2.1 Speculation - 30 engineers, 41 module types: which will be chosen, and which will be ignored?

You forgot Docking Computers. Which should totally be something Engineers can tinker with. How about upgrading a Docking computer into an autopilot, which can keep your ship pointed at a destination while in SuperCruise and start slowing down at the appropriate time? Or a Planetary Approach Computer - pick a point on a planet surface and it makes the approach from orbit, goes through the glide process and drops you at those coordinates?


Sounds like you want the whole game to be on autopilot. Whats the point then?
Slowing down at the appropriate time can already be accomplished by setting your throttle to 75% when you have 7 seconds left to your destination.
 
I obviously have no idea how it will actually work, but thinking about it a little while now, I've realized that since there will be Engineers who like you for this or that reason there will also be Engineers who don't like you for this or that reason. For example a pirate Engineer, who hates anyone with a high Fed rank, or an Engineer who seriously opposes slavery and therefore won't service anyone with a higher Imperial rank. Since a certain percentage of engineers will probably be locked out for just about everyone, it would be pretty crappy if therefore I could never upgrade my beam lasers because the only person who does that hates me for whatever reason. Therefore I am leaning more towards the Idea that Engineers will have multiple specialties, and that they'll overlap in some way.

About weight reducing upgrades, let me just say this is something I very much hope they do add. I'm kind of expecting modifications like heat, power, weight reduction, maybe also adding armor to modules, thereby increasing strength but also weight. Anyway, this is all just speculation and if I've learned one thing about speculating about this game, almost everyone is wrong in some way, including myself.
 
If one of these engineers can make Orca have a (permanently) decent jump range, then I'm happy. But if not, then not quite so happy.
 
I hope each engineer will be focused on a certain "philosophy" rather than just one mod for one module. Like an enginner who would focus on defense, providing better shield regen and the shield regen beam, or one focused on speed who will work on better thrusters, improved boosting, etc.

I also hope modifications will be able to coexist and interact with one another to counter possible downsides, for example one that could add some jump range at the cost of top speed, next to another that could slightly increase top speed. But with a limit to the total number of mods you can have, so no one would be able to simply boost EVERYTHING, instead we would have to choose between subtle but balanced upgrades or extreme upgrades sacrificing certain aspects, for example : do I want maximum speed and attack at the cost of jump range and defense? Or do I want a little boost to my speed that doesn't reduce my other stats?

Finally, I hope the upgrades will be tweakable, with a slider for example, not just having to choose to install them or not. So people will have to dive into the stats and tinker to make their "perfect" ship that works the way they want. I could see myself spending a lot of time in an engineer's base trying to find the right balance.

Man 2.1 is gonna be tough on people who maintain sites like Coriolis.io or ED Shipyard :p
 
I didn't include modules like bulkheads or cargo racks because I didn't see them as being interesting enough to garner engineer attention with only 30 of them to work with, but....

Meta alloys / UAs / module damage?

....so yeah, I suppose an engineer who could bolster cargo racks to hold damaging cargo would be useful. Now I'm really hoping that each engineer can do more than one module modification, because there just don't seem to be enough to cover everything for everyone.

I obviously have no idea how it will actually work, but thinking about it a little while now, I've realized that since there will be Engineers who like you for this or that reason there will also be Engineers who don't like you for this or that reason. For example a pirate Engineer, who hates anyone with a high Fed rank, or an Engineer who seriously opposes slavery and therefore won't service anyone with a higher Imperial rank. Since a certain percentage of engineers will probably be locked out for just about everyone, it would be pretty crappy if therefore I could never upgrade my beam lasers because the only person who does that hates me for whatever reason. Therefore I am leaning more towards the Idea that Engineers will have multiple specialties, and that they'll overlap in some way.

Huh, that's a disturbing concept actually: having an engineer you want to use hate you because of factions and rep with someone else. This entire thing could become quite the shell game.
 
The two things I'm after more than anything else - being a Vulture pilot - are power plant and distributor mods, possibly with an extra utility slot or two. It'd be really nice not to be stuck with a pair of pea-shooters and a shield made of wet paper when everybody else has these insane modded weapons ;)
 
Well the devs have said that each engineer has a "specialty", and I've read many people saying that each engineer would only effect one module type? If an engineer can offer several different module mods then the possibilities really do open up nicely...

I am pretty sure you are correct, that engineers will have more than one blue print to offer.

https://forums.frontier.co.uk/showthread.php?t=226031&p=3460748&viewfull=1#post3460748


Engineers are individuals who provide the blueprints (which describe the materials and items needed for a specific modification) and can then apply them to the weapon or module. They are characters with their own back story, preferences and specialisations.

