An even simpler streamline for Engineers! Cutting a whole level of faff out, with very minor changes.
You collect materials (as currently) - Ideally a reduced list of them...
Engineers are interested in certain materials for their crafting, so you can give any materials you have to them (that they're interested in). This will increase your reputation with them. Common materials increase your reputation a bit. Rare materials more so.
As your reputation increases, higher level crafting is offered to you.
When ever you craft, you lose some reputation, in effect as payment.
That's it!
You can collect any material(s) an Engineer is interested in to level up and pay for crafting. Done!
If you want to skew the Wheel Of Fortune roll in your favour, then you have the option to additionally supply some specific materials to do that (akin to now). Likewise, if you want to dictate a specific side effect.
Done!
Result
A very small set of changes, for a very much simpler combined level up and payment system giving a simpler mechanic.
The desire is not to make it quicker to level up & craft, but simply to make it less of a full time consideration. Indeed, personally if it took even longer to increase my reputation via this method, I wouldn't mind, as I could do it more casually. In effect simply visiting the engineers periodically too drop off materials to level up as a side quest.
Example of actual changes
The mechanic to an even smaller/simpler degree
Just implement the suggestion to allow CMDRs to "donate" any material an Engineer is interested in to level up. Keep everything else as is.
You collect materials (as currently) - Ideally a reduced list of them...
Engineers are interested in certain materials for their crafting, so you can give any materials you have to them (that they're interested in). This will increase your reputation with them. Common materials increase your reputation a bit. Rare materials more so.
As your reputation increases, higher level crafting is offered to you.
When ever you craft, you lose some reputation, in effect as payment.
That's it!
You can collect any material(s) an Engineer is interested in to level up and pay for crafting. Done!
If you want to skew the Wheel Of Fortune roll in your favour, then you have the option to additionally supply some specific materials to do that (akin to now). Likewise, if you want to dictate a specific side effect.
Done!
Result
A very small set of changes, for a very much simpler combined level up and payment system giving a simpler mechanic.
The desire is not to make it quicker to level up & craft, but simply to make it less of a full time consideration. Indeed, personally if it took even longer to increase my reputation via this method, I wouldn't mind, as I could do it more casually. In effect simply visiting the engineers periodically too drop off materials to level up as a side quest.
Example of actual changes
Change 1 - Handing in Materials
When you go to an Engineer you can go to a new screen to "donate" any materials you have which they are interested in (each Engineer is different).
It would show you a list of any/all materials you have they are interested in. Give an indication next to each how much reputation giving it to the Engineer would add (common less/rares more). And allow you to click any/all of these materials with the net effect showing your reputation with them going up.
Change 2 - Paying for Crafting
Crafting would simply reduce your reputation, depending upon the crafting level. So on the crafting screen, a simple graphic would show your reputations, and how much the selected crafting would reduce it.
Note1: The additional suggestions of allowing a CMDR to supply specific materials to skew the dice rolls for the module outcome, or dictate a side effect were already proposed by FD.
Note2: I would suggest removing "cargo" materials.
When you go to an Engineer you can go to a new screen to "donate" any materials you have which they are interested in (each Engineer is different).
It would show you a list of any/all materials you have they are interested in. Give an indication next to each how much reputation giving it to the Engineer would add (common less/rares more). And allow you to click any/all of these materials with the net effect showing your reputation with them going up.
Change 2 - Paying for Crafting
Crafting would simply reduce your reputation, depending upon the crafting level. So on the crafting screen, a simple graphic would show your reputations, and how much the selected crafting would reduce it.
Note1: The additional suggestions of allowing a CMDR to supply specific materials to skew the dice rolls for the module outcome, or dictate a side effect were already proposed by FD.
Note2: I would suggest removing "cargo" materials.
The mechanic to an even smaller/simpler degree
Just implement the suggestion to allow CMDRs to "donate" any material an Engineer is interested in to level up. Keep everything else as is.
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