2.1 Speculation - 30 engineers, 41 module types: which will be chosen, and which will be ignored?

So the concept of the engineers is a slick one, allowing modifications to be crafted onto our ship modules. We know there will be 30 engineers. We also know there are 38 module types that we can outfit into our ships. Note that I'm not counting cargo racks nor fuel tanks, as I doubt either of those will be getting engineer attention.

So which modules will get variations, and which will be left to their lame old selfs?

Lets look at the possibilities for a moment. Out of the 38 module types, 23 of them are combat related, of which we know 7 of them have already been chosen via the newsletters:

- beams (shield regen lasers)
- bi-weave shields
- burst lasers (phasing sequence)
- cannons (force shell)
- cargo scanners
- chaff
- ECM
- fragment cannons
- FSD interdicters
- FSD wake scanners
- kill warrant scanners
- mine launcher
- missiles (emissive munitions)
- multi cannons (incendiary rounds)
- particle accelerators
- point defense
- prismatic shields
- pulse lasers (thermal shock)
- railguns (feedback)
- shields
- shield boosters
- shield cell
- torpedos

I think it's safe to assume that most if not all of these will have an engineer dedicated to them. Elite's development history has always been focused to the combat style of play. So for the sake of discussion, if 23 of the engineers are accounted for, that leaves 7 engineers left with 15 modules remaining:

- AFMUs
- collector limpet controllers
- detail surface scanners
- discovery scanners
- distributors
- FSD drives
- fuel scoops
- heat sinks
- life supports
- mining lasers
- power plants
- prospector limpet controllers
- refinerys
- sensors
- thrusters

Now, quite a few of the 15 module types are used by every commander no matter how they play, although some of them are not great candidates for modifying. I don't think anyone is really salivating for engineered heat sinks or life supports! So, taking those 2 out of the list we are left with 13 modules and 7 engineers, leaving 6 of the modules to be ignored by the engineers. The question then becomes:

Which modules make the cut, and which ones do not?
 
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I don't think we can assume 1 engineer per module type. Many like the PD I imagine will have multiple, whereas some like utility mounts may have none.

I think we'll see 1 engineer per weapon type, then 3 engineers per core internal (including shields).

7 weapon types and 7 core internals means 28 engineers accounted for.

We also know 1 will be for UA resistant cargo racks.

As for the last, who knows?
 
Why are you assuming each engineer will only provide modifications to one weapon or module? Makes far more sense to me that each will be able to offer quite a few mods, if they like us that is...Some of these guys are gonna hate the Empire or the Federation.
 
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Nothing has ever said that development has been solely about aggressive actions.
You're also using using older things as a means to prove your point.
Surely, it would be better to wait and see all the things before making any judgements.
 
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that leaves 7 engineers left with 15 modules remaining:

- AFMUs
- collector limpet controllers
- detail surface scanners
- discovery scanners
- distributors
- FSD drives
- fuel scoops
- heat sinks
- life supports
- mining lasers
- power plants
- prospector limpet controllers
- refinerys
- sensors
- thrusters

theses ones seems logic to me:

- Distributor
- Frame shift drive
- Power plant
- Thrusters
- Sensors
- Life support
- Scanners (all in one upgrade)


but maybe cargo racks too, i mean maybe we will be able to split/assemble them.
 
Why are you assuming each engineer will only provide modifications to one weapon or module? Makes far more sense to me that each will be able to offer quite a few mods, if they like us that is...Some of these guys are gonna hate the Empire or the Federation.

Well the devs have said that each engineer has a "specialty", and I've read many people saying that each engineer would only effect one module type? If an engineer can offer several different module mods then the possibilities really do open up nicely...
 
Why are you assuming each engineer will only provide modifications to one weapon or module? Makes far more sense to me that each will be able to offer quite a few mods, if they like us that is...Some of these guys are gonna hate the Empire or the Federation.

true, maybe they are specialized by type of modification, for exemple one is an expert for "heat", the other for "projectile", another one for "energy and regeneration"...
 
Well the devs have said that each engineer has a "specialty", and I've read many people saying that each engineer would only effect one module type? If an engineer can offer several different module mods then the possibilities really do open up nicely...

People have been saying a lot of things (all the way to when Overcharged was still available), but that doesn't mean they're remotely correct. At this point the only ones who know is Frontier. If their goal was diversion, it's definitely working based on the # of threads to crop up today alone.

I bet tomorrow will be the "N3RF xxxxxx NOW!" threads.
 
I'm hoping at least one engineer is from a racing background..thinking of better top speed, weight reduction, FSD charge time, fuel scope performance etc
 
I'm hoping at least one engineer is from a racing background..thinking of better top speed, weight reduction, FSD charge time, fuel scope performance etc

i hope one of them can increase jump range >< it's maybe the only modification i'm looking for
 
Anything which significantly reduces weight of modules or hull will increase jump range. I wonder if some engineers will specialize in certain ships to enable different internals.

SuperCobra here I come, ahh the beta can't happen soon enough...speculation is not helping me sleep
 
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Anything which significantly reduces weight of modules or hull will increase jump range

These mods are likely to add weight, heat and power requirements... not remove them. While it'd be nice if they did add something to strictly reduce weight, that mechanic is already in the game. It's called D rated modules.
 
OP speculates that point defense will get the engineer treatment. I think there is a possibility that it may not.
That leaves us with 8 modules to choose from. I think they will be as follows:
FSD, Thrusters, Power Distributor, Sensors, Power Plant, mining lasers, detail surface scanner, and HRP
 
Actually, I thought it was going to be 30 engineers (initially), with specialities in 1. Hull & Armour, 2. Sensors & Scanners, 3. Projectile weapons, 4. Ballistic weapons, 5. Energy Weapons, 6. Thrusters, 7. FSD's, 8. Shields, 9. Power Plant & 10. Various utility mounts. So, no, I don't think any modules will be left off the list. Also, the weapons we have seen so far are all *experimental*, which probably means that they are all top tier stuff that you won't get until you've spent months earning the trust of said engineer. More mundane modifications are probably going to be much easier to obtain.
 
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You forgot Docking Computers. Which should totally be something Engineers can tinker with. How about upgrading a Docking computer into an autopilot, which can keep your ship pointed at a destination while in SuperCruise and start slowing down at the appropriate time? Or a Planetary Approach Computer - pick a point on a planet surface and it makes the approach from orbit, goes through the glide process and drops you at those coordinates?

 
Did you mention bulkheads? Lots of new offensive toys, it could be good to get some magic bulkheads. Also I'd love some explorer friendly ultra-lightweight bulkheads..
 
Did you mention bulkheads? Lots of new offensive toys, it could be good to get some magic bulkheads. Also I'd love some explorer friendly ultra-lightweight bulkheads..

By a strange coincidence, your avatar has the same expression that I have right now, after reading most of these 2.1 speculation threads!
 
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