to whether you find advantage in SCO capabilities. I think that most people will trade a few light years of jump range for faster in system travel. I may be wrong, but I do stand by that position.
@pville_piper5125
@pville_piper5125 5 месяцев назад
Been saying we need scraping of engineered parts for a while.
@SavageTactical
@SavageTactical 5 месяцев назад
So I’ve been taking a break from the game and thought the SCO drives were just C rated. You’re telling me they now have higher jump ranges, all classes, and all sizes? I don’t think I’m coming back to the game. Frontier is literally just trying to rope people into spending countess hours into grinding and re-engineering all their drives. That’s just disgusting. It could have been interesting if they made trade offs with the SCO drive, but there practically none. The game needs an expansion of gameplay mechanics and the removal of some gameplay blocks (I.e. I can’t enter the gunner station on my own ship in single or multi crew). This is the exact opposite.
@Barry3819
@Barry3819 5 месяцев назад
knowing the devs of elite dangerous, if they did add this as a feature, they would make it so you get pretty much nothing.
@sennemaa59769
@sennemaa59769 5 месяцев назад
Agreed
@blackcobra8849
@blackcobra8849 5 месяцев назад
Yes,yes finally the elephant in the room. Fdev know this but they as usual WANT MORE TIME SINK. It like being rank elite or fully modified 5 modules, mean nothing. Frontier doesn’t realize this show how lazy they’re to create meaningful and new gameplay, and eventually loses players.
@garethde-witt6433
@garethde-witt6433 5 месяцев назад
I’m staying on the old one I don’t like the SCO, I got Python 2 and dumped the SCO and put in the old 5A FSD.
@TempoTrack
@TempoTrack 5 месяцев назад
Gotta admit hitting the best button in Cruise and have my ship yeet across the system without realising what was happening was a rad surprise though.
@ChadZLumenarcus
@ChadZLumenarcus 5 месяцев назад
It wouldn't be so bad if you could buy and sell materials, but FDev has basically given everyone who now has to basically replace old mods and having to replace everything a massive punch in the gut. Had the SCO drive been an experimental effect, this probably wouldn't be an issue. Not to mention just how bad the item management system this game is.
@MrSmartman23
@MrSmartman23 5 месяцев назад
That's a good idea. I personally didn't think that sco FSD gonna have such big jump range , that makes close to zero sense
@kerbodynamicx472
@kerbodynamicx472 5 месяцев назад
It makes sense. Achilles is a rival corporation to Sirius, and they delivered a better product after researching the titan drive.
@MrSmartman23
@MrSmartman23 5 месяцев назад
@@kerbodynamicx472 from lore standpoint maybe it has , but regarding gameplay that all those mats and time just wasted now
@kerbodynamicx472
@kerbodynamicx472 5 месяцев назад
@@MrSmartman23 Not wasted effort. They are still there. We just have something better now. Imagine spending lots of time and money putting together a gaming PC, but still have to replace it when it becomes obsolete several years later.
@plflaherty1
@plflaherty1 5 месяцев назад
The SCO thing didnt interest me at all. I thought you would pay the price of jump range. If thats not the case, I be in line over at Deciat.
@gimmiemyfuckingname
@gimmiemyfuckingname 5 месяцев назад
Not the case anymore, but even when it was, it was well worth the loss if you have a carrier
@bloodwing9597
@bloodwing9597 5 месяцев назад
Yea, one more thing for them to mess up
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