Engineers Engineer overhaul wishlist

Repped, supported, cheered, and pretty much any other encouraging motion I can muster. Please FD, read this! You get to keep your RNG, but we get proper goals to work towards, and we get multiple sources for the materials meaning that those of us who truly despise the rock-hunting mechanic in the SRV don't have to do it.

I suppose everyone despises certain activities. I love driving in the SRV and searching for rocks - but mining in space gets pretty boring really fast for me. I love space combat, but hate attacks on these surface installation where all is against the clock: the defenses just respawn, and the hacking has to be done in time or you have to DIAS. :(
 
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I think honestly even a limit of 100 would be fine if it was per material/data type.

Please please add to your list

Using surface scanner to reveal which materials are available on the planetary bodies. This is a must!
https://forums.frontier.co.uk/showthread.php?t=258294

And

Commodity/modules storage at planetary/space (or at the least engineers) stations. They could put a max cap of ~20 per commodity if they are worried about players hoarding them to exploit game mechanics and systems. This is also a must!
https://forums.frontier.co.uk/showthread.php?t=258495
https://forums.frontier.co.uk/showthread.php?t=257314

Please FD, Polls have shown the majority of players want these things! [yesnod]
 
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I suppose everyone despises certain activities. I love driving in the SRV and searching for rocks - but mining in space gets pretty boring really fast for me. I love space combat, but hate attacks on these surface installation where all is against the clock: the defenses just respawn, and the hacking has to be done in time or you have to DIAS. :(

Absolutely true :) One of the many things that frustrate me about the engineers is that you can no longer "play your own way" as advertised, you have to do a little bit of pretty much everything if you want to enjoy the mods. I don't enjoy SRV rock hunting, which is preventing me getting what I need for an FSD upgrade. Others might not enjoy combat, or mining, or running missions. Tough luck, now you have to do a bit of everything no matter what.

Having multiple sources would at the very list minimise the impact on this. If the component I need is available from two places I can choose the lesser of too evils, or I might be lucky enough that one of those comes from something I enjoy :)
 
and an overhaul of the consistency is a personal wish of mine:

SHIELD BOOSTER - HEAVY DUTY SHIELD BOOSTER (GRADE 1)
MICRO MATERIAL:2x Germanium [Surface Prospecting, Mining]
MICRO MATERIAL:1x Grid Resistors [Ship Wreck]


SHIELD BOOSTER - HEAVY DUTY SHIELD BOOSTER (GRADE 2)
MICRO MATERIAL:1x Distorted Shield Cycle Recordings [Ship Scanning]
MICRO MATERIAL:2x Hybrid Capacitors [Ship Wreck]
MICRO MATERIAL:2x Niobium [Surface Prospecting, Mining]
COMMODITY:1x CMM Composite [Markets]



-------

my point is, why is level 1 and level2 ingredients so different, none of the level1 ingredient happens to be required for a level 2 update, and this makes understanding or remembering for what particular materials are used even harder :D

a simple scaling of all level1 ingredients x2 x3 x4 x5 plus one or to additional ingredients would be just fine and more easy to get a grasp on
SHIELD BOOSTER - HEAVY DUTY SHIELD BOOSTER (GRADE 2)

I believe their reasoning was so that you didn't waste rare materials you needed for the grade 5 upgrade while grinding out the grade 1-2-3 stuff.
 
Absolutely true :) One of the many things that frustrate me about the engineers is that you can no longer "play your own way" as advertised, you have to do a little bit of pretty much everything if you want to enjoy the mods. I don't enjoy SRV rock hunting, which is preventing me getting what I need for an FSD upgrade. Others might not enjoy combat, or mining, or running missions. Tough luck, now you have to do a bit of everything no matter what.

Having multiple sources would at the very list minimise the impact on this. If the component I need is available from two places I can choose the lesser of too evils, or I might be lucky enough that one of those comes from something I enjoy :)

Another option would be of course if we could trade materials with one another. I'd go collect some more rocks and you bring me the stuff that the very traders drop which I won't touch, and then we exchange our surplus. :D
 
Yep, I spent all my time shipping rares before I got my Vulture and went combat-oriented. Here's the thing: I always thought that rare items were far too predictable in their availability. The notion of "planning" a rares route seems illogical to me.

Mind you, I can appreciate the fact that since I haven't had anything to do with rares for over a year, my opinion on them is probably neither necessary nor authoritative :D

Sure - Rare not Chaotic! Like the answer below, they are already Rare, because they are produced in small quantities at only one place - some of those are long run ins so are already not very attractive station stops.

The spawn rate is a bit of an issue as well - sometimes you might get allocated 1, and you have to wait 10 minutes for another 1.

The current situation will kill them for players, and they'll become a historical item.

I get the feeling FD don't want maps and databases, that they want people wandering around the Galaxy looking for things, rather than finding an answer on the internet, so they want a more chaotic galaxy. Just my feeling.

