Elite Dangerous

Elite Dangerous

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Goods, Assets, Data (Elite Dangerous)
Készítő: ZanyScum
Which ones to take, which ones to sell, which ones to ignore...
   
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About Goods, Assets and Data
There are two ways to get these three kind of items:
  • Loot during a mission on foot
  • Reward for a (foot-)misson

You have an inventory for each type when on foot. The size of the inventory depends on the type and the upgrades of your suit.
In the beginning you should probably have
  • 15 slots for goods
  • 30 slots for assets and
  • 10 slots for data.

You get goods and assets by running around and taking them when you see them laying around. Sometimes just on top of boxes, very often inside of containers and lockers.

If you open a container and there are items inside, then all are of the same type.
Either assets or goods.

You get "data" from data access points at walls.

Each item, be it good, asset or data, can be sorted into one of three categories:
  • Currently in your wishlist, you need it for something you want to create as soon as possible.
  • Is part of a recipe, could be useful later if you ever want to use that recipe. Or used as gift to enable engineers.
  • Not part of a recipe and not used as gift. Useless. BUT can be valuable on it's own. Money!

After asking in the forum and googling and having a hard week trying to understand what is trash and has to be kept I am currently advocating the use of two tools and notepad.

Really.
Goods
Needed:
name
value
info
Biological Sample
35k
Engineer Unlock; Sell a total of 20 Biological sample, Employee genetic data and Genetic research to bartenders to unlock Oden Geiger. (Duwali: Maier Hydroponics Habitat, base yourself in a space station, take legal kill-one-man missions there, kill everyone, loot the "Biological Samples" and the Power Regulator, relog after selling 20)
Compression-Liquefied Gas
35k
Weapon Grades
Genetic Repair Meds
100k
Only Engineer Unlock: Jude Navarro (5) -> Terra Velasquez
G-Meds
10k
Suit Modules: Improved Jump Assist
Health Monitor
10k
Suit Grades
Insight Entertainment Suite
20k
Engineer Unlock: Wellington Beck (5) -> Uma Laszlo
Ionised Gas
35k
Weapon Grades
Push
25k
Only Engineer Unlock: Domino Green (5) -> Kit Fowler (only selling in Anarchy)
Suit Schematic
50k
Suit Grades
Surveillance Equipment
10k
Engineer Unlock: Kit Fowler (5) -> Yarden Bond, Suite Modules: Night Vision (10)
Weapon Schematic
35k
Weapon Grades

Worthless:
name
value
info
Agriculural Process Sample
50k
(from "Sample Containment Unit")
Biochemical Agent
125k
Building Schematic
25k
Californium
100k
Cast Fossil
35k
Chemical Process Sample
50k
Chemical Sample
35k
Compact Library
10k
Deep Mantle Sample
25k
Degraded Power Regulator
15k
Hush
75k
(only selling in Anarchy)
Inertia Canister
35k
Infinity
10k
Inorganic Contaminant
35k
Insight
15k
Insight Data Bank
25k
Lazarus
125k
(only selling in Anarchy)
Microbial Inhibitor
20k
Nutritional Concentrate
10k
Personal Computer
15k
Personal Documents
10k
Petrified Fossil
75k
Pyrolytic Catalyst
35k
Refinement Process Sample
50k
Ship Schematic
25k
Synthetic Genome
100k
Synthetic Pathogen
75k
True Form Fossil
100k
Universal Translator
10k
Vehicle Schematic
70k

As you can see, the "worthless" goods can be quite valuable.
Assets
There are three types of assets.
You don't get any info about this before picking them up.
But you can see in your backpack a small icon in front of the item.

Later you will be able to barter with the bartender within these three types of assets.
That is the reason you want to learn which one is of which type, so you can ignore the ones where you don't need anything and only take the ones where you'd like to trade for one.

These are the three asset types:

Chemicals
  • Graphene
  • Aerogel
  • Chemical Catalyst
  • Chemical Superbase
  • Epoxy Adhesive
  • Viscolelastic Polymer
  • RDX
  • Oxygenic Bacteria
  • Epinephrine
  • PH Neutraliser

Circuits
  • Circuit Board
  • Circuit Switch
  • Electrical Fuse
  • Electrical Wiring
  • Metal Coil
  • Micro Supercapacitor
  • Micro Transformer
  • Motor
  • Optical Fibre
  • Electromagnet
  • Microelectrode
  • Ion Battery

Tech
  • Carbon Fibre Plating
  • Encrypted Memory Chip
  • Memory Chip
  • Micro Hydraulics
  • Micro Thrusters
  • Optical Lens
  • Scrambler
  • Titanium Plating
  • Transmitter
  • Tungsten Carbide
  • Weapon Component

Data
Every "sell to bartender" to unlock Mr. X works only AFTER you know about Mr. X, meaning, he has to be in your list of engineers.


