What feature do hope will be updated/refreshed for early 2023?

What you describe as $50 dollar bills, I see as fun tax toll booths. I can do a lot with $50. There's only one thing I can do with visiting an HGE.
Fair enough. People like different things, and not everyone will like everything. And sometimes something you should like will be implemented in a way you don’t. For example, I like survival games, which involves a lot of mining. But I don’t like mining in this game. Not overly fond of combat either, but occasionally I’ll be in the right mood.

The reason why I enjoy enjoy the hunt for materials has less to do with the results (G3 is more than sufficient with most NPCs, and the majority don’t need engineering at all IME) and more how working on engineering alongside my normal activities has added more meaningful decisions to my game, which is badly needed due to the ludicrous levels of income inflation over the years. It also gives me one more thing to keep an eye out for as I fly. In addition, visiting a USS (there’s more than just HGEs out there) quickly requires a bit of skill, similar to isolated stations, which is something I enjoy doing in a skill-based game.

Ultimately, engineering does what credits should’ve done: push me out of my comfort zone, and encourage me to try different activities in the game. You couldn’t pay me enough to go mining in this game, but give me an easy mission that’ll give me datamined wake exceptions? I’ll start singing Diggy Diggy Hole. It also makes my normal activities more interesting, by introducing additional decisions en-route, such as whether I should check out this distress call along my route, and risk the mission I’m running. It also means that my ships are less optimized than they could be, and especially in combat, that makes things much more interesting, given the power creep that has occurred, even in unengineered ships, over the years.

If players are truely supposed to have the freedom play their own way, then what of those who don't want to pursue 'multiple simultaneous goals' all at once all the time?

Freedom doesn't mean there will be no consequences to your decisions. It merely means you're permitted to make those decisions in the first place. I want there to be consequences to my decisions. That's what makes those decisions meaningful. For me, a game without meaningful decisions is just a skinner box, tapping a button that says "you win" over and over again.

Pre-engineering, thanks to the then-ridiculous levels of income inflation that accompanied the removal of most operating costs, there were far fewer meaningful decisions to make anymore. You didn't need to balance the offensive power of your ship, relative to your repair and operational costs, anymore. You didn't need to consider balancing cargo capacity vs your operational costs. Money even then was so easy to make, you could A-rate everything without considering the cost of doing so, so your only real consideration for equipping something was how it affected your jump range. When everything paid very well, there was no real reason not to just repeat your favorite activities over and over again. Unless you're doing BGS work, and weren't willing to do the old relogski.

With engineering, I had interesting decisions to make again, ones that had real consequences. I don't like mining or combat? Well, if I wanted anything better than G1 hull reinforcement, I had three choices:
  • Do something I don't enjoy, mining, and get this unpleasant thing out of the way.
  • Do something I'm not frequently in the mood for, and get this not normally pleasant thing out of the way... consequently making future incidental combat more difficult.
  • Engage in unlocking G5 hull reinforcements on my terms, and accept that I'll have to make due with G1 reinforcements for the time being.
I chose the third option, choosing to engage in combat only if I'm in the mood, or accepting both mining and combat missions only if they were fairly quick to do and gave engineering rewards I'd want. As it turned out, I eventually mined enough to unlock Selene Jean before I even left the Novice combat ranking.

My goals in this game have always been fairly simple: assist brave freedom fighters resisting the might of the Evil Galactic Federation; spread the light of freedom, culture, and prosperity throughout the Galaxy; and at a distant third... upgrade my ship(s) along the way. A couple of tweaks to my build, figuring out what to look for, and developing the skills to get them quickly allowed me to engineer alongside my normal activities.

Buckyball racing provided new short-term goals: preparing highly-engineered racing ships for a particular race. It was a fun challenge, especially at first when my resources were much smaller, because in the beginning I was making due with older modified A2 and A3 modules that I no longer used due to my workhorses requiring A4 and A5 modules. I was especially fond of my Racing Hauler that I cobbled together from scraps. :D But it didn't take too long before I was engineering with the best of them, even though I frequently had more Super-G4 modules than I did decent G5 modules.
 
HGE? I maybe got materials of a signal source once. It just wasnt worth the hassle of stopping and detouring.

I couldn't even make G1 reliably - why would I bother about G3 and G4 when I couldn't even get the basics going?

