Elite Dangerous: FSD Reward Issues [reModifications & Experimentals] Follow Up.

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Once again I repeat that here, the text of the community goals must be clear and precise, in relation to the objectives, rewards, and what is necessary to receive the rewards, it should be clear if the rewards are cumulative with the GC levels, if they can be modified or not.

I also ask that you stop manipulating the narrative by offering extremely advantageous modules for the side you want the story to go.
 
Once again I repeat that here, the text of the community goals must be clear and precise, in relation to the objectives, rewards, and what is necessary to receive the rewards, it should be clear if the rewards are cumulative with the GC levels, if they can be modified or not.

I also ask that you stop manipulating the narrative by offering extremely advantageous modules for the side you want the story to go.
Indeed. It's been a source of amazement for me for five years now that every time a CG gets announced, I can tell what the first five questions are going to be in the thread about it and yet at no point has this seemingly prompted FDev to think 'maybe if we took the time to actually put this entirely predictable stuff in the original message, we could provide a much higher quality experience.'
 
Ah dang, that's really disappointing that we can't add experimentals on these new FSDs. :(

I can understand FDev not wanting to allow additional experimentals for balance reasons, but as a player, it sucks to have this option taken away from us like this. Regardless of design intentions, I think the players would be way happier with the new can't-add-experimentals-to-CG-modules change if it were implemented for the NEXT wave of CG rewards, and not the previous rewards that we had already gotten mega-hyped for.
 
1. Remove ALL effects from all "double engineered" modules obtained via CG. And do not allow to use effects on those.
2. Allow players to add effects to CG modules. Always.
3. Stop allowing to add effects to modules, but starting from next such thing in CG. Not retroactively... If retro... then why not go back a year of CG? Or 2 or 6? ;)

If not this double engineered modules + effects i could use on them, i would NOT participate in previous CG... I have V1 class5, i added effect to it so it was obviosu for me that i can add effect to c3,4,6 FSD modules in previous CG.

I do not see any other option than one of above 3 choices.
 
Eeeeh, while I'm disappointed that we won't be able to add experimentals to the most recent CG rewards, at least you've communicated it clearly.
That being said, I really do hope you'll reconsider it. Either with these rewards themselves or with (hopefully planned) V1 versions.
 
or this is a weird attempt at preventing the size 6's to enable larger ships to explore and render medium ships a less obvious go-to for exploration (balancing?) and the size 3 and 4 are collateral damage

Nah.
Skinny Conda with normal engineered FSD still jumps farther than a DBX/Phantom using the 5A FSD V1

But fitting a FDL with a size 4A FSD V1 with Double Braced would be my choice of engineering. Hoped for, but not possible atm
 
I hope it will decided that they don't add further confusion and make the double engineered 3A,4A and 6A same as the 5A able to take the experimental effects. It adds a little variance to those modules and is hardly gamebreaking by MM adding ~3% jump range in a galaxy 100000 Lj wide. Indeed, none of those experimentals add gamebreaking abilities to those modules.
 
1. Remove ALL effects from all "double engineered" modules obtained via CG. And do not allow to use effects on those.
2. Allow players to add effects to CG modules. Always.
3. Stop allowing to add effects to modules, but starting from next such thing in CG. Not retroactively... If retro... then why not go back a year of CG? Or 2 or 6? ;)

If not this double engineered modules + effects i could use on them, i would NOT participate in previous CG... I have V1 class5, i added effect to it so it was obviosu for me that i can add effect to c3,4,6 FSD modules in previous CG.

I do not see any other option than one of above 3 choices.


you are shortsighted then.

4. Eliminate Engineers entirely, remove all engineered effects from the game and return balance to the galaxy
5. Convert CG awarded engineered modules to variants (like how powerplay modules are) ...and eliminate any modifications that have since been done to them if any.
6. Do what they're currently stating they're going to do and not care about it making sense or being consistent, because they already abandoned that idea when they implemented engineers.
 
Just catching up with this and... well, I'm bleedin' disappointed. Slogged to get into the top 10% to make sure I got these, thinking they'd make a massive difference in my Courier, Cobra IV, and Anaconda once mass manager was applied.

Oh well.

At least the 5As are being left alone, although I'd fill my boots with those now gang, because I suspect that after the update, new ones won't be allowed to have experimentals applied either.
 
Just catching up with this and... well, I'm bleedin' disappointed. Slogged to get into the top 10% to make sure I got these, thinking they'd make a massive difference in my Courier, Cobra IV, and Anaconda once mass manager was applied.

Oh well.

At least the 5As are being left alone, although I'd fill my boots with those now gang, because I suspect that after the update, new ones won't be allowed to have experimentals applied either.

You might need to update the alt-community schedule.
 
I have an observation.

I went to the engineer Liz Ryder with CG rewarded double engineered seeker missile rack. And Liz didn't allow me to put another experimental effect on the module, the "Server Error" message was displayed. That was expected. HOWEVER, she allowed me to remove the original pre-engineered "Drag Munitions" effect from the module.

How does that is consistent with the statement "it is by design that pre-engineered modules cannot be further modified." ?

That looks more as a bug other than "by design" solution.
 
Nah.
Skinny Conda with normal engineered FSD still jumps farther than a DBX/Phantom using the 5A FSD V1

But fitting a FDL with a size 4A FSD V1 with Double Braced would be my choice of engineering. Hoped for, but not possible atm
You're right, I'm just trying to find some logic pathing that makes at least a lick of sense here. I'm at a loss.
 
I think I can see what Fdev are aiming for here, "reward" or purchasable modules that are unique, but not as effective as a fully engineered one, side stepping the engineering grind for those that don't want to do it?. Unfortunately if this is the aim the implementation is at fault due to the expectation from previous CG's. IMO this is the wrong way to go, the game needs more options for ships and modules, giving individuality and choice, not "shortcuts" to sidestep a long standing game feature (engineering in general).
 
Nomenclature clarification: The non-5a v1 FSDs are still “double engineered” because they contain the effects of both the Extended Range and Fast Boot engineering recipes…hence the term. The issue is the experimental being editable after purchase.

Just making sure that people know what they’re raging about. 😊
 
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