Needed:
name
value
info
Air Quality Reports
3k
Suit Modules
Atmospheric Data
7k
Weapon Modules
Audio Logs
17k
Weapon Modules
Biometric Data
24k
Weapon Modules
Blood Test Results
18k
Weapon Modules
Ballistics Data
12k
Weapon/Suit Modules
Biometric Data
24k
Weapon Modules
Blood Test Results
18k
Weapon Module: Headsthot: Plasma
Cat media
1k
Only Engineer Unlock; Sell a total of 25 Multimedia Entertainment, Classic Entertainment and Cat media to bartenders to unlock Wellington Beck
Chemical Experiment Data
12k
Weapon Modules
Chemical Forumulae
10k
Weapon Modules
Chemical Inventory
9k
Suit Modules
Chemical Patents
21k
Weapon Modules
Classic Entertainment
7k
Only Engineer Unlock; Sell a total of 25 Multimedia Entertainment, Classic Entertainment and Cat media to bartenders to unlock Wellington Beck
Clinical Trial Records
24k
Suit: Sprint
Cocktail Recipes
3k
Only Engineer Unlock; Sell a total of 10 Culinary Recipes or Cocktail Recipes to stations in Colonia
Combat Training Material
9k
Weapon/Suit Modules
Combatant Performance
8k
Weapon/Suit Modules
Culinary Recipes
1k
Only Engineer Unlock; Sell a total of 10 Culinary Recipes or Cocktail Recipes to stations in Colonia
Digital Designs
12k
Engineer Unlock, Weapon/Suit Modules; 10 units of Digital Designs to Eleanor Bresa to learn about Yi Shen
Duty Rota
8k
SELL
Employee Expenses
4k
SELL
Employee genetic data
20k
Only Engineer Unlock: Sell a total of 20 Biological sample, Employee genetic data and Genetic research to bartenders to unlock Oden Geiger (Only AFTER you know of him!!!)
Employment History
3k
SELL
Evacuation Protocols
9k
Suit Module: Speed
Exploration Journals
10k
SELL
Extraction Yield Data
6k
Weapon Module: Hip Fire, Kinetic
Faction Associates
15k
Only Engineer Unlock, 10 for Baltanos to learn about Yi Shen
Financial Projections
6k
Only Engineer Unlock, 15 units to Terra Velasquez to learn bout Oden Geiger (Only AFTER you know of him!!!)
Faction News
1k
SELL
Gene Sequencing Data
17k
Suite Module: Sprint
Genetic research
21k
Engineer Unlock and Suit Modules: Sell a total of 20 Biological sample, Employee genetic data and Genetic research to bartenders to unlock Oden Geiger (Only AFTER you know of him!!!)
Insight Entertainment Suite
20k
Only Engineer Unlock: 5 units to Wellington Beck to learn about Uma Laszlo
Maintenance Logs
2k
Suite Module: Improved Battery Cpacity
Manufacturing Instructions
9k
Engineer Unlock, Weapon and Suit grades; 10 units to Rosa Dayette to learn about Yi Shen
Multimedia Entertainment
3k
Only Engineer Unlock; Sell a total of 25 Multimedia Entertainment, Classic Entertainment and Cat media to bartenders to unlock Wellington Beck
NOC DATA
25k
Suite Modules: Night Vision
Opinion Polls
5k
Only Engineer Unlock, Sell 10 Opinion polls to bartenders to unlock Kit Fowler
Production Repots
11k
Weapon/Suit Modules
Reactor Output Review
8k
Suite Modules
Settlement Defence Plans
22k
Only Engineer Unlock, move to other list when you learned about Wellington Beck, 15 units of Settlement Defence Plans to Hero Ferrari to learn about Wellington Beck
Smear Campaign Plans
26k
Only Engineer Unlock; Sell 8 units to bartenders to unlock Yarden Bond

I don't see a reason to collect all the worthless data in a table when I am just using ed-odyssey-materials-helper [github.com] to tell me if the data is trash or not while looking at it in game. No need to open a browser or remember anything. The helper adds a HUD to your game if you open a datapad and shows color coded and with text if you look at trash, something wishlisted or something which might be useful some day.

Worthless:
name
value
info
Accident Logs
4k
Campaign Plans
12k
Census Data
8k
Tools
Then I install two tools:

I'd like to only use one tool, but I only know so far only these two tools and each of them does part of the needed job for now.

