Overview
The Engineering grind is widely considered one of the most soul-sucking chores currently in the game. I believe simply restructuring the grind, without necessarily reducing it, would dramatically improve the player experience while making Engineering in general feel more rewarding.
NOTE: Specific balancing changes exceed the scope of this suggestion.
Proposed Grind
Assuming you got this far, thanks for your time and consideration. Do you think my suggestion is viable? Are there problems I'm overlooking? Do you have ideas about how to address specific issues? Please feel free to weigh in with opinions, suggestions and criticisms; just keep in mind that I can only write from my own perspective regarding my own experiences, so if my proposal tramples over gameplay you feel is important I probably just haven't thought of things that way. I'm happy to look for solutions that keep both of us happy.
EDIT:
The intent of allowing upgrade purchases with credits is a) adding player convenience for unlocked upgrades and b) adding a longer-lasting credit sink. Additionally, some players seem concerned with getting players to revisit Engineers for reasons currently unexplained. I suggest:
The Engineering grind is widely considered one of the most soul-sucking chores currently in the game. I believe simply restructuring the grind, without necessarily reducing it, would dramatically improve the player experience while making Engineering in general feel more rewarding.
NOTE: Specific balancing changes exceed the scope of this suggestion.
Proposed Grind
- Players must discover Engineers and earn invitations to unlock their services.
- Remove the extra fetch-quests needed to unlock the Engineer's Workshop after receiving their invitation; this grind is relocated later in the process.
- Consider rearranging the "chain discovery" trees to separate upgrade paths by module type. For example, traders shouldn't need to develop weapon upgrades to gain access to defensive upgrades for armor and shields (e.g., Tod > Selene > Didi). Reassign available upgrades per Engineer if necessary.
- Players must increase their reputation with the Engineer to access higher-tier upgrades.
- Engineer workshops provide an assortment of combat, exploration, and transport/trade missions offering reputation and various material rewards needed for research.
- Players can still boost reputation through a thematic exchange (e.g., bounty vouchers, Universal Cartographics, or commodity trading) at the workshop.
- Engineers start with all G1 blueprints unlocked. Unlocking G3-G5 blueprints requires fully researching at least 1 blueprint at each tier.
- Players must research blueprints and experimental effects by supplying materials. (Replaces fetch-questing.)
- Research is the "rolling for progress" mechanism currently used to upgrade modules.
- Research does not actually upgrade any modules, and can be completed without the relevant module installed.
- Material costs for each "roll" are significantly increased.
- Rolling research to 100% permanently unlocks the upgrade for purchase with credits and unlocks the next upgrade tier.
- Experimental effects require only a single delivery of materials at slightly increased cost.
- Blueprints do not repeat across different Engineers; decrease the number of Engineers or blueprints per Engineer as-needed.
- Any unlocked blueprints and experimental effects can be purchased remotely.
- Upgrades can be pinned/unpinned remotely; pinning simply tracks required materials.
- Paying materials for researched upgrades eliminates the credit cost.
- Players can develop relationships and conduct research with Colonia Engineers remotely at a reduced rate, or locally at an increased rate.
- The grind is still sizable and time-consuming, but it at least involves more of the core gameplay loops (combat/exploration/trade) instead of semi-voluntary side activities (SRV prospecting, Signal Source hunting, or data scanning). These side activities are still available, but have better alternates.
- I believe my proposed reputation > research loop is a more plausible and immersive representation of developing a working relationship with each Engineer.
- Players no longer need to tolerate meaningless inconveniences like a limited remote workshop once they unlock upgrades. Inconvenience is not a good balancing factor, and doesn't add anything positive to the game experience. Requiring players to visit Engineers to unlock upgrades still encourages them to venture out and explore, while providing better remote support makes the grind a "one and done" activity.
- Allowing players to substitute materials for credit costs keeps resource farming semi-relevant for those who enjoy it.
- Players can decide whether they would prefer to travel more or grind more when it comes to Engineers stationed in Colonia. I believe a more flexible choice will ultimately encourage more players to make the trip as opposed to ignoring it completely (without forcing the issue).
- A general balance pass is still needed for blueprints and experimental effects. It's hard to imagine anyone but uninformed players from bothering to unlock upgrades like faster FSD boot sequence, low-emission power plants, or reinforced limpet controllers as they currently are.
- A redistribution of materials across available Synthesis recipes would be needed to keep material farming properly relevant as an aspect of gameplay.
- This does not address the tedium and convolution of finding specific materials without referring to 3rd-party websites.
Assuming you got this far, thanks for your time and consideration. Do you think my suggestion is viable? Are there problems I'm overlooking? Do you have ideas about how to address specific issues? Please feel free to weigh in with opinions, suggestions and criticisms; just keep in mind that I can only write from my own perspective regarding my own experiences, so if my proposal tramples over gameplay you feel is important I probably just haven't thought of things that way. I'm happy to look for solutions that keep both of us happy.
EDIT:
The intent of allowing upgrade purchases with credits is a) adding player convenience for unlocked upgrades and b) adding a longer-lasting credit sink. Additionally, some players seem concerned with getting players to revisit Engineers for reasons currently unexplained. I suggest:
- Upgrade credit cost scales with distance from the Engineer, up to a cap of 200LY (identical to the cap on Rare Commodity value).
- Upgrade material cost (as the alternative to credits) does not scale with distance.
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