Calibrations - Expanding on my earlier Interiors content suggestion.

Calibrations​


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A few days ago, I suggested that Calibrations could be a way to do Interior content, as well as to moderate the Engineering grind. Well, I thought I'd expand on the core concept here, without the Interiors focus.

There are several core issues with engineering. One of those is that players don't really know what they want before they get it. If you go grind mats to get focused pulse lasers, but they turn out to be terrible, you'll be really discouraged from going for something else. Making a major grind a requirement just to try out some common engineering effects is a harsh approach.

Another issue is that some weapons simply aren't worth using without engineering effects. Torpedoes are the most notable case, where they're basically ONLY good with Reverb Cascade. But that means unlocking an engineer JUST for those, and that's annoying.





The basic premise is simple. Players can do a calibration minigame to improve the performance of(IE, temporarily engineer) some or multiple of their internal modules. The better they do at the minigame, the better the results of the calibrations. The main limiting factor will be time; it takes some time to do the minigame, maybe you'll need to do it multiple times to be successful, and you need to do it for each individual module. The effects of these calibrations will wear off after a preset time period. For weapons, it'd be after a certain number of shots, while other modules will either fade after a certain amount of time, or a certain number of uses.

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An example of what a calibration minigame might look like. There could be different minigames for different modules.

This inherently makes Calibrations more useful for smaller vessels with less internal modules. A sidewinder could fairly easily calibrate both their weapons, but a Challenger or T10 would be spending so much time calibrating it wouldn't be worth it. This would encourage using the Engineering system instead, for more permanent effects.

Calibrations would function somewhat similarly to engineering; you choose an effect, and on success, it takes you up to, say, G3 effectiveness. This provides a powerful bonus, but still maintains the usefulness of engineering. It would basically be a middle ground between the two.

Even engineered ships could find benefits from calibrations. For example, a player fighting near an installation could calibrate their weapons for Smart Rounds(an effect currently never used) to avoid accidentally damaging the installation. After the calibration fades, the normal effect would return.

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Wouldn't it be nice to NOT get a fine from hitting this?

Ultimately, Calibrations would serve as a teaser and middle ground between unengineered and engineered ships, as well as offering utility to combat ships wanting different options on the fly. It could allow players to try out different engineering effects without the harsh grind, but without removing the benefits of engineering entirely. It could make the game better both for newer players and older players alike.

So...what do you think? Yay or Nay?
 
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I'd go with Nay
Because it's starting to look like the daylies types of activities that certain types of games seem to promote.

However, will all the sorts of "pre-engineered" modules - i think they may have some intention to revamping engineering at some point (even tho it would be like the 3rd iteration - 4th if we consider EDO engineering a separate iteration)
 
I'd go with Nay
Because it's starting to look like the daylies types of activities that certain types of games seem to promote.

However, will all the sorts of "pre-engineered" modules - i think they may have some intention to revamping engineering at some point (even tho it would be like the 3rd iteration - 4th if we consider EDO engineering a separate iteration)
Unlike those games, you can get rid of it by doing the current engineering. Just, you'd get the opportunity to try out the different engineering effects, first! Less wasted mats, less mat collection!

Opposite of F2P games, really.
 
Interesting idea. It does look a bit though similar to ammo synth:
  • Less hardpoints - cheaper overall synth cost - more refills per mats storage
  • Time spent to get mats - time to calibrate
The minigame is sort of single-player experience. Even the most well developed one (FSS scan) gets too repetitive over time. Also FDev could not even come up with nicer alternative to exobiology minigame from alpha.

But whatever makes using of small ships more attractive will get my vote.
 
Interesting idea. It does look a bit though similar to ammo synth:
  • Less hardpoints - cheaper overall synth cost - more refills per mats storage
  • Time spent to get mats - time to calibrate
The minigame is sort of single-player experience. Even the most well developed one (FSS scan) gets too repetitive over time. Also FDev could not even come up with nicer alternative to exobiology minigame from alpha.

But whatever makes using of small ships more attractive will get my vote.
True. I think the big problem with the exobio minigame had more to do with how it was implemented. There are loads of simple games people will play forever. Think of something like Flappy Bird, or Bejeweled; the game itself is quite simple, but it disguises a significant amount of skill, and it goes on forever, allowing players to really get good at it and feel good doing so. Or even something as simple as the chrome no-internet dinosaur game.

The trick, I think, is allowing room for infinite improvement. The original exobio game encouraged you to be as lazy as possible, because you just needed to reach a certain threshold to win. Other games instead encourage you to try as hard as you can and get better and better each time, winning faster, getting higher scores, etc.

Like in Witcher 3, I would play Gwent literally all day long if I could.
 
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