Yeah, the thing has been live for a week and here's already the overhaul threads. Well, actually, not many of these points are new, just compiled into a single place. Anyway, here is how I would wish engineers to be overhauled:
Below are suggestions from other posters. Please note I have omitted suggestions not related to the engineers and the looting/crafting process. Some good ones here (I particular like the idea of purchasing or renting a system-wide salvage permit), but that should be out of scope for this thread.
- Cut down on the number of materials/data. Just "Focus Crystal", not "Worn", "Refined" etc. variations - this alone should make the number much more manageable.
- Material/data storage space calculated per material. Not 600 total physical / 200 total data, but 600/200 per type. Possibly the limit could then even be reduced back to 300/100 again. Having to throw out one to make space for another is just frustrating every time.
- Each material/data has at least 2 distinctly different sources. If Carbon comes from shooting rocks on a planet, it also comes from mining asteroids. If Shiny Electric Gadget comes from destroying skimmers, it also comes from destroying spaceships.
- Wreckage sites on the ground and in space can yield any type of material or data. If none of the options to get a certain material appeals to you, you can always at least look for wrecks in USS and on the ground instead.
- Stats are still RNG because FD stand firm on this, but instead of overwriting your previous mod, any new roll enhances it, and the RNG determines by how much, with the smallest increment a full %; the worst result would always be a delta of +1% on stats that you want to go up (e.g. FSD range) and -1% on stats you want to go down (e.g. mass). You still could have lucky rolls that are instantly great, but with patience you will always move towards the theoretical optimum of the modificiation.
- Experimentals are completely decoupled and applied seperately, with no RNG and a fixed cost. (This cost may still include the planned "favour".) All engineers that do weapons can apply all relevant experimental types, but only on the types of weapons they modify with regular upgrades (e.g. Tod McQuinn won't craft you an experimental on a laser, even if the same effect exists for multi-cannons which he works with).
- No upgrades, regular or experimental, cost any commodities. We shouldn't ask a Viper to drop a module for a small cargo rack in order to be able to do 2 rolls before it has to go fetch new commodities. Also having a cargo rack in the slot prevents you from having a module there to be upgraded. Commodities to unlock an engineer in the first place are fine, as you don't need to fly the ship-to-be-upgraded to deliver these.
- Let us mark materials/data as "favourite". These will then show up at the top of the list in the inventory, and show up in blue instead of white everywhere in the game. This way, we can easily check on the materials/data most important to our plans, and immediately see which ones of the materials in the vicinity is among them.
- Different engineers, same blueprint - require different materials. The materials would be more related to what the engineer does - Tod McQuinn shouldn't ask for stuff you get by killing the police, foir example, while the Dweller totally would. This also requires that any upgrade must exist (at all grades, not just the lowest ones) in at least 2 different places.
Below are suggestions from other posters. Please note I have omitted suggestions not related to the engineers and the looting/crafting process. Some good ones here (I particular like the idea of purchasing or renting a system-wide salvage permit), but that should be out of scope for this thread.
- Bias materials from mission rewards to favour those needed in pinned blueprints. (I would add that if #8 is implemented, better bias it towards the favourites instead of pinned blueprints.)
- Some form of persistent storage for commodities and materials to free up space to collect more and keep items for later use.
- Some form of persistent storage for modules and weapons so that we can swap between different equipment without losing upgrades or using other ships as a makeshift storage (with risk of losing them if disconnected at the wrong moment). This is afaik already being worked on by FD.
- Allow pinning of multiple blueprints for each engineer. (I would add: why not also let us view all their blueprints remotely anyway?)
- Option to sort materials/data not just by name, but also by count.
- Plotting route to engineer base directly from engineers overview screen without the need to open the galaxy map first.
- When opening the details of a piece of material/data, also show the engineer blueprints it is used in where it now only shows the synthesis blueprints.
- Let Detailed Surface Scanner reveal the materials and their abundance that can be found on a planet.
- Let players trade materials with each other. One pilot's surplus is another one's dire need.
- Remove frameshift wake scanning as a method to get data used in crafting. (My suggestion: yield this data instead of shield data when doing normal scans on ships in supercruise.)
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