In "Materials Helper" you add everything you want to create in the wishlist and open your current short term goal on the left side.
In EdDiscovery you create a shopping list with all ground weapon and suit upgrades and modules AND you create a "Resources" popout with Tf, Fill rectangle (Top most) and with Elite in borderless mode.[github.com].

Your ingame will look like this on the right side:

You see on the right what you need for your current goal.
You set your current short term goal in EdDiscovery in the Wishlist by setting the "wanted" value to "1" and then on the top you select "Push items wanted to Resource panel". That is the one which you popped out to be able to see it during gameplay and mission selection.

If you have a 2nd monitor you can look at the two tools like this:

You see on the left side the needed and missing materials for the one current goal you have, for example for the mod "Extra Backpack Capacity".
You see in the middle all goods, assets and data you will need for all your long term goals.
This can be used when trading with the bartender. Now you know how many of each item you need and which ones you don't need at all. So you can trade and have less items AND you don't have to find the items if you trade for them.
On the right you see all possible recipes and the ones which are possible at least once are in green.

This is bad as I have to manually set the same short term goal in both tools. Which is about ... 10 seconds? After which you play for some days to get there.
This is good because you now have an idea what you are doing.

Final Result
You probably realized by now that you have a LOT of space for goods, assets and data, 1000 each in ... your ... ... ship? It is "somewhere".
Don't care! Just use it.
If you do a ground mission and have a full backpack, just fly your ship or use a taxi somewhere and your backpack will be emptied into that large inventory with space for 1000 items of each type.

This will be not enough after a while, so you can start trading with the bartender to get more of these you need and generally less. Or you can just sell some for money.

If you want to, you can during a ground mission walk to your ship and put looted stuff into your ship and have an empty backpack again.
The funny thing is, this even works with taxis. Get a shuttle to a local target, then put your stuff into the taxi and cancel the taxi. You will even get your 100 credits back :-)



Now, back to the three types:
  • Goods, you have to decide yourself with the manual list I showed above.
  • Assets, you just take all of them, I think. Later you trade with the barkeeper.
  • Data: Materials Helper will show IN the datapad, before you are downloading, if the data is in your wishlist, is otherwise useful, or if it is trash.


Info
  • SCP = Smear Campaign Plans
  • You know if it is a "good" or an "asset" because of the maximum inventory. They always differ, so in the beginning you just look, is it x/15 then it is a good, is it x/30 then it is an asset.
A more elegant and easier way?
If you know of an easier way to do this: PLEASE TELL ME! PLEEEEASE! ;-)
Just one tool to loot them all! That would be nice.
Problems while collecting stuff
I decided on two suits and four weapons and all the mods for these.
Then I added them to the tools I mentioned above and decided on the importance of certain mods.
For me, it was clear that this were the first ones I needed:
  1. 1x Silencer-indoor (Noise supressor)
  2. 2x Silencer-outdoor (Audio Masking)
  3. 1x Extra Backpack Capacity
  4. 2x Improved Battery Capacity 2x

But I knew what materials I needed for all 2x4 + 4x4 = 24 mods + the needed upgrades for the weapons and suits, so I kept everything I would need on my way to have 2 suits and 4 weapons upgraded to tier 5 and each with 4 mods.

This is not possible.

You need more materials than you can have in storage for that.
You need even more materials than these because you need to first learn about engineers and then enable them. These two actions need a lot of specialized materials too.

So... what to do?

Currently I think you have to prioritize extremely. And I mean EXTREMELY!

You need high level weapons / suits first, because you can't put mods into low level weapons / suits.

So, plan for one weapon or suit and one mod at a time. Not more. If more happens to be possible, good. But you should / must concentrate on one thing at once. Otherwise you will have inventory problems AND you will go crazy.

Ignore long term.
You want these 6x4 = 24 mods. Yes. You have the list.
But depending on your enabled engineers you can currently only do certain ones of them, possibly even ones you don't want to have as first mods.

Do them! Start with the ones which are in your list and which are possible NOW!

Engineers are a fun thing in the game but if you want something to happen now you would have to grind. Nobody wants to grind. So don't do it.
Do what is possible now, then go for the next goal.

Like, enable an engineer or get her the drugs she wants to point you to the next one.

Do NOT collect for everything at once! Only for a small manageable goal.
1 megjegyzés
iPossumX nov. 14., 20:51 
My guy... you are an absolute legend for this. Cause i was about to sit down and do it after being perpetually tossing stuff on the ground lol.