I'm getting the impression that you didn't bother with engineering at all. Which is fair enough. The game's easy enough without it. Assuming, of course, that you didn't artificially increase your combat ranking by following internet guides on how to ruin your game by grinding, solely to reach Elite in combat. Which provides nothing of value in the game, no benefit at all, besides a decal to add to your ship. But it does cast your previous skepticism about other people's experience with engineering in an entirely different light.
 
I'm getting the impression that you didn't bother with engineering at all. Which is fair enough. The game's easy enough without it. Assuming, of course, that you didn't artificially increase your combat ranking by following internet guides on how to ruin your game by grinding, solely to reach Elite in combat. Which provides nothing of value in the game, no benefit at all, besides a decal to add to your ship. But it does cast your previous skepticism about other people's experience with engineering in an entirely different light.
I ended up deadly by "just playing the game". CZ are bread and butter for BGS.
I unlocked 2 engineers, went sight seeing on their base. And once tried to make something usefule from the stuff collected in the months running up to 2.1. Which netted me the two shield boosters T1. Incredible mileage, I know, and I stopped bothering about it. Then came the bulletsponged enemies and it stopped being fun altogether.
 
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No, I actually mean it. The wait between spawns was not too long, and it beats fully exiting and restarting the game after FDEVs half-hearted attempt at "fixing" relogging, so at least mere menu log doesn't work anymore. Also it was less frustrating RNG searching for HGE. In the new system it can take anywhere between 5 minutes to ver an hour until I finally find a HGE that has what I want and is on a long enough timer. In the old system you just knew that the HGEs you want will spawn in the system you picked and that they'll spawn right in front of you instead of thousands of lightseconds away.

And if you flew through that region naturally, as a part of your preferred activities, you didn't need to go out of your way to drop into one. With the new system, it's more a matter of luck if the HGEs that spawned when you entered the system will be along your route.

But I do suppose I lucked out on my choice of activities (BGS play) and where I did them. Before Engineering 2.0, when I was most active with BGS play, I spent most of my time disrupting Federation systems along the Federation/Imperial border, so I was frequently flying through both Federation and Imperial space, as well as independent systems and ones that were in outbreak or famine. I pretty much had the entire range of HGEs covered.
 
Agreed, I have never used auto dock as I think docking is an essential skill.

With limited hard drive space on your ship computer however you'd still have the same choices to make, a docking navigation upgrade or a limpet controller upgrade etc...it just won't be using a module slot.
My problem with moving "software" to their own dedicated module category is that it increases the already worrying trend of optional module slot inflation. Currently, a build has to make some sacrifice, whether its cargo, protection, exploration scanners, or an SRV, in order to install something like limpets, docking computer, or supercruise assist. Your reward for not relying on automation is an expansion of your ship's capabilities.
 
4-6 weeks is a lot of time and effort to get ships prepared to do the things you would actually like to do.
4-6 weeks of casual gameplay to unlock necessary engineers, get credits to purchase ships, and do other miscellaneous stuff I think is pretty quick to engineer several ships for a new alt.

Casual gameplay of a few hours here-and-there is much different from a dedicated 16 hours to go on a very specific material hunt to get some materials for one ship.

And a whole lot more enjoyable. Apparently I'm correct because the same person complaining about engineering is complaining about grind.
 
I ended up deadly by "just playing the game". CZ are bread and butter for BGS.
I unlocked 2 engineers, went sight seeing on their base. And once tried to make something usefule from the stuff collected in the months running up to 2.1. Which netted me the two shield boosters T1. Incredible mileage, I know, and I stopped bothering about it. Then came the bulletsponged enemies and it stopped being fun altogether.
Fair enough. I consider running missions the bread and butter of BGS play myself. Combat zones I left to players who actually enjoy that kind of thing. It was enough for me to get the controlling Federation faction, or non-controlling Imperial faction, into a state of war in the first place. Conversely, there were players like you who don't like the "grind" of getting them into such a state in the first place.

It's a pity that Frontier ruined yours via hitpoint inflation, but then again I have a long list of activities that Frontier ruined by their bungling... or what other players consider to be vast improvements. That's the problem with online games. You can't adjust the game's settings to get an experience you want like most single-player games.
 
