About that double-engineered FSD reward for the CG...

I'm sure it will increase participation, for all the wrong reasons.
Probably - though maybe not. If most people aren't going to get the reward, will that in fact reduce participation, so fewer get it? (though those that do end up working a lot more to stay in the top 25%, so the total contribution level doesn't change much)
 
The fast boot experimental may be useless to explorers, but Not to PvPers. Since the first thing organic pvpers sub target is the FSD, most organic Pvpers have the shielded or faster boot sequence modifications, especially if they fight after shields drop.

The addition of a long range with the faster boot sequence will make high waking hunts much more feasible and allow PvPers to free up an internal by getting rid of a scoop if they choose.

I am very tempted to grind this CG. Too bad it isnt for a 4A since I fly mostly FDLs.

:)
 
This whole thing is an incredibly alarming trend. I predict one of the following outcomes.
  1. Frontier stops here and doesn't release any modules better than this.
  2. Frontier adds double engineering as part of Odyssey.
  3. Frontier eventually backtracks and removes all double-engineered modules retroactively.
  4. Frontier makes CG reward-covered ships the meta, massive numbers of players quit the game, and this seemingly innocuous moment is retroactively viewed as the moment that Elite was killed.
Mind you, I don't think 4 is particularly likely, but 1-3 are all pretty alarming as well.
 
Its like, one module though. It can't be duplicated and has a marginal benefit.

It's not about the amount of benefit. It's that there's a benefit at all. If you want the best non-large exploration ship in the game, you must complete this specific community goal, this week, at 25% or better, or you will never ever be able to acquire it.

The whole reason why Frontier overhauled Engineers after they broke the game is because they simply don't seem to understand the MMO mentality. This appears to be more evidence of that. This issue could be every bit as bad as the original Engineer release if it continues to snowball.

By itself, this module is a black eye to the game, and something that players will complain about for years. Make a dozen of these and the game will collapse.
 
It's not about the amount of benefit. It's that there's a benefit at all. If you want the best non-large exploration ship in the game, you must complete this specific community goal, this week, at 25% or better, or you will never ever be able to acquire it.

The whole reason why Frontier overhauled Engineers after they broke the game is because they simply don't seem to understand the MMO mentality. This appears to be more evidence of that. This issue could be every bit as bad as the original Engineer release if it continues to snowball.

By itself, this module is a black eye to the game, and something that players will complain about for years. Make a dozen of these and the game will collapse.

I actually liked the original Engineers bar material grinding. At least then you had actual variety and truly unique ships.
 
That you have the ability of actually having a unique ship? That you can (via effort and luck) get one marginally better module?
Simply that the person who thinks the CG reward is fine and no big deal also liked the version of engineers that was so incredibly unpopular that Frontier actually went back and changed it.
 
Simply that the person who thinks the CG reward is fine and no big deal also liked the version of engineers that was so incredibly unpopular that Frontier actually went back and changed it.

Sorry, why are you referring to me in the third person?

The engineers we have today are pointless, because its inevitable everyone gets to the same level- its just a matter of grinding. Nothing is unique, nothing is really lucky or yours. These modules are a minor reward that goes against this uniformity.
 
This is module is an addition, existing modules aren't being down graded or taken away.
If you're happily exploring with your current ship and equipment then you will continue to do so without the slightly decreased charging speed & couple of LY additional range.
 
I actually liked the original Engineers bar material grinding. At least then you had actual variety and truly unique ships.
Yes - in a game which isn't really about competition in the first place, except very indirectly (see also: the existence of Fleet Carriers), does it really matter if someone can jump 10% further, all else equal? (Sure, some tournaments might need to disallow them)

And this at least actually gives some of that "personal narrative" to it - someone earned that marginally-better missile launcher defending Liz Ryder from the Empire, rather than by getting lucky after throwing tens of thousands of materials in.
 
Yes - in a game which isn't really about competition in the first place, except very indirectly (see also: the existence of Fleet Carriers), does it really matter if someone can jump 10% further, all else equal? (Sure, some tournaments might need to disallow them)

And this at least actually gives some of that "personal narrative" to it - someone earned that marginally-better missile launcher defending Liz Ryder from the Empire, rather than by getting lucky after throwing tens of thousands of materials in.

I'll be honest, I like the idea of this. The problem is, do you trust Frontier to keep releasing modules that are carefully balanced to not be overpowered? I simply don't have that level of faith in Frontier's game balance. They don't know how to balance a game, and they don't really try. If they keep doing this, sooner or later they're going to release a "required" module, the community will explode, and they won't even know what happened.
 
I'm not sure I follow this, how this module is better from the usual one (increased FSD + mass manager)? I understand that it will only have fast boot on top of that so how some commanders calculated longer LY jump? Wouldn't the jump range be equall to the "standard" 5A Increased FSD + mass manager but with additional fast boot sequence?
 
I'm not sure I follow this, how this module is better from the usual one (increased FSD + mass manager)? I understand that it will only have fast boot on top of that so how some commanders calculated longer LY jump? Wouldn't the jump range be equall to the "standard" 5A Increased FSD + mass manager but with additional fast boot sequence?

Fast boost sequence gives the following effects:


Thermal Load+20%+20%Negative
Integrity-15%-15%Negative
Boot Time-65%-80%Positive
Optimal Mass+12%+15%Positive
 
Ahhhhhh, you're right. I've missed that. Thanks a lot! o7

@EDIT
But then again, it won't have any experimental effect on it. I didn't check, can you engineer double modified missile rack from Liz? Can you additionally add mass manager effect to it? Would increased range + fast boot be better than increased range + mass manager?
 
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I'll be honest, I like the idea of this. The problem is, do you trust Frontier to keep releasing modules that are carefully balanced to not be overpowered? I simply don't have that level of faith in Frontier's game balance. They don't know how to balance a game, and they don't really try. If they keep doing this, sooner or later they're going to release a "required" module, the community will explode, and they won't even know what happened.
I'm not sure that they can release a "required" module, though, with how the rest of the game works.

For PvE, the existing standard engineering modules are already overpowered for what you actually need - especially for the 99% of the game which isn't High CZs or Thargoid Interceptors. Even the ridiculousness that would be an overcharged + efficient weapon, if you only had one of it, wouldn't signficantly improve how much you could kill. I haven't bothered fully maxing out G5 on most of my existing modules, because it's not worth the time to gather the materials.

For competitive PvP (combat, racing, etc.), organised tournaments and events can just say you can't use them.

For competitive but non-organised PvP ... sure, this is where it could hurt, but ... there's already healing beams, premium synthesis, ridiculous shield booster stacking, half the weapons being basically useless, the FdL just being a little too good, half the experimentals doing nothing with shields up and something really bad when shields are down, etc. etc. As you say, they don't really try to balance things to start with. What difference is one more module going to make, when a few people are still running around with legacy weapons from the original engineering? The game fundamentally isn't designed around it. (And ultimately so few people take part in this - because the game is already so badly balanced for it - that they might make a lot of noise when Frontier gives out a charge-enhanced+weapon focused power distributor as a CG reward, but it's not going to actually significantly affect overall player count even if half of them quit)

For uncompetitive PvP, one extra module again isn't going to matter - a reasonable multirole/trade build can escape but not fight back, an unreasonable one would be dead with considerably less firepower than existing ships have.
 
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