Oh, I missed this.
No sunshine I'm not clueless, wind your neck in. If all you have is insults, step way from the keyboard until you can reply in a civil manner. Also, stop assuming that anybody who doesn't agree with you hasn't bothered to understand all the changes, hell most of the stuff they have announced today is pretty much unchanged from Sandy's original outline of his thoughts on engineering changes and that was published ages ago.
The material storage increase and switch to a per-item cap is very useful, I don't see how anybody could fail to be behind that.
However as for the rest of it, guess what? I don't actually spend much of my game time dropping into random debris fields, or flying around in supercruise in the middle of nowhere looking for high grade USSs, or constantly having to break my target lock on my destination just to drop into some random degraded emissions USS, or driving around aimlessly on planets shooting rocks. None of those things are part of my everyday gameplay they are things that I do specifically to collect materials. Can you really not grasp that?
All of the things in the list that I posted are actually easy to obtain in that they're not rare and unusual, no dispute about that at all. However here is the list again with added notes, let's see if you can get your head round it this time:
- 10 x atypical disrupted wake echoes (I never have a wake scanner equipped unless I'm specifically scanning wakes for engineering data because it's a useless piece of kit for my general play)
- 10 x chemical processors (USSs, Dav's Hope, ship wreckage in res sites etc, allegedly mission rewards - I don't drop into random USSs unless I'm specifically looking for engineering materials, don't go to Dav's Hope unless I'm specifically looking for engineering materials, have been in a res site once in about the last three months because zzzzzzzzzz and despite the fact I currently have more CIF and EFCs than you can shake a stick at from mission rewards, I genuinely can't remember ever seeing chemical processors as a mission reward. Actually if the new mega-ship gameplay gives us a reason to visit them other than the one trip when they were first introduced to look at one and go 'nice megaship' that might possibly be a genuinely incidental source of materials)
- 5 x phosphorus - shooting rocks on a planet. Not high on my list of enthralling ways to spend my spare time unless I'm specifically looking for engineering materials.
- 5 x strange wake solutions - see atypical disrupted wake echoes
- 5 x chemical distillery - see chemical processors
- 5 x eccentric hyperspace trajectory - see atypical disrupted wake echoes
- 5 x manganese - see phosphorus
That's why I consider the time spent on collecting those materials (and many others) as part of the engineering process, because it is literally the only reason I ever do most of the activities concerned to begin with.
So just like the fact that you like the changes because it will cut your average rolls on a mod by about 980 but I'm less keen because it will increase my average rolls on a grade 5 mod by a factor of at least two, you don't consider the time spent collecting that stuff as part of engineering because you would be doing it all anyway, whereas I do consider it part of the time spent in engineering because I wouldn't.
So just like I said earlier, the issue isn't that people who disagree with you are thick, clueless or any other insulting term you want to apply. It's simply that the way you play the game isn't the only way, or come to that the 'right' way (or the 'wrong' way') and I would have thought that
any player's opinion of these changes will first and foremost be determined by how well they fit naturally into that player's choice of game activity.