I think ganking and clogging are both overhyped. OP was about engineering.
Perhaps - but both are habitually moaned about in these forums from some quarters and where there is smoke there is likely to be fire.
But yes, the OP was about engineering and the ultimate issue is that the current state of play is the outcome of engineering in the combat context is on the most part unjustifiable.
I think they should change the process of engineering, not the outcome
Changing the process would alter very little, arguably the outcome needs to be adjusted and not the process. The current process is much better than what was originally implemented at initial release and there is really nothing much that can be done to improve it further except perhaps make the outcomes more predictable perhaps - for example:
- L1 requires 1 batch of materials for 100%
- L2 requires 1 batches of materials for 100%
- L3 requires 2 batches of materials for 100%
- L4 requires 3 batches of materials for 100%
- L5 requires 5 batches of materials for 100%
Or something along those lines (
needs to replicate the current mean average batch count) with each batch giving a fixed percentage at each engineering level.
As far as outcomes are concerned, in the combat area it is at least a tad imbalanced in at least some cases. However, the main problems are due to stacking and some cases of grandfathered kit.
There is also fundamentally an issue with the fact that those with access to Horizons have a unfair advantage wrt those that don't thus there is an underlying balancing issue wrt engineered v. non-engineered weapons and shields. Parity could be achieved through adding more balanced trade-offs in the case of shields/hull and actually adding some trade-offs of significance in the case of weapons. This is an issue that has not been addressed since the original release of engineering as part of Horizons.
I guess one option (
to address the non-engineered v. engineered balance) without touching engineering would be to extend the principles of synthesis and space based material gathering to base game only owners. Then add temporary boosts to weapons and shields via synthesis that can either be only applied to non-engineered weapons/shields or have capped returns. For example, in the case of weapons:
- Standard gives an L1 level boost to range and/or damage for 1hr
- Enhanced gives an L3 level boost to range and/or damage for 1hr
- Advanced gives an L5 level boost to range and/or damage for 1hr
These boosts would apply to both energy and ammo based weapons, and for those with engineering at L1/L3/L5 the net effect would not exceed the non-engineered weapon boost effect. The idea being the temporary boost will never be greater in net effect than 100% G5 engineering and the maximum boost only applies to non-engineered kit.
In the case of shields:
- Standard gives an L1 level boost to resistance and/or strength for 1hr
- Enhanced gives an L3 level boost to resistance and/or strength for 1hr
- Advanced gives an L5 level boost to resistance and/or strength for 1hr
Similarly, these boosts would have parity across engineered and non-engineered kit.