I never though I'd say this, but I'm starting to like Engineers

This game would be so much better if you could pay for engineer mods and you didn't have to travel to each engineer.

The fun would come in experimenting with the right mix of mods for your ship and play style.

Finally, it would be great if there were missions that could only be completed with a very clever mix of engineer mods.

One of the main points of a game where you fly a spaceship is that you get to fly a spaceship. Given this, I don't understand the complaint of the game making you fly your spaceship to do things...

More and varied missions would be welcome, though. :)
 
I like them too. I enjoy upgrading my ships.

I do wish CQC was easy to match and play in though, for "on demand pvp" that is around when you want it, and doesn't require flying to a CG and hunting down other ships etc etc.
 
I just hate the grind for mats. I can live with the RNG aspect, just about, but some of the mats require me to really go out of my way, and I find that a bit annoying.

Heh, exact opposite here.

Not keen on the hunt for mat's which are random drops (you know, the "spend 2 hours looking for specific USSs and hoping they yield the desired item" ones - which they NEVER do for me :() but, in general, I'm okay with schlepping around, scavenging for mat's.

The RNG, itself, REALLY bugs the [censored] out of me though.
I hate that the same guy can make the same mod' to the same ship, for the same person, using the same materials, 10 times and yet still make a complete dog's-dinner of it the 11th time, thus throwing away enough mat's for half a dozen upgrades to achieve something he's previously done 10 times before.

Surely, at the very least, the RNG could gradually increase the odds of "rolling a 6" the more you've used an engineer to carry out the same mod's?

Ultimately, though, it's the double-whammy of random which annoys me.
You've already jumped through all the random hoops required to OBTAIN the mat's in the first place.
Getting slapped with a 2nd helping of random by the possibility that a lot of those mat's will be squandered without any reasonable return is just extracting the urine.
 
Heh, exact opposite here.

Not keen on the hunt for mat's which are random drops (you know, the "spend 2 hours looking for specific USSs and hoping they yield the desired item" ones - which they NEVER do for me :() but, in general, I'm okay with schlepping around, scavenging for mat's.

The RNG, itself, REALLY bugs the [censored] out of me though.
I hate that the same guy can make the same mod' to the same ship, for the same person, using the same materials, 10 times and yet still make a complete dog's-dinner of it the 11th time, thus throwing away enough mat's for half a dozen upgrades to achieve something he's previously done 10 times before.

Surely, at the very least, the RNG could gradually increase the odds of "rolling a 6" the more you've used an engineer to carry out the same mod's?

Ultimately, though, it's the double-whammy of random which annoys me.
You've already jumped through all the random hoops required to OBTAIN the mat's in the first place.
Getting slapped with a 2nd helping of random by the possibility that a lot of those mat's will be squandered without any reasonable return is just extracting the urine.

True enough, but I do hate schlepping around, particularly as finding certain mats is also RNG in itself. In fact, when you think about it, the whole process is pretty much pot luck. :(
 
I just whish it didn't take so long to get the mats I don't have time to spend hours doing something I don't really want to do especially since I have school coming up in 2 weeks I don't mind the unlocking the person part at least it's something different each time
 
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I just whish it didn't take so long to get the mats I don't have time to spend hours doing something I don't really want to do especially since I have school coming up in 2 weeks I don't mind the unlocking the person part at least it's something different each time

Said it before but, honestly, I just don't think FDev predicted just how much importance people would put on engineers OR properly considered the long-term consequences of engineering.

I reckon they envisaged a game where most people would be satisfied with G1 and G2 mod's, a few people would have G3 and G4 mod's and G5 mod's would be rare enough to make a person "famous".

And then there's the long-term consequences of engineering.
Once you've got a whole bunch of people who are willing and able to find the stuff to make G5 mod's you create a situation where anybody who isn't willing to play that game is at a disadvantage and is more likely to get cheesed-off with the game as a result.

Now that we're pretty much all resigned to spending hours hunting around for the mat's required for that G5 upgrade which we feel like we "need" cos everybody else has got it too, maybe it's time to re-evaluate the situation and, perhaps, introduce some kind of "materials market" which makes the whole process a bit easier?
 
I like Engineers and their concept, but the grind to unlock and then the sheer amount of materials needed for multiple grade 5 rolls is absurd, not to mention the mission boards often break and stop offering the rarer rewards sometimes needed so even they aren't good sources.

I'm almost done the grind though, just gotta finish the final unlock requirement for Bill Turner and the Sarge, get a few others up to Grade 5, and do everything to unlock the Frag Cannon guy... also need to hit Elite on something (probably exploration) to get access to Lori.
 
maybe it's time to re-evaluate the situation and, perhaps, introduce some kind of "materials market" which makes the whole process a bit easier?

Yes! So much yes but there has to have a something to balance it so you can't buy everything you need, maybe a pretty big price 100k a peice for grade 1 and increases by 50k per mat for each grade it's not super expensive to but it stacks up for more materials it still encourages you to hunt for them but you can buy a few to help you out for your grind and the markets should be like the commodities market you can't buy all materials at one place
 
Yes! So much yes but there has to have a something to balance it so you can't buy everything you need, maybe a pretty big price 100k a peice for grade 1 and increases by 50k per mat for each grade it's not super expensive to but it stacks up for more materials it still encourages you to hunt for them but you can buy a few to help you out for your grind and the markets should be like the commodities market you can't buy all materials at one place

Personally, I wouldn't make credits a big part of the system.
Ultimately, what you're aiming to do is replace drudgery with interesting gameplay.
To that end, I'd suggest a station with a commodities market where you can buy & sell mat's - where the prices reflect the value of the items AND where there were mission-givers who would offer different mat's in return for completing different missions.
Obviously, the rarer the mat's you were after then the more difficult, or time-consuming, a mission might be.
Want half a dozen Shield Emitters? Go and take this 60t of Biowaste to a destination 60ly away.
If you're afte MEFs or Antimony, maybe you need to transport 100 refugees to somewhere 500Ly away or get Cr1m in combat bonds in some system at war.
 
