Thank you for this - I found it very informative. +1
Thanks!!! Question, missions that you have finished, they do not count towards that 20 missions limit?
Also, if my ship is destroyed, finished missions will be lost or not?
Nice post.
One thing, if you assume NPCs have to be behind you to interdict, you are sometimes going to be in for a rude shock.
Found this idea elsewhere, posting it here.
Its possible to "store" the mission commodities with the mission givers. Do the job, just don't turn it in.
That ends the mission timer. They'll hold your stuff.
You can bookmark the unclaimed commodities system to pick up later.
So no need to lug them around, sell them for peanuts, or vent them to the void.
I haven't been able to find an answer to this question. If I mod any part, say a shield booster, then replace that part with something else for a run, then put it back in, is it re-modded?
Put it "back in" from where?
Outfitting. So once a part is modded, say a shield booster, and you swap it out for a heat-sink launcher, the modded part is gone? Or if you were to put a shield booster back in, would it be automatically modded?
Put it "back in" from where?
You have to swap it on to another ship. Covered in the OP at some level. Go to outfitting, sell part, swap to another ship, buy back part, swap back to your original ship. At that point you've effectively stored the module on another ship and can reverse the process at some later date.
A clever workaround, but let me ask you this. Have you tried it? Have you been able to sell something, switch ships, and buy the thing you sold back, or did it disappear? This all makes me think that we should also be able to store our ship modules instead of "trade" them in. That would personalize the "hangar" part of the game.
From outfitting. Say you have a modded shield booster, then swap it out for a heat-sink launcher. If you swap out the heat-sink for a shield booster, is that shield booster automatically modded?
A clever workaround, but let me ask you this. Have you tried it? Have you been able to sell something, switch ships, and buy the thing you sold back, or did it disappear? This all makes me think that we should also be able to store our ship modules instead of "trade" them in. That would personalize the "hangar" part of the game.
These points exactly. Engineers isn't that bad from a holistic view aside from the discussed-to-death RNG/Storage issues. Probably the biggest "problem" with Engineers is everyone who is complaining are EXPERIENCED players... we have near unlimited cash and resources at our disposal and have gotten very comfortable being "on top" of the game, that when new content like Engineers comes out, we shoot straight for the "best" it has to offer - LVL 5 upgrades and we want it all IMMEDIATELY.
If we HAD been playing with with Engineers from day-1, most likely, we'd all have enough materials for several LVL 5 upgrades by the time we could afford the reputation and ships to install them on. As mentioned, cheaper, more common materials are meant to not only get you earlier upgrades, but also to "level up" your rep with the engineer.