Does anyone else think the concept of engineers is terrible?

Yeah, funniy, innit?
Take away the 'grind' and there is suddenly nothing in the game to do...

'End game ships', really? What are they? Anaconda? Cutter? Corvette? Fleet Carrier?

There is no character development, apart from RP, already, just do the numbers to get to elite in everything.

Yes, this is certainly a facetious response, in case you missed that last note of such.
The line of reasoning that unlocking engineers and then engineering ships is the bulk of the game has always struck me as exactly backwards. I could start out with full engineering and all guardian unlocks, and other than missing some of the unlock game loops I'd still be doing the same things I'm doing now.

Some of the unlock activities were useful in that they exposed me to parts of the game I hadn't engaged in, but towards the end of the unlock process it was mostly just grind/filler. Likewise the Guardian unlocks were excellent, but far too repetitive.

At least for my style of play, the unlocks have only every been an obstacle to getting to the parts of the game I enjoy. If I could buy my way out of engineering with Credits, I'd end of playing more parts of the game and with more people.
 
It's an old game and it's not like it's going to change
People that felt like you moved to other games (well, some are still haunting the forums 😂 )

I personally think Engineers are ok



ED has mmo elements, and engineering is part of career progress.
It not a battle royale game where you get to buy everything you need at the start of the round
The overall idea of engineering is okay, the grindfest is not. A compromise would be to allow buying mats once you get to rank 5 with an engineer. The grind once, okay, repeatedly, it gets old and is really not necessary.

I play this not just for the beauty, the game play, but the challenge as well. I don't want it to be easy. Did you ever play FE2? If not, then that game was hard, Oh and dead was dead, no insurance nonsense.
Never played FE2, I did play EverQuest to level 55, which, was nothing but a daily grind. The problem with engineering is that it isn't a challenge, it's mind-numbingly boring and repetitive to gather the amount of mats needed, material traders have helped, but not enough.
 
Probably not the same situation as even assuming your hull and hrp were engineered I’m still at least twice your hull strength.
We'll never know. I suspect that I was moving "too fast" (in a Type-9 of all things) to be one-shotted by alpha-strike at that range, given that I successfully landed at speed before they could get in a second shot. If even half his missiles missed their first volley, that would've kept me alive.
Not much to be done about the reverbs (an AX build can’t afford the PD/ECM, and a cutter isn’t moving at +250mps into a station if it wants to dock).
I know quite a few Commanders who would beg to differ on that second statement. I can't test that statement empirically myself, because I'd much rather have fun playing the game my way, than grind Imperial ranks, but pads 10 and 40 should be as good at catching a speeding iCutter as they are a "speeding" Type-9 or Anaconda. It is, after all, both faster and more nimble than either of those two ships, especially if its engineered.
The alpha that followed it up was… Incredible. I wonder if it might have been a penetrating torpedo that did I me in. In any event, the point was dealing with gankers is quite a bit more involved than “anyone can do it in an unengineered type-6, here go watch a video and get good.”

I'd say that it isn't necessary to "get good." I would say, however, it's necessary to at least "get adequate" at the basic skills of the game, which is something the "one weird trick" guides not only fail to teach, but in my experience actually teach you how to be bad at. Basic competency plus G3 engineering should be more than adequate to survive your typical gank... assuming you don't follow such bad advice as "Always submit to an interdiction. Then fly in a straight line away from your attacker, until you can jump out."

Remember, between reward inflation and cost nerfs, it doesn't matter how much damage you take while docking, as long as you take less damage than the ganker that's trying to kill you can inflict. After all: "If you're not willing to damage your ship, you're not really in a hurry."
 
I know quite a few Commanders who would beg to differ on that second statement. I can't test that statement empirically myself, because I'd much rather have fun playing the game my way, than grind Imperial ranks, but pads 10 and 40 should be as good at catching a speeding iCutter as they are a "speeding" Type-9 or Anaconda. It is, after all, both faster and more nimble than either of those two ships, especially if its engineered.

So how do you go about getting assigned one of the large pads at the back'o the bus? Even an engineered Cutter brakes - not well. I've had some luck using the landing pad to "litho-brake," and with that technique and a pretty good knowledge of the inner layout of a station you can get a quick dock, but we're still talking about plenty of time to drop a few torps and missiles on your six. TBC, I'm not complaining here, but I do think the bar for avoiding a competent ganker is a wee bit higher than "getting adequate." That and I am seriously curious about how he pulled it off.
 