I like Engineers and their concept, but the grind to unlock and then the sheer amount of materials needed for multiple grade 5 rolls is absurd, not to mention the mission boards often break and stop offering the rarer rewards sometimes needed so even they aren't good sources.

I'm almost done the grind though

Are you into PvP, Phazon? Because if you are, I have some very bad news for you my friend.
 
How about a second type of mod? Not quite as good top-end rolls, but it allows you to re-roll individual stats? Maybe even have the stat only get better each time, just random of how much better.

So, you can use a type2 roll, and eventually get 80% or 90% of a god-roll, but not have to roll (potentially thousands of times) over and over to get it. Just a... dozen or so, maybe?
 
How about a second type of mod? Not quite as good top-end rolls, but it allows you to re-roll individual stats? Maybe even have the stat only get better each time, just random of how much better.

So, you can use a type2 roll, and eventually get 80% or 90% of a god-roll, but not have to roll (potentially thousands of times) over and over to get it. Just a... dozen or so, maybe?

How about we could just move those bloody sliders up and down with our mouse-pointers? :p
 
Said it before but, honestly, I just don't think FDev predicted just how much importance people would put on engineers OR properly considered the long-term consequences of engineering.

I reckon they envisaged a game where most people would be satisfied with G1 and G2 mod's, a few people would have G3 and G4 mod's and G5 mod's would be rare enough to make a person "famous".

And then there's the long-term consequences of engineering.
Once you've got a whole bunch of people who are willing and able to find the stuff to make G5 mod's you create a situation where anybody who isn't willing to play that game is at a disadvantage and is more likely to get cheesed-off with the game as a result.

Now that we're pretty much all resigned to spending hours hunting around for the mat's required for that G5 upgrade which we feel like we "need" cos everybody else has got it too, maybe it's time to re-evaluate the situation and, perhaps, introduce some kind of "materials market" which makes the whole process a bit easier?

At this juncture, I think something Frontier needs to consider for 3.x is to have the Engineers sell the materials required for G1-G3, and remove the negatives from those mods. This provides decent Engineering for those that don't like the system (and new players to get a leg-up), while keeping the unlock and level access processes intact. Unlock the Engineer, and assuming you have the credits, you can roll up to G3 to your heart's content. If you want G4/G5+, then you need to continue as we have been. I think this would be a good compromise, and a solid evolution to the process as a whole.

Also, god-roll G3's would be in the G4 ranges, in most cases, so even those who don't want to participate fully can perhaps get their own unicorn rolls, so to speak.

Riôt
 
Personally, I wouldn't make credits a big part of the system.
Ultimately, what you're aiming to do is replace drudgery with interesting gameplay.
To that end, I'd suggest a station with a commodities market where you can buy & sell mat's - where the prices reflect the value of the items AND where there were mission-givers who would offer different mat's in return for completing different missions.
Obviously, the rarer the mat's you were after then the more difficult, or time-consuming, a mission might be.
Want half a dozen Shield Emitters? Go and take this 60t of Biowaste to a destination 60ly away.
If you're afte MEFs or Antimony, maybe you need to transport 100 refugees to somewhere 500Ly away or get Cr1m in combat bonds in some system at war.
That would be cool as well
 
Are you into PvP, Phazon? Because if you are, I have some very bad news for you my friend.

i like the idea of Elite PvP but with all the other games I play [Depth (sharks vs divers), Overload (new age Descent in Early Access from creators of Descent), Overwatch, WoW, CS:Go, as well as sometimes working on Metroid Prime series low % runs and Alien Isolation speedrunning] I just don't have time to get good at Elite PvP even though I'd like to, that said I pretty much have all the Engineers, especially the annoying to unlock ones, unlocked and at Grade 5. Just need to mine Bill Turner his dang 50 Bromelite and then I'm probably done unless I want Zachariah.
 
Just doing the "rares" CG. The engineered AspX I pulled out for that jumps 45 ly empty, 41 fully ladden and boosts to 500 m/s, while still packing a punch with engineered multi cannons and pulse lasers. How is that not fun?
I am not saying the effects aren't fun, I think the ways to achieve them aren't good designed.
 
I like the concept of engineers.
I like what can be achieved in ship customization with engineers.
The mechanics of doing it annoy the hell out of me.

Since engineers dropped I've given up PvP altogether. I almost never play in open any more, when it used to be where I spent most of my game time whether I was looking for trouble or not. Engineers changed my game completely because aspects of the game that I enjoyed became less so. I still enjoy the game, but its a very different one for me than it was before the material grind and engineering casino came along.
 
Engineers is what got me playing again. Suddenly a whole load of short and long terms goals arrived. And it pushed me into areas of the game I'd never bothered with before. And I like a bit of randomness to things.

Obviously other opinions are available.
 
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