idea wanting vetted before formally submitted

I feel that we have enough engineers... 1 too many to be exact, but that is not my inquiry. How would everyone like to add another, or alter a current, engineer that ONLY does experimental effects to all modules? obviously an alteration of an existing engineer would have to make sense with lore, so what engineer would have to be carefully thought about. However, having another for this purpose would bring a couple options:
1) It would have to be centrally-ish located within the bubble
2) It would inevitably be the most used/pirated system within the bubble
3) It could also be a system that buys rare mining Commodities at about 85% max value (at all times) due to the variety of needs by the local engineering
4) This would be a place (like Shinrarta) where, PvP could centralize, and Piracy (for those too lazy to jump multiple systems for multiple commodities).
5) This could also be an Engineer that is in a station rather than a planet (if a new engineer was added rather than altering an existing one).

Just an idea, What do you guys/gals think?
 
As someone living in Carcosa/Colonia for quite some time now I can say, yes that is an immense advantage.
In Colonia you have 4 engineers who do all your experimentals, and they are very close together. The time to
engineer a ship there, combined with pinned blueprints, is ridiculously short.

I'd love that. Obviously for the bubble, Colonia doesn't need it. Or make it Cloe Sedesi and gather all the salt 😂
 
Instead of another engineer, I would like to see a few "used module" dealers, one who could buy your engineered modules and weapons for credits or materials, or you could trade your engineered modules or weapons for similar items created by others.

There could be a few who specialize in weapons, PP's/PD's, FSD's, and Weapons.

Leave out the AX and Guardian stuff though.

o7....
my cargo python... is named "Grand Nagus"
 
See, I'm a bit conflicted.

On the one hand, it seems like FDev want us to have to travel around if we want to take full advantage of the engineers.

OTOH, if they're not rigidly committed to that idea, maybe they need to just stop procrastinating and allow us to remote-engineer XFX.

Personally (ever the moderate), I wouldn't mind seeing 3 bubble engineers who, between them, could apply every XFX.
You'd still need to travel to 3 different engineers to finish a ship but it wouldn't be a week of schlepping around the bubble like we currently do.
Ideally, perhaps these "super-engineers" could be located in proper facilities (like Palin's new gaff) which have a shipyard?
Also, maybe they could be spread around a bit, perhaps with one in Imp', one in Alliance and one in Fed' space?

Wouldn't be keen on a single engineer being able to apply all mod's/XFX.
I think some effort should be required to fully mod' a ship.
 
how so? please discuss this in length

@Stealthie has articulated my general concern above, but to reiterate:

The purpose of creating a one-stop-shop for XFX is simply to avoid the 'grind' of having to fly around the Bubble - which is not exactly a chore, especially now that Palin has relocated.

We have this huge galaxy and even the Bubble is vastly bigger than the 'world' in pretty much any game, not just space sims. And what do people do when presented with this enormous gameworld? They try to make it smaller, and smaller and smaller.

Removing ED's USP, the thing that makes it different from every other game, will not make it a better game, it'll just make it the same as every other game.

See also:
Supercruise speed, jump ranges, ferries to Colonia, personal fleet carriers and all the other things people ask for just so that they can get to the 'good stuff' quicker.
 
Seems like easy-mode to me.

since there is no intellectual nor physical challenge whatsoever in the mind-numbing process of material collection, easy mode is just okay for this.

i'd call this a shy and tiny step although in the good direction: get rid of the whole stupid thing, make mods/effects available at every outfitting for free or credits and we can start talking seriously.

even without grind the level of boost is ridiculous, but without the grind i could even consider it.

to clarify: i hate engineers too.
 
I don't really see an issue with it.

Then again I'm not a fan of raw timesinks.

If travel was the goal I'd think making mats regionally prevalent in a semi-permanent way might have been a better way to go. If done right it could have reduced some of the raw RNG of gathering mats as well.
 
See, I'm a bit conflicted.

On the one hand, it seems like FDev want us to have to travel around if we want to take full advantage of the engineers.

OTOH, if they're not rigidly committed to that idea, maybe they need to just stop procrastinating and allow us to remote-engineer XFX.

Personally (ever the moderate), I wouldn't mind seeing 3 bubble engineers who, between them, could apply every XFX.
You'd still need to travel to 3 different engineers to finish a ship but it wouldn't be a week of schlepping around the bubble like we currently do.
Ideally, perhaps these "super-engineers" could be located in proper facilities (like Palin's new gaff) which have a shipyard?
Also, maybe they could be spread around a bit, perhaps with one in Imp', one in Alliance and one in Fed' space?

Wouldn't be keen on a single engineer being able to apply all mod's/XFX.
I think some effort should be required to fully mod' a ship.

Since the start of my engineering journey I’ve thought that they could prune out 1/3 of the engineers and materials to streamline the system.

The current iteration makes it seem like they wanted to have overlaps because originally the unlocks were supposed to be more exclusive?
 
Please let's just delete engineers entirely, they are abominable. Chucking resources into a magic slot machine until my stats are upgraded is just completely awful, especially because it is essentially required now. There are so many other ways ships could have been made customizable, but Frontier chose the most time intensive, unrewarding, confusing and downright insultingly ugly method anyone has ever used in the history of gaming. I can honestly say I have never played a game with a more torturous stat upgrade path. And just so you understand the sort of impact this statement should have, I design slot machine games for a living. And I wouldn't subject my customers to engineers. Let that sink in.
 
You are half right. Get rid of the G1 to G5 and increase the number of experiential effects (and that we could fit two per module, or scale slots depending on size)
 
@Stealthie has articulated my general concern above, but to reiterate:

The purpose of creating a one-stop-shop for XFX is simply to avoid the 'grind' of having to fly around the Bubble - which is not exactly a chore, especially now that Palin has relocated.

We have this huge galaxy and even the Bubble is vastly bigger than the 'world' in pretty much any game, not just space sims. And what do people do when presented with this enormous gameworld? They try to make it smaller, and smaller and smaller.

Removing ED's USP, the thing that makes it different from every other game, will not make it a better game, it'll just make it the same as every other game.

See also:
Supercruise speed, jump ranges, ferries to Colonia, personal fleet carriers and all the other things people ask for just so that they can get to the 'good stuff' quicker.
1 stop shop for EXPERIMENTAL ONLY...
 
Personally I'd rather blueprints were just "upgrade them to maximum quality once at the engineer and then you can apply them at full to any module thereafter" like the tech brokers. Would be a good excuse to tone some of them down and get rid of some of the grind. Let's face it, nobody actually likes grinding for materials, it's just busywork you have to get out of the way to do the things you do like to do.
 
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