Newcomer / Intro Modules To Engineer

I am going on a journey trying to unlock as many engineers as I can. But what modules should I engineer per engineer that I unlock? Where is information on this?

(I also want to know so I know what materials will be required).
 
This is pretty much up to you and what you want for whatever build that you are going around to the engineers with. A good idea is picking something the engineer does to G5. Check what each engineer does on Inara and pick one of the blueprints.
 
With the addition of Chloe Sedesi, there is no reason to pin G3 clean drives at Felicity Farseer as you can pin dirty with Palin and clean with Sedesi. Other pins may also depend on what blueprints the person is going to use the most, which can be a matter of personal choice. I would say there is not a single "optimal" version.
 
I am going on a journey trying to unlock as many engineers as I can. But what modules should I engineer per engineer that I unlock? Where is information on this?

(I also want to know so I know what materials will be required).



Right-hand panel in your cockpit.

etc

etc
 
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As far as materials goes you will want almost all of them in as large a quantity as you can get within your limits of patience and time to go collecting them, they don’t affect the performance of your ship and as they have individual storage don’t interfere with each other, any you don’t use can be traded for ones you use most. Over time as you determine which blueprints you prefer you will know which materials are most important to you.

You should be looking eventually to pin G5 blueprints for the FSD, Thrusters, Power Plant and Power Distributer as a minimum ideally all core modules should have pinned blueprints. You should probably have at least one Shield Generator pinned and of course your favourite weapons should have one or more blueprints.

Even if you unlock and gain access to all the engineers you will still have to compromise on what you have pinned but as long as you have enough pinned you will be able to fit out a new ship with a good enough set of engineered modules to be able to visit the engineers comfortably to add experimental effects and boost the grade whee necessary.

Currently I have two engineers in the bubble that I haven’t unlocked as they don’t do anything I particularly want and I haven’t yet gone out to Colonia where there are four more engineers some of whom will allow me to pin different versions of blueprints I have and at least one does higher grade blueprints than the bubble engineers.
 
With the addition of Chloe Sedesi, there is no reason to pin G3 clean drives at Felicity Farseer as you can pin dirty with Palin and clean with Sedesi. Other pins may also depend on what blueprints the person is going to use the most, which can be a matter of personal choice. I would say there is not a single "optimal" version.
True, it's a bit outdated but good for start until you unlock Chloe.
 
Even if you unlock and gain access to all the engineers you will still have to compromise on what you have pinned but as long as you have enough pinned you will be able to fit out a new ship with a good enough set of engineered modules to be able to visit the engineers comfortably to add experimental effects and boost the grade whee necessary.
This depends on what "comfortably" means. Some ships are just going to have abysmal jump range whatever you do (particularly if you are engineering something that will by default have a crappy jump range, such as a racing ship). What I do to avoid travelling < 10 ly per jump is to load whatever modules that allow it onto an otherwise barebone anaconda engineered for range. Then I go around with the Anaconda to see to the engineering and experimental effects that I do not have pinned, return to base and load the modules back on the new ship. That way I only have to go around to a minimal number of engineers with the actual ship I am building (eg, it would be counter-productive to load the FSD onto the anaconda for putting the FSD experimental on it, the armour cannot be swapped, the sensors and life-support typically won't fit, etc).
 
There are 25 engineers in Elite. Of those I have 22 with pins, and three I have not unlocked (Sedesi, Turner, Dekker). That's a lot of blueprints and by the time you get to this point you will have nearly every blueprint you use available remotely, which is great. But I don't think you can ever get it complete. Just too many options. Just think about something like shield boosters. I use heavy-duty, thermal and resistance augmented. I cannot have all three pinned so some hard decisions are necessary.

On top of that, what you set early on is likely to change, as you unlock and pin additional engineers. The four Colonia engineers help expand the options and I think worth a trip there just for this reason. The way I went about it was to try and pin the blueprints I used most (like heavy duty for stock bulkheads or dirty drives for example) and those you want to use on you shortest jumping ships so you don't have to fly these all over the bubble except to apply your experimentals. In the end you'll never have it all, even with 25. Making good decisions on which blueprints to pin is important in the long game.
 
Which ship? He's sort of limited, so maybe charge enhanced on your distributor? But engine focused is better in some builds, and on and on.... I'd save power plant for last unless your build needs more power. Once I know what I want to mount on a ship or which mods, then I know how much power it needs and can finalize the class and engineering on the power plant.

Which mods you craft is dependent on the build goals. In Marco's case you don't have much leeway. But if you want to get him to grade 5 access you'll need to do something more than just a G3 PD.
 
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I think the real problem here is that I do not have any builds in mind as such and am inexperienced. I am just unlocking engineers at this stage. So basic improvements are good for me at the moment. I can then fine tune my blueprints once I have completed the unlocks. Unless there is a better way?
 
I'd say the better way is to plan it out ahead so that you burn the fewest mats in the end. But when you start out engineering you can't be sure what you want to do, and options are limited, so I get it. I think charge enhanced is probably the best bet at this stage. The others are more for specific builds.

A grade or two of overcharged at this point on the power plant couldn't hurt. it would help you raise access rep a small amount and build in power overhead to allow you to experiment with more things. Once you settle then the PP can be looked at again. OC PP does raise the heat some.

Marco also takes commodities to raise access rep.
 
I would do them in the sequence FSD - Power plant - Power distributor - Thrusters - shields - shield boosters, then whatever you want for whatever you're doing. Good thrusters are important whatever you do, but you need the power for them and the distributor to get the power to them.
 
The problem is - they depend on each other. I usually start with Coriolis and fiddle around there. It depends on the ship and the intended role. A non-combat ship may not need the largest thrusters, but would usually benefit from a range increased FSD. A combat ship might instead be better off with a downsized fast booting FSD, to get the mass down and reduce power consumption during combat. A bubble ship may not need a fuel scoop - but that combat ship (with the downsized FSD and reduced fuel tank) might. A kinetic weapons based fighter might save some mass by going for a smaller distributor. And so on.
It really comes down to what you want to do with that specfic ship.
 
I would do them in the sequence FSD - Power plant - Power distributor - Thrusters - shields - shield boosters, then whatever you want for whatever you're doing. Good thrusters are important whatever you do, but you need the power for them and the distributor to get the power to them.

Yep, I concur. This is pretty much the route I followed too.
 
Just so I understand. If I go to an engineer and start a new different blueprint then the current one disappears and I would have to start again if I wanted that one back in the future? It isnt stored and just selected upon visiting the engineer?
 
That's correct and if you think that may be a problem then store the current module and mod a new one, giving you access to each.

I'd wager most long-time players have a module boneyard filled with the evidence of mistaken paths and changing tastes.
 
If I go to an engineer and start a new different blueprint then the current one disappears and I would have to start again if I wanted that one back in the future?
Correct. If you think you may want the old engineering at some point - buy a new module and engineer that instead.
 
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