(Love the username btw! :) )

Rares aren't rare in the sense that you won't know whether you get one. They are rare in the sense that they are only produced in a single place, and everyone in the galaxy wants them. They are a rarity everywhere except the source system. And this made perfect sense. Lots of luxury (and even non-luxury) products are only made in specific countries or cities and from there shipped all over the world.

But we digress. The topic was how to improve the engineers. :)

My apologies, I thought it was a wish list for Engineers aka the update rather than Engineers the game mechanic! :rolleyes:
 
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+1. Yeah, finally a thread I can get behind with constructive feedback.

Love the OP suggestions, and other good ideas in this thread too. Wish it would get stickied so the devs can see it clearly.
 
Since they are talking overhaul of the Entire Engineers Mod, I'd like to add something to the wishlist:

1) Have a Difficulty rating that the player can choose.

Play at a lower difficulty rating and all rewards and penalties would be compressed. Amounts commodities cost below, (or above) the average would be closer to the average. Amounts commodities could be sold for above, (or below) the average would be closer to the average. So gains, (and losses) in trading transactions would not be as pronounced and making a living would become more difficult. Fines would be lower. Bounties would be lower, both collected and suffering. Missions would not yield the same level of return. Repairs, refueling, purchasing ships, purchasing standard upgrades would be the same, so at the lower levels of play, it would take longer to upgrade. NPCs would not be as tough as at the higher settings. Progress on the Combat track would stop based upon the level you were playing at. If you wanted that higher Combat Rating, you would have to play against higher level NPCs. Even if you only gained that combat rating against NPCs, it would mean more. If you tried at a higher level and failed, (losing a ship) that should be on you. You were not ready. Those that want a higher challenge will have it. Those that don't, won't have to suffer. What is problematic is dealing with PvP encounters. At that point, the player playing at the lower level should be Buffered somewhat. They cannot do as much damage, but will suffer less damage as well, and once they realize they are likely to lose, will have at least some opportunity to run away. If both damage given and damage taken are buffered down, there is nothing "unfair" about this, even though it may be unrealistic. I don't know exactly how the rating for Trade Rank is computed. If it is based upon profit made in trading, (which may be totally or in part already computed by) then progress on that track would be slowed, but not stopped. Since I think that it would encourage more explorer types in the game, (under this guise) I would not suggest modifying the rewards for exploration or the progression of a players Exploration Rank. In Combat, no-one even sees these ranks. You might see the Livery on their Ship if you are looking for it, but you really have to be good to think you have the luxury to do so. Those ranks mean more to the individual player than to anyone else, and they generally convey the idea of success simply through persistence and maybe some skill. The mechanism for adjusting combat might even be able to be used identically against Players in PvP and NPC encounters. The creativity in the programming is the only limitation, but one number, factored into all the correct equations, could yield a satisfactory result.

2) Allow for storing of ships with Cargo and other Materials/Data on board and the option to transfer what will fit onto the new ship.

This effectively does allow the player to store items, although those items may not be conveniently located. Limit the Materials and Data based upon the size of the ship. Be liberal, but not as liberal as the current settings are. If someone wants to transfer what they have into a "storage ship" they will have to put their current ship into storage and transfer the items and then switch ships again. Possible, but tedious. Put a fee schedule up for long term berthing of ships, which can vary from station to station somewhat, but also allow the player to "lease" out a ship (without Cargo Material and Data on board) for some modicum sum as well, although only certain Major Stations would do this, and if the ship were leased, it would have to be removed from lease and be available only after a certain amount of time had passed, accumulating long term berthing fees until it was picked up after that time had passed and the ship were returned. This does give people the chance to have storage, but it won't be cheap and would take some planning. I would suggest that if the berthing fees cannot be paid, the ship and its contents will be sold and the proceeds used to defray the berthing fees owed and the remainder given to the Player who did not plan their finances well enough. This could provide actual real-life lessons for some of our younger players and maybe some of our older ones as well. Harsh, but less so than having to learn them in the real world.

3) Diversity AND Simplicity.

Some Blueprints are very hard to get things for. For those most difficult items, a large amount of more common elements may be utilized at greater expense, since they must first be utilized to synthesize the more difficult to get elements. This will give those with a great deal of cash a distinct advantage, but Frontier has a way to leverage this: Allow payments for this to also be in another Currency that is only obtainable by paying in real world cash. It would give an advantage to those who have been playing this game for a long time, and to those who are financially supporting it so that others can continue to play. I see no problem with giving such people an advantage.

4) Karma: Both Good and Bad

Put into game play, (easily factored in if using suggestion 1) a factor that can be used to reward exceptionally good play, or institute a penalty for extremely bad play. It should diminish over time and not be unbalancing. Computations that would be required if using suggestion 1 would have to go one way or the other on each computation, depending upon whether it was Good Karma or Bad Karma. Play well, (not always just nice, and in the correct circumstances, not nice at all!) and your path will be easier. Bad play will make things harder.

Just my input.

