Colonia Engineers

Yes, because nobody starts in Colonia. You should have engineered before leaving the bubble.

Choices have consequences. This is yours.

Why do you think FDev designed it this way? Why do some engineers not require pre-requisites to visit them? Why does this one have such unreasonably high requirements?

Presumably you also think it would be reasonable for players in the bubble to do a 40,000LY round trip to access an engineer in the bubble?
 
Why do you think FDev designed it this way? Why do some engineers not require pre-requisites to visit them? Why does this one have such unreasonably high requirements?

Presumably you also think it would be reasonable for players in the bubble to do a 40,000LY round trip to access an engineer in the bubble?

It's to force people out of their comfort zones and try new stuff like mining or trade. Colonia engineers will make players out there and in the bubble travel between the two experiencing new things.

There's already a bubble engineer who needs a 10,000 ly qualifier that most people have already unlocked so it's not a big deal.
 

Deleted member 110222

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Why do you think FDev designed it this way? Why do some engineers not require pre-requisites to visit hem? Why does this one have such unreasonably high requirements?

Presumably you also think it would be reasonable for players in the bubble to do a 40,000LY round trip to access an engineer in the bubble?

The starter engineers DO have prerequisites. That's my point.

You can't just start new game and go straight to their base and get upgrades.

Here's how it actually works with the starters:

1. Start new CMDR.
2. Look at engineers tab.
3. Note that you know this engineer exists in-game, but the only information you have about them is what you need to do for them to contact you.

You know what point #3 is called? Do you? Oh... That's right, it's a prerequisite.

One of the points of the engineers is to get players to try out things that they otherwise wouldn't. That is why a couple ask you to mine, some to fight, some to trade, some to explore.

This is the game, and it is not changing just for you.

So again, if you chose to ignore the starter engineers when they were right next door and not 22kly away, that is your fault. You cannot hold FD responsible, especially as FD actually did as much as possible to help you not miss the engineers.
 
Why do you think FDev designed it this way? Why do some engineers not require pre-requisites to visit them? Why does this one have such unreasonably high requirements?

Presumably you also think it would be reasonable for players in the bubble to do a 40,000LY round trip to access an engineer in the bubble?

Oh, it's easy for them to criticize when their gameplay isn't affected directly.
 
Gameplay changes affect all players, except the serial whingers who already rage quit.

As I said before, this requirement doesn't affect me directly, since I have full access to all engineers. I just find it extremely counter-productive having to travel 44000 ly to unlock 4-5 people that you'll probably not need again. Even Palin's 5000 ly pale in comparison, and the forums have plenty of threads wondering if he's worth it.
And unless I've missed it, I've not yet read any comment by a player in Colonia who hasn't engineered yet and is happy with this change: ok, there may not exist such players, but if they do, I'd really like to know their point of view...
 
Well, no engineers in Colonia then, retain status quo.?
Being in Colonia before the announcement didn't affect your gameplay?
Your choices affected your gameplay.:D

No, no, I just find it harsh to travel all the way to the bubble and back so that you can go on with your life. Perhaps another unlock requirement would be better, relevant to exploration, or something local to Colonia. I think someone else proposed such change.

Colonia will be better with engineers.
 

Deleted member 110222

D
As I said before, this requirement doesn't affect me directly, since I have full access to all engineers. I just find it extremely counter-productive having to travel 44000 ly to unlock 4-5 people that you'll probably not need again. Even Palin's 5000 ly pale in comparison, and the forums have plenty of threads wondering if he's worth it.
And unless I've missed it, I've not yet read any comment by a player in Colonia who hasn't engineered yet and is happy with this change: ok, there may not exist such players, but if they do, I'd really like to know their point of view...

"Probably not need again".

Never mind these engineers offer the best FSDs, multicannons, rail-guns & power distributers, along with a myriad of minor upgrades that are essential for an Open-mode PvE ship built to be able to survive at higher ranks.
 
As I said before, this requirement doesn't affect me directly, since I have full access to all engineers. I just find it extremely counter-productive having to travel 44000 ly to unlock 4-5 people that you'll probably not need again. Even Palin's 5000 ly pale in comparison, and the forums have plenty of threads wondering if he's worth it.
And unless I've missed it, I've not yet read any comment by a player in Colonia who hasn't engineered yet and is happy with this change: ok, there may not exist such players, but if they do, I'd really like to know their point of view...

Honestly, I'm surprised we haven't heard a lot more from Colonists.:S
 
"Probably not need again".

Never mind these engineers offer the best FSDs, multicannons, rail-guns & power distributers, along with a myriad of minor upgrades that are essential for an Open-mode PvE ship built to be able to survive at higher ranks.

But they're putting engineers in Colonia right?
 
"Probably not need again".

Never mind these engineers offer the best FSDs, multicannons, rail-guns & power distributers, along with a myriad of minor upgrades that are essential for an Open-mode PvE ship built to be able to survive at higher ranks.

If they were interested in these, they would already be allied with the engineers in question and this whole argument is moot. Maybe it is. I don't think you get my point...

Honestly, I'm surprised we haven't heard a lot more from Colonists.:S

Maybe they have moved beyond this argument..
 
But they're putting engineers in Colonia right?
At Grade 1, potentially grade 3 later - and we don't know if the upgrade difficulty will be "something to keep us busy until 3.3" or "something to keep us busy for the next few years". Having a grade 5 blueprint from each initial engineer pinned will still be extremely useful for anyone interested in engineering at all.
 
The starter engineers DO have prerequisites. That's my point.

