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?
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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