;'{P~~~
 
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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.
This is something that really would be a great addition to the game. There would have to be some limit, maybe only the main aspects of the blueprint get enhanced each time, but yes, it'll make creating two of the same upgrades in an attempt to enhance your current modification a lot less frustrating.

One thing I would like to add: just remove wake scanning as a source, please FD. It's not fun in any way, I don't even know why you thought it would be. Just by testing it you would have realised that people would be sitting outside of stations as the only viable option to get the rare materials.
 
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Ok. A couple more:

5) Bank activity

You can pay legacy fines, fines and long term berthing fees due in other systems from bank, which is not available in all systems. You can collect bounties from other jurisdictions, less a considerable fee, unless you have bounty currently against you in that system. You can set up an account, only accessible if in a port with a bank, where you can deposit and withdraw funds and earn interest.

6) Stock Market

You can buy and/or sell bonds and stocks issued by factions needing cash. Dicey, but can have big rewards and might make you inclined to help them without tying you directly to them. Only available in capital ports, and those ports only serve factions affiliated with them. True Independents may have their own offerings to make, but even more dicey.

7) Salvage permits

Only issued in non-anarchy ports, are good for entire system. May not be honored by other factions in system if you dock at the wrong port. Allow you to take take salvage in that system for a limited period of time that was obtained by otherwise legal activities and does not cover otherwise prohibited goods.

8) Rescue fees

If you take an escape pod in, you can still sell on black market, but may get a reward for taking into next port. Becomes illegal goods if not turned in and rewards vary, but are generally lower than what you would get on black market. No Salvage permit needed.

Modify these ideas as needed.

;'{P~~~
 
Offship storage for items that take up cargo space. Some of the rewards are items (not mats) needed by engineers, but they take up cargo space and can't be switched between ships. This is a fairly significant limitation because it means you need to use the ship you plan to upgrade to gather the items. Not to mention it could be days or weeks that those items sit in your cargo, taking space - not yet ready to be used but don't want to sell them either.
 
Offship storage for items that take up cargo space. Some of the rewards are items (not mats) needed by engineers, but they take up cargo space and can't be switched between ships. This is a fairly significant limitation because it means you need to use the ship you plan to upgrade to gather the items. Not to mention it could be days or weeks that those items sit in your cargo, taking space - not yet ready to be used but don't want to sell them either.

This is a must.

Also hauling cargo all over the place makes you a target for more interdictions and you can't go into RES if you want to in that ship. Well you can but you won't be in one piece for long.
 
I either want more streamlining- make only regular or rare versions of components

OR

I want more proper storage, I had to sell all the cargo-level Engineers stuff because I literally couldn't do my cargo runs with it taking up space and/or magically attracting unwanted pirates...
 
Another feature idea: favourites. Basically, in the materials and data inventory, you can mark any item as "favourite". Materials/data marked as favourite are always shown at the top of the list and colored blue everywhere in the game (e.g. the targetting brackets, their name in the contacts list, etc.).

I think this is better than doing showing materials from pinned blueprints in a different color, not just because you can only pin 1 blueprint per engineer, but also because custom favourites allow you to mark materials you cannot use yet, but already know will be needed for a blueprint you want later once you get access to it.

Offship storage for items that take up cargo space. Some of the rewards are items (not mats) needed by engineers, but they take up cargo space and can't be switched between ships. This is a fairly significant limitation because it means you need to use the ship you plan to upgrade to gather the items. Not to mention it could be days or weeks that those items sit in your cargo, taking space - not yet ready to be used but don't want to sell them either.

My stance is still that the commodities should be removed without replacement from all blueprint requirements. Getting the rare materials is already enough work, and even with all these suggestions like personal storage and whatever, you still have the problem that you will need a cargo rack even if you are flying something like a Viper, and that you cannot replace the cargo rack with for example an SCB and upgrade that then with something that requires a commodity.
 
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Ok, although I like off ship storage idea, I personally find that to be an easy answer that may not be as easy to program as you might think. People are asking for easier ways to transfer stuff between ships, and allowing a ship to be put into long term storage (for a fee) seems like something that might be done with minimal programming changes, and could accommodate trading modules between ships directly as well. I have not checked yet to see if the data and materials automatically transfer if you buy a new ship and store the old one. Has anyone noticed how this is working right now? I would think that the materials should stay with the ship. But, I think it is programming limitations that are coming into play if that is not the case.

Having played out there with the vastly more powerful missiles and torpedoes, I would like to propose another thing to my wish list, which is actually a multi-role weapon inspired by the Phalanx CIWS Close In Weapons System:

https://www.youtube.com/watch?v=-L0ZAGOuaqg

Rail Guns and Lasers as Weapons are reality now. In just a couple of years, those "Sci-Fi" types of weapons are not going to be so "Sci-Fi" any more:

https://www.youtube.com/watch?v=r_yUNm8Tl9o

https://www.youtube.com/watch?v=3bEs7IvBToM

Game balance is key. I will not specify damage, heat, power draw, etc, as these are all things that should be considered in making a balanced system.

;'{P~~~
 
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