You can't just start new game and go straight to their base and get upgrades.

Here's how it actually works with the starters:

1. Start new CMDR.
2. Look at engineers tab.
3. Note that you know this engineer exists in-game, but the only information you have about them is what you need to do for them to contact you.

You know what point #3 is called? Do you? Oh... That's right, it's a prerequisite.

It's possible to discuss this issue without being rude. Sarcastically dismissing other people's concerns without any attempt to understand why they're making them in the first place just makes you sound like something that wouldn't get past the swear filters.

One of the points of the engineers is to get players to try out things that they otherwise wouldn't. That is why a couple ask you to mine, some to fight, some to trade, some to explore.

Yep - I understand that. And the only one that cannot be done right on your own doorstep is exploration. Which is why it doesn't make sense for people in Colonia (who have already travelled at least 20,000LY already) to then travel a further 40,000LY.

My point is that the Colonia engineer could have been just as effective if it required players to still fulfil a prerequisite like mining or trading. Better yet, it could have utilised a new mechanic that would have appealed specifically to Colonia players - find me data on 20 earth-like worlds, for example. Or hand in data for 20 terraformable worlds.

Also, the choice of prerequisite engineers doesn't really make sense. Elvira Martuuk I can understand. But Tod "The Blaster" Mcquinn? He's not exactly the first engineer I would think of when I want to kit out my ship for long distance deep space travel.

Anyway, it is what it is. I don't really have time (heh) to argue over something that is so inconsequential in the grand scheme of things.
 
As I said before, this requirement doesn't affect me directly, since I have full access to all engineers. I just find it extremely counter-productive having to travel 44000 ly to unlock 4-5 people that you'll probably not need again. Even Palin's 5000 ly pale in comparison, and the forums have plenty of threads wondering if he's worth it.
And unless I've missed it, I've not yet read any comment by a player in Colonia who hasn't engineered yet and is happy with this change: ok, there may not exist such players, but if they do, I'd really like to know their point of view...

10,000 not 5,000.
 

Deleted member 110222

D
It's possible to discuss this issue without being rude. Sarcastically dismissing other people's concerns without any attempt to understand why they're making them in the first place just makes you sound like something that wouldn't get past the swear filters.



Yep - I understand that. And the only one that cannot be done right on your own doorstep is exploration. Which is why it doesn't make sense for people in Colonia (who have already travelled at least 20,000LY already) to then travel a further 40,000LY.

My point is that the Colonia engineer could have been just as effective if it required players to still fulfil a prerequisite like mining or trading. Better yet, it could have utilised a new mechanic that would have appealed specifically to Colonia players - find me data on 20 earth-like worlds, for example. Or hand in data for 20 terraformable worlds.

Also, the choice of prerequisite engineers doesn't really make sense. Elvira Martuuk I can understand. But Tod "The Blaster" Mcquinn? He's not exactly the first engineer I would think of when I want to kit out my ship for long distance deep space travel.

Anyway, it is what it is. I don't really have time (heh) to argue over something that is so inconsequential in the grand scheme of things.

Why not? You can reduce the weight of your guns, heck, his railgun service can be used as a fuel dump, which lets you explorers go further, faster.

Also, not everyone explores. Out of the five starter engineers, only two are truly dedicated to combat; one of those two can be argued otherwise.
 
A) a lot of people went to Colonia before there were engineers.
This is not true- it' s chronologically impossible. Engineers were added in the 2.1 release on 25 May 2016. Jaques didn't leave the bubble until early June 2016 and was discovered in the system which became Colonia on 29 June 2016. (The system wasn't formally renamed Colonia until 25 October 2016). You literally couldn't go to Colonia pre-engineers because it didn't exist. [1]

The majority of early activity around Jaques involved hauling first meta-alloys and then other supplies up from the bubble to get the station back to an operational state - with many of the several thousand people involved in this making multiple runs - with this continuing to mid-August 2016.

From December 2016 to May 2017 there was also the Colonia Expansion Initiative series of CG, which again involved repeated round trips from the bubble to Colonia and back to establish surface bases in the region.

Pretty much the first half of Colonia's history could be summarised as "a lot of trips back to the bubble to pick up more stuff".

They have deliberately caused unnecessary grief for people.
"People" might be overstating the case here. "A person" might be more plausible, though I suspect there are zero people actually affected by this.

Literally the only way you could be affected by this is if:
- you didn't unlock the really easy engineers in the month before Jaques was discovered.
- you went out there immediately on hearing the news
- you've cared so little about engineering (and Guardians, the T-10, the Chieftain, most Tech Broker unlocks, Thargoids, or any of the other bubble-exclusive things) that you haven't been back to the bubble at any point in the last two years
- you now suddenly have an urgent need for some G1 blueprints on your ships. But just G1, not the G5 you'd need to return to the bubble for anyway.
- you think a 44kLY round trip is a really long way (but were willing to rush out 22kLY pre-neutrons in an unengineered ship to see Jaques)

Generally there is a subset of players who doesn't unlock engineers (or maybe just one of Farseer or Martuuk for the G5 FSD) - the dedicated explorer who spends as little time in inhabited space as possible. They, however, are really not that bothered by a 44kLY round trip because travelling large distances is what they enjoy in the game. Putting things a long way away is not "grief" for them any more than putting weapons on NPCs is "grief" for a bounty hunter.

[1] You could go to the Eol Prou nebula, of course - but I think one of the reasons Frontier picked it for Jaques to land in was because people hadn't: the initial rescue teams found that basically none of the systems, even the interesting ones, had any discovery tags on them.
 
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