So how do you go about getting assigned one of the large pads at the back'o the bus? Even an engineered Cutter brakes - not well. I've had some luck using the landing pad to "litho-brake," and with that technique and a pretty good knowledge of the inner layout of a station you can get a quick dock, but we're still talking about plenty of time to drop a few torps and missiles on your six. TBC, I'm not complaining here, but I do think the bar for avoiding a competent ganker is a wee bit higher than "getting adequate." That and I am seriously curious about how he pulled it off.
You can always dismiss a bad landing pad, and request a new one. Pads 10 and 40 are just off the ends of the mail slot, so if you go through at speed at a slight angle, you have plenty of room to maneuver for a fast landing. An iCutter may not brake faster, but if you can aim your ship at the control tower at the back of the pad, you’ll just bounce backwards into position… if you do it right. Even if you do it wrong, you’re still in position far faster than if you’re traveling through the docking cylinder at under 100 m/s.

As for how he pulled it off… there’s several docking cylinder meta-builds out there I’m aware of, most of which are either dumb-fire or pack-hound missile based. Both are built with the assumption that their target will traveling slow.
 
You can always dismiss a bad landing pad, and request a new one. Pads 10 and 40 are just off the ends of the mail slot, so if you go through at speed at a slight angle, you have plenty of room to maneuver for a fast landing. An iCutter may not brake faster, but if you can aim your ship at the control tower at the back of the pad, you’ll just bounce backwards into position… if you do it right. Even if you do it wrong, you’re still in position far faster than if you’re traveling through the docking cylinder at under 100 m/s.

As for how he pulled it off… there’s several docking cylinder meta-builds out there I’m aware of, most of which are either dumb-fire or pack-hound missile based. Both are built with the assumption that their target will traveling slow.
Thanks for the tips. Saved me post to general.
 
Summary of original post "
In Elite Dangerous, there's a small group of "magic space gurus" who alone possess the secrets to maximize your modules and weapons. Surprisingly, even the massive Federal and Imperial Navies, as well as lowly pirates, seem to have access to these advanced modifications. This creates an immersion-breaking scenario where these few engineers are somehow catering to millions of pilots daily.

The heavy reliance on engineering for basic survival in open play is frustrating. Players must invest significant time gathering common materials like iron to improve their ship's stats gradually. This monotonous grind is off-putting, especially for those with limited playtime, making the game feel more like a chore than entertainment.

The inability to purchase simple materials like iron with credits is particularly aggravating. The game's mechanics force players to farm materials themselves or trade them, which feels nonsensical given the existence of vast industries and markets within the game's universe. The process of material trading is illogical and frustrating, serving only to slow down progress unnecessarily.

The critique argues that the current engineering system in Elite Dangerous is flawed both in-universe and out, making it a significant reason why players might abandon the game. The call is for a more straightforward, less tedious system that respects players' time and effort.
"
YES, IT'S STILL TOO COMPLICATED TO FIGURE OUT! As of August 7th, 2024 if there's no clear understanding of the engineering system, it's one of the many reasons I stopped playing for 2 years. If things don't improve, I'll just shelve the game again.
 
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Unlock engineers one-by-one as you want them for upgrading modules. If you have a ship, start with Felicity Farseer. You got a message to visit her a while ago. Look in the right-hand menu... click on Engineers.

Engineering 01.png


This shows you the engineers you know about, a little bit about them, where they are located, and a 3-part checklist for unlocking them.

Engineering 02.png


For additional information there is a ton on the internet. Just google Elite Dangerous Engineering. Click on Videos. You will see lots of beginner's guides.
 
YES, IT'S STILL TOO COMPLICATED TO FIGURE OUT! As of August 7th, 2024 if there's no clear understanding of the engineering system, it's one of the many reasons I stopped playing for 2 years. If things don't improve, I'll just shelve the game again.
Source: https://www.reddit.com/r/EliteDangerous/comments/merpky/foxs_comprehensive_guide_to_engineer_unlocking/

This is the guide I used. Makes unlocking all the engineers a breeze.
 
YES, IT'S STILL TOO COMPLICATED TO FIGURE OUT! As of August 7th, 2024 if there's no clear understanding of the engineering system, it's one of the many reasons I stopped playing for 2 years. If things don't improve, I'll just shelve the game again.
The website Inara.cz has a very helpful section for this. Create an account and link your game and it keeps track of your materials as well as telling you useful things like how much you need for upgrades as well as unlock requirements for each engineer.

Other sites might do this, but this one works pretty well.
 
Great necro.
I think the concept of engineers is fine. I didn't need any guide when I first met them. They introduced themselves in a logical order and showed their locations on the star map, and they were clear about their requirements and what they could offer.
The effects of engineering could be better described in game. That's the one area where I did need a third party site to work out (Coriolis and EDSY).
 
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