My suggestion, in other thread, was an attempt to reduce the
additional grind the new Engineering method makes more casual players undertake for the same level of modification.
Basically, to give some back ground, I consider myself a "casual" user of Engineering. By that I mean I'll generally Engineer what I can, to the best Grade I can based on Engineers unlocked, the level they can mod things to an my materials. Usually, I'll get to an Engineer and grind a few basic upgrades, or other methods, to level them a bit. Some of these upgrades I'll even keep. Then, I'll start upgrading other modules
usually just once as long as I get a roll that's "reasonable" - i.e. a decent improvement with no major upgrade-killing penalties - then I'll keep that upgrade and not touch that item again.
I have lots of items Engineered just
once giving a satisfactory improvement without grinding re-rolls...and grinding more materials to generate those re-rolls. I have fun playing the game this way. Under the new Engineering, I'm going to be using MASSIVELY more materials as where I once did just
one roll per item I want to Engineer, at usually the highest level the Engineer offered, I'm now going to have to do
multiple grade 1 rolls,
multiple grade 2 rolls etc. to get to the exact same point. I'm no longer casually Engineering. Not even close. Despite my modest expectations from Engineering, I'm going to need more than 10x the materials (at least) and spend more time in the Engineering screen. This is bloody ridiculous, and
only seems to cater for those who'd obsessively grind materials and re-roll to get their ideal rolls. This is
fine of course, it's just the changes appear 100% biased towards these players.
My proposal, yes, I got there eventually, was to allow us to level individual mods. For example, we can unlock an Engineer to level 5 and they'll stay there. How about we do the same for mods? I.e. I take one of my Beam Lasers and I grind to G5 Efficient Weapon for Beams
once. From now on, I can apply a G5 Efficient Weapon mod to Beam Lasers directly. However, if I wanted to add say Long Range, I'm starting at G1 again. Before all upgrades were linked to the
Engineers level, now we have levels by mod.
This is GOOD, as it removes massive amounts of grind - especially for more casual Engineering players who don't have a crap-tonne of materials, nor the desire to spent their potentially limited play time farming them. It also allows people to
specialise in certain weapon types and mods as part of their personal narrative
I've shared this idea a number of times, perhaps I should add it to an official feedback thread. I did respond to the initial feedback thread for engineering changes, but not in quite as much detail as things weren't quite as clear then.
Scoob.