Yes, totally obvious in spite of being patently false.
1. Material requirements still exist in the research phase, and the required quantities per upgrade unlock are increased. The main difference is that players have a choice between running missions (slower, but tied to normal gameplay) or farming materials (faster, but side activities like SRV prospecting).
2. Materials can still be used to purchase upgrades.
3. I directly addressed this as a potential shortcoming and raised rebalancing Synthesis as a way to add value back into gathering.
My proposal is designed to frontload the material grind as a one-time requirement for players who don't enjoy it while keeping it as an option for those who do.
1. Once again, no examples about how much more is required...or put in other words, how many modules can you upgrade for the "increased" costs of reserach? Because that is the thing here... I do not expect you to say iut would be 50, 25, or even 10 times... or in other words, a way to get cheaper upgrades leater.
2. not practical, expecially when you decided to NOT give an example on how much in credits you expected a my 1 bullion would cost to upgrade... as the silence speaks volume on the real goal here...
Frontloading stuff like you suggestion is BAD, as that is the basic for Grinding... you would make things worse, and you would PUINISH players that only do a few upgrades, and rewarding players with massive fleets....
1. You are misunderstanding what the "fetch quest" part is. I'm not saying to remove the "mine 500T" bit. I'm saying to remove the "great, now bring me 10 painite" bit. It adds nothing to double up on the unlock requirements.
2. Your example actually disproves your point; Selene Jean's requirement didn't teach players anything new about mining. MINING changed to become more worthwhile and players naturally flocked to it; Selene's unlock requirements became less painful as a result. You should encourage player participation by making mechanics interesting and rewarding, not giving them checkboxes on a to-do list.
1. You are missing the point why they have that part... becuase it is not the 10 T of paininte you are actually after here, it is the rare goods you want to get rid off. And the rare goods are there to simulate going back and forth for a trading run... how do you do that without punishinig players in small ships? select a cargo that is available in small quanties, and thus ship size becomes irrelevant...
2. What does it disprove? it changes nothing, the mining are essential the same as it always was to unlock Selene, the only thing that really changed is the reward for doing mining... and ofcourse the possibility to blow up asteroids, but a terrible way to unlock Selene with... I know serveral players that avoided mining like a plague uintill they unlocked Selene Jean, before the changes... and got pleasntly suprised over that mining wasn't that terrible as they had thought, for us the increased payout for doing mining was a real bonus to a relaxed activity.
Please show you are putting some minimal effort into understanding my proposal before complaining about it. Everything here is clearly addressed in the OP:
1. I am not increasing grind, nor am I trying to significantly REDUCE it. I am only restructuring it to be more flexible.
2. As stated, blueprints would not repeat across different Engineers. Either the number of Engineers or blueprints offered per Engineer would be reduced to compensate.
3. With my changes to remote Engineering, there would be no benefit to unlocking the same BP multiple times. It would be a redundant entry in a pool of unlocked upgrades accessible from anywhere.
1. Now we getting close r to the issue... All your "frontload" grind, is going to be WORSE, but then again, you do not really want to increase the "research" phase, because that would be an even bigger grind and the way it is proposed to be, would basically be that players would treat that as a GRIND, meaniing they woukld try to get it over as fast as possible, and that would suck big time, so there would be calls to lower the requirements to do the "research"... so no grind at all... btw it is only grindy if you decide it is..
Clearly you don't get it, because this criticism is based on 2 mistaken assumptions:
First, that I would be significantly changing the grind required. The amount of grind should not change significantly.
Second, that I am making material farming irrelevant or pointless. This should not be the case, and I have explicitly raised it as a concern.
This is an obvious lie, because the amount require to upgrade 4 ships vs 40 ships would be WASTLY different in your system... you would punish the 4 ship person and rewqard the 40 ship person...
As you would no longer need material once you have done your "research", and as stated above, if the reasearch material requirement is increased alot it would be seen as an unfair grind, and punish player who only want todo a few ships, and still reward players who will do many ships, and there would be a break even point between the current system and your proposed system... and there is no way you say the amount of effort required to engineer ships would be the same, as the the entere concept you have outlined is very clear about we should later buy these upgrades with credits, and simply have the material as an "option"...
So what is the point of visiting an Engineer repeatedly? What does that add to the game, beyond arbitrary inconvenience? Why is remote Engineering BAD?
You are making all sorts of leaping assumptions about my intentions, which seems to be muddying your understanding of my suggestions.
Unlocking upgrades is a matter of progression, which is a good thing to have. It helps players engage with the game in a way that suits them and rewards them for doing so. However, I don't see any good reason to preserve inconveniences purely for the sake of having them. Seriously, what is the point of forcing players to REPEATEDLY fly to Engineer workshops?
What leaping conclusion you have more or less already validated my concerns. you want to reduce the engineering effort, into nothing more than a credit grind.... and you hide it behind talks about "research" should cost more, etc, but it is nothing more than you ijn the end do never want to visit an engineer again, and only using credits to upgrade stuff, as all the material is an "option" for those who like to gather them...
What is so terrible to fly to engineers in the first place? Because you seems to be missing a huge point of game that is all about you flying your space ship.... and now flying your ship is grindy?
You entire talk about forcing players to repeatedly fly there, tells me you are after to make it EASIER for those who already spent ALOT of time on the game... at the expense of those who plays less...
Yet again you show that you clearly don't understand my proposal as well as you THINK you do.
1. Scrapping unlock requirements and slapping simple credit costs on upgrades or materials from the get-go REMOVES GAMEPLAY, which is not my goal. I am not simply pursuing the MOST CONVENIENT option; I am seeking to remove inconveniences which don't CONTRIBUTE to the overall game experience.
2. I didn't "hint" at anything. I explicitly raised useless upgrades as a concern indicating the need for a general Engineering rebalance. However, that's another thread for another time. Looking at changes in a vacuum in a poor attempt to discredit them accomplishes nothing; players already ignore those upgrades NOW, so continuing to ignore them under my proposal pending a rebalance changes nothing.
But you are creating MORE concentrated GRIND, and will punish the regular players in favours of those who can spend LOTS of time on the game.... as the "research" cost will always be unfair towards those players who does it the least. So basically you punishing the the regular player in favour of the players who can spend ALOT of time on the game.
So your "clarifications" makes it even worse...