Any Engineer Grandfathering Issues at all?

My issues;

Conversion must be done at the engineers, not remotely.

Converting modules has a bug currently where you loose all progress and its got nothing.

Some of my old grandfathered modules are still better. High-Cap Shield Boosters with Resist Alls come to mind.


Other than those three gripes, I can't understand why they bothered. So many of the new modules are just better overall I can't grasp why they didn't just auto-convert to begin with.
 
From a recent trip around the new engineers, I can say that less critical modules (e.g. collector limpets) lack any experimental effects. I have several modules scattered across my fleet that I had rolled just to get a secondary effect of reduced power usage to make the item fit into my ship build; I have to start the design over on those ships or risk power usage issues if I want to use the new engineering options. I'd like to see all modules have secondary effects (old name) available as experimental effects (new name), even if they are generic.
 
That's not an issue so much as you not being able to convert mods remotely. Those ships have to come back to the bubble to be converted and upgraded if that's what you want. I love the new engineers but this one feature is one of my least favourites. It punishes people who engaged with the old system for no reason whatsoever.

Considering I spent probably 2 billion shipping a fleet of modded ships to Colonia, the last thing I want to do is reship them back to the Bubble or worse yet, fly each one back. I should just leave them all as they are and not be bothered getting them in to 3.0


IMHO in Colonia, all you could do is the following :
- check which Module types do not have any Special Effects
- in the Bubble, pin most favored Blueprints at all Engineers
- use Remote Engineering in Colonia, which will require to "Remove Modification" first though, since the Remote Workshops can't convert Modules
-> you can get to the same max. G5 than with the Engineers in the Bubble

- FSDs can be treated the same, since their max. G5 Mod level even without Special Effect (Mass Manager) should exceed almost any legacy Mod
(alternatively, when in the Bubble purchase, max. out and store FSDs as desired, i.e. for all Exploration Ships)

- many Modules with solid G5 Mods and Special Effects or good Secondaries are best retained, since re-modding them simply isn't worth the trouble

Depending on fleet size or Ship diversity, it's of course also possible to store legacy Mods and redistribute them to other Ships, if that improves them. Better than letting it go to waste, if possible.

I think considering I rarely even use the ships I have in Colonia it would be better to just let them remain as they are. I only play on Mobius or Solo so it's not that I really need any extra advantage for those ships at least. It would save me a lot of trouble. Only one I'll probably fix is my AspX explorer ship I have there, that one I can easily fly back to upgrade and fly it back to Colonia. The others can just be left as they are and maybe in the future Colonia will have engineers locally or something...
 
My old power plant is not improved by the "monstered" one in the new system significantly.

This all would have been made easier if FD would have been more transparent, and allowed a visual numerical comparison between grandfathered and new modules before you have to blindly commit to the engineering of the grandfathered modules.

If anything, this would save player's time and resources in engineering. But we know how that goes, G.R.I.N.D..
 
Back
Top Bottom