I unlocked 2 engineers, went sight seeing on their base. And once tried to make something usefule from the stuff collected in the months running up to 2.1. Which netted me the two shield boosters T1. Incredible mileage, I know, and I stopped bothering about it. Then came the bulletsponged enemies and it stopped being fun altogether.

Perhaps you should try unlocking a few more engineers. Engineered weapons might alter your "bullet sponge" experience.
 
Fair enough. I consider running missions the bread and butter of BGS play myself. Combat zones I left to players who actually enjoy that kind of thing. It was enough for me to get the controlling Federation faction, or non-controlling Imperial faction, into a state of war in the first place. Conversely, there were players like you who don't like the "grind" of getting them into such a state in the first place.

It's a pity that Frontier ruined yours via hitpoint inflation, but then again I have a long list of activities that Frontier ruined by their bungling... or what other players consider to be vast improvements. That's the problem with online games. You can't adjust the game's settings to get an experience you want like most single-player games.
Mission running and CZ, yes. Often the desired outcome would resolve in the CZ. It's like the finish on a task completed. Luckily I didn't have to do it alone - it helped a lot to play in a group.

And the "game setting thing and MP"? Yeah, it's kinda my key takeaway of my ED experience. I wouldn't have expected it - usually online games concentrate painfully on even balance - but FD threw balance just out the window.
 
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Wrong, I need to spend additional time to level my gear up to the new standards. Gear that was perfectliy fine for the job before. It's called nerf and goalposting gameplay behind arbitrary barriers.
In 2.1 the AI did get harder yes, I did the beta & thought it was fine, but of course I was using a fish engineered ship. Once 2.1 went live it was quickly apparent NPCs were tougher and more aggressive but once I'd engineered my stuff overall it was easier. I hated being constant interdicted by elite condas though, and actually left the bubble for about 18 months to get away from that.

By exchanging time for skill what I mean is I gathered the mats (and commodities at the time) to make my ships hit harder, have tougher armour and jump further. I could instead have just gotten used to the new AI. The 2.0 AI was pretty bad, and I had become complacent (I lost interest in combat once I reached combat elite in about July 2015).

I do broadly agree the step change was too much in one go.
 
There is no useful discussion about engineering if relogging is anywhere a part of it. Relogging in normal cirumstances is an exploit to be nullified, but that it hasn't is very telling by itself.
 
Everything!
But that's not realistic.

  • The way engineering was implemented was in my opinion wrong in the first place. Engineering should only have come as pre-engineered module rewards for completing higher rank tasks or missions for the player pledged factions (incentive to do powerplay) or as pre-engineered very rare ships purchased in faction permit-locked systems at the edge of The Bubble. Get the player out there and engage!
  • Haven't touched Thargoids so I don't know. Maybe add something that unengineered players can handle combat wise?
  • AI needs an overhaul, specifically the way they suicide themselves against stronger targets. It's silly. Some kind of swarm mechanic for AI in smaller ships?
  • Players should be able to hire AI crew for tasks other than flying the fighters. Imagine letting an AI co-pilot deal with the docking and departing (yeah, I know, docking computer). Apex has shown that it's doable.
  • Mining I haven't touched, so I don't know. In the future - planetary prospecting and mining is a must.
  • Exploring I have barely touched so I don't know. More things to explore I guess? Soon we'll know what types of planets really are out there (James Webb) so there might be some tweaks needed for the Stellar Forge?
  • Planets absolutely needs thicker atmosphere but that's for a later DLC if ever.
  • Spacelegs. It is what it is. Don't bother with it unless there will be more to explore on foot in the future.
  • Stations needs more variations based on system economy and where in The Bubble they exist. Anarchy systems should look the part everywhere.
  • Ground combat zones are silly the way they are now. The player shouldn't get 'extra lives'. Maybe scrap it altogether. Or remake it as a tournament on these entertainment complexes. A tournament for glory and credits. Unreal tournament really.

These are just my dreams of what could have been.
 
So moving the software does that mean those additional slots given to ships are taken back ?
That would pull that last nail back out of the coffin for stuff fitting within ship volumes being viable... Not that there are no other problems -- the size of the landing gear wells alone... Pretty sure engines have to be flat packs, for a lot of the designs to work...
 
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