I would say almost all metal, it depends on the project I clear but its nothing to have a project board full of metal project. when a plastic actually does show up I can clear it right away unless i have hit the limit for the day on project.
A day of all nearly all plastic, three days of nearly all metal, one day mix, one day mostly metal. Apart from that one day am always out of one resource while the other stays mostly full.
It becomes more of a problem when grinding for tracks after the cap lifts at the end of the act as the hold ups reduce the number you can get quite a bit.
I don't have the slightest idea. All I ever look at is the number of duct tape each project gets me. I turn in the highest value one of the 3 and keep doing that until I can't complete any of the 3. Then I send every body sorting again so I can do it again later in the day.
So it seems that there's an apparent pattern and/or deciding factor. The skew towards metal is certainly unexpected ( I was thinking of a 50/50 divide really). I wonder if this would change when the glass depot is built. I might make another poll then, but so far it seems that there's definitely something in the code that places players in the metal or plastic groups.
I'm lucky if I get one requiring plastic in a day. It sit there full all the time so those characters are not being used almost all the time. Where as metal is never full or over filled. As fast as metal is produced it is traded in. The share of projects should be more 60 (metal) 40 (plastic) split. In other words about 2 out of every 5 projects requiring plastic.
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Pretty much what I am seeing thus far in this Act
It becomes more of a problem when grinding for tracks after the cap lifts at the end of the act as the hold ups reduce the number you can get quite a bit.