For example we have an engineer who is closely aligned with the Federal Navy and so your rank with the navy is his key consideration, so the higher your naval rank the better blueprints he will be able to offer.
 
Sounds like you want the whole game to be on autopilot. Whats the point then?
Slowing down at the appropriate time can already be accomplished by setting your throttle to 75% when you have 7 seconds left to your destination.


Yeah and all the benefits of the new weapons can already be accomplished by Fightin' Real Gud.

The Point of an upgraded docking computer which performs auto-pilot maneuvers is that it's something which would be desirable to the many space truckers out there who haul cargo in giant unwieldy ships. It's also great for anyone who just can't seem to get the hang of landing a big ship on a 2G planet or whatever. I realize you'd prefer if those players would quit the game altogether but hey - some people just like to have fun wrong.

And remember I'm not talking about having this as a standard item on the regular outfitting screen - these would be special Engineer upgrades that you'd have to seek out and run a series of missions for - why can't space truckers have any cool and useful upgrades to quest after? There are a lot of people who basically play this game as a sci-fi Euro Truck Simulator, and their ingame career is as valid as any other. They should have some new and interesting goals to work towards. The original Elite was a pioneer of the Space Trading genre, after all, and trading continues to be an important core component of the game. Besides, is it going to ruin your day to know in the back of your mind that one of the Type7s flitting past your monitor might be piloted by a CMDR who just got up to get a Coke?
 
Yeah and all the benefits of the new weapons can already be accomplished by Fightin' Real Gud.

The Point of an upgraded docking computer which performs auto-pilot maneuvers is that it's something which would be desirable to the many space truckers out there who haul cargo in giant unwieldy ships. It's also great for anyone who just can't seem to get the hang of landing a big ship on a 2G planet or whatever. I realize you'd prefer if those players would quit the game altogether but hey - some people just like to have fun wrong.

And remember I'm not talking about having this as a standard item on the regular outfitting screen - these would be special Engineer upgrades that you'd have to seek out and run a series of missions for - why can't space truckers have any cool and useful upgrades to quest after? There are a lot of people who basically play this game as a sci-fi Euro Truck Simulator, and their ingame career is as valid as any other. They should have some new and interesting goals to work towards. The original Elite was a pioneer of the Space Trading genre, after all, and trading continues to be an important core component of the game. Besides, is it going to ruin your day to know in the back of your mind that one of the Type7s flitting past your monitor might be piloted by a CMDR who just got up to get a Coke?

If we do see an advanced autopilot (and I think we will), I don't think it will be now. Say what you want about how boring space-trucking is, it's just bad design to put in modules that let people not play the game and still advance. Instead, I think we'll see an autopilot when ship interiors open up. It makes no sense to install an autopilot when the most interactive thing you could do right now next to piloting is to sit in your cockpit, open up your galaxy map and look at all the pretty stars. It makes a whole hell of a lot more sense to have an autopilot when you might be exploring the inside of your anaconda or corvette, hanging in the cantina with your friends and chatting about the latest shiznit, or contacting your player-led minor faction to plan the next move. These are all things you can't do that easily while also pulling off effective maneuvers and moving between stations, but an autopilot that can handle doing inter-system jumps or arriving at a station? That opens up a world of social possibilities for people who would be wasting in-game time by having to pilot their ship.
 
If we do see an advanced autopilot (and I think we will), I don't think it will be now. Say what you want about how boring space-trucking is, it's just bad design to put in modules that let people not play the game and still advance.

Yep, that's why I didn't include the docking module in the list, I just don't see any of the engineers bothering with improving it at this point in the game.
 

Goose4291

Banned
Personally I want some sort of thrusters one so using the thrusters uodate we're getting, turn the Adder back into its purpose in Frontier: A beat up nippy light merchant ship suited to smuggling.

If this happens I'll be resetting my save :D
 
If I can get an Engineer who can boost the jump range on my Core Dynamics ships and my Viper III by at least around 33%, I'll be very happy.

If I can get someone to tease more performance out of my engines or power distribution as well, I'll be thrilled.

Part of me hopes that engineering modifications will be a way to encourage/reward players to focus on a single ship, rather than having a whole fleet like I currently do. I also hope mods are lost on death, to make death more meaningful.
 
I hope the engineers will have a specific bookmark when we find them so we easily can pick them out again. And that they are not to far away from each other. So we dont have to travel to far to change modifications. I wonder if 2.1 engineers will introduce some sort of wormhole technology which makes you travel instantly from engineer to engineer :) Well, maybe not :p
 
Don't forget the biggest aspect of the game to some.

Bobbleheads
20% more left <-> right action
25% more up <-> down action
Integration with Voice Attack, the speculation is endless.
 
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