Any news on when Engineers is going to be finished?

I agree, a few with each patch. I'm hoping some of them aren't just reskins of the old one's; it would be nice to start seeing some more variety with the upgrades.

Yes, I would really like if each of them had something unique to bring to the table in their specialty, so there was a reason to visit Elvira vs Felicity for example.
 
I had figured the unreleased engineers would be unfolded over the later patches, a few at a time. That way they could be used to balance areas, and give attention to new areas (exploration, freighters, and mining!).

Combat had to come first, of course.
 

hood1

Banned
Can't be finished until they add crafting commodities storage at eng place.

I'm asking about only the features Frontier advertised for the initial release of 2.1 Engineers, not unpromised possible additions such as storage.

Who knows?

After all, we did get the digital artbook.

OK, I'll check back in two years' time.

;-)

Seriously, Brett C or anyone else at Frontier, can you shed any light on this? The missing Engineers and missions are now 3 months overdue, and I think there's been no official word on them in that time.
 
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Considering what level 5 can get you, I highly doubt that. For one thing, if they kept scaling at the same rate and brought the shield gen/booster upgrades up to 8, I'm pretty sure quite a few ships would be capable of 100% damage resistance...

No they wouldn't. There is a hard cap of I believe... 75% that can be reached right now. But diminishing returns makes it more worthwhile to use other heavy boosters after a certain level. I would link you to the thread that discusses that, but I'm pretty lazy at the moment and can't find it.
 
I like searching for them... but it bugs me to no end you cant just buy them.
Why so many of the materials not purchasable? it makes no sense lore wise

I agree that not being able to buy simple stuff like nickel is pretty dumb. However I think that frontier's goal was to incite players to diversify their activities. People would have absolutely no reason to use the srv/mine/search for signal sources if they could just buy the materials they need. Personally, I really like the gameplay of the srv, but I'm not one to spend time doing activities that have no practical use for anything.

A good compromise would be to allow people to buy the items, but at a very high price. Or at least to find an explanation why they are unavailable. Maybe the demand for those materials is so low that no station cares to sell them (or some similar made-up reason).
 
I consider engineers to be poorly implemented, balance breaking, and immersion breaking.

immersion breaking is not about me believing i'm in the game's universe and flying a ship. It's about internal consistency in lore and content. Rules that exist and are followed by the game.
Engineers break this in multiple ways.

1. you get the engineered modules back from insurance claim. umm no. Engineered modules are unique, that's why you have to go to an engineer and why the results of such a module are unknown until they do their work on it and why it's so hard to convince the engineer to do it again identically.

2. Materials are collected in a magic bag that has no relation to the ship you're in. Though, this is an issue that extends beyond engineers, being it's with materials in general.

3. Engineered weapons can effect things that have to do with ammunition - ammunition which is sold separately and is the same ammunition everyone buys. (This mostly is in regards to the secondary nonsense effects given to some weapons)


It's balance breaking for a few reasons

1. Ships stats are tenuously balanced by developers to offer unique niches for some ships and benefits and tradeoffs to others to provide the intended gameplay experience in the game. The significant amount of change engineered mods allow can completely remove many tradeoffs, shifting the balance in the game completely

2. Players not purchasing horizons are at a significant disadvantage in collecting materials and staying on a level playing field with those that have horizons.

3. Ships that had a niche role have had that role significantly marginalized since most of the time these ships are given many tradeoffs to have 1 significant benefit - a benefit which is now much less important when you can make a less specialized ship able to make up similar positive stats.

It's Poorly implemented in a number of ways


1. RNG everything. RNG where materials are spawned. RNG in how your module will be created. No skill is involved here. No strategy on the player's part. No gameplay added.

2. Modification recipes are arbitrary. The secondary effect having nothing to do with anything.

3. Modification levels are setup in a way that is uncreative. Different engineers having the same mod attributes if they offer the given level and it's laid out in a way that makes the choice of the levels similar to the choice in module grades.


Engineers doesn't improve one aspect of the game, it marginalizes niche ships, it muddies up combat with nonsense elemental effects and screwing up ship balance, it devalues travel since the only skill/strategy associated with traveling currently in the game is to not fall asleep from the multitudes of jumping needed to get to distant places. And when participating in it it's implemented on-screen like a stupid casino game.
 
by finished i was hoping this was going to be a thread about when FD scrapped engineers and removed their mods from the game.

Lol! I think the level one mods are nice. They aren't too op and allow a decent level of tweaking. I'd say keep those and keep them as they are but remove or severely nerf special effects and scrap the rest.
 
I consider engineers to be poorly implemented, balance breaking, and immersion breaking.

immersion breaking is not about me believing i'm in the game's universe and flying a ship. It's about internal consistency in lore and content. Rules that exist and are followed by the game.
Engineers break this in multiple ways.

1. you get the engineered modules back from insurance claim. umm no. Engineered modules are unique, that's why you have to go to an engineer and why the results of such a module are unknown until they do their work on it and why it's so hard to convince the engineer to do it again identically.

2. Materials are collected in a magic bag that has no relation to the ship you're in. Though, this is an issue that extends beyond engineers, being it's with materials in general.

3. Engineered weapons can effect things that have to do with ammunition - ammunition which is sold separately and is the same ammunition everyone buys. (This mostly is in regards to the secondary nonsense effects given to some weapons)


It's balance breaking for a few reasons

1. Ships stats are tenuously balanced by developers to offer unique niches for some ships and benefits and tradeoffs to others to provide the intended gameplay experience in the game. The significant amount of change engineered mods allow can completely remove many tradeoffs, shifting the balance in the game completely

2. Players not purchasing horizons are at a significant disadvantage in collecting materials and staying on a level playing field with those that have horizons.

3. Ships that had a niche role have had that role significantly marginalized since most of the time these ships are given many tradeoffs to have 1 significant benefit - a benefit which is now much less important when you can make a less specialized ship able to make up similar positive stats.

It's Poorly implemented in a number of ways


1. RNG everything. RNG where materials are spawned. RNG in how your module will be created. No skill is involved here. No strategy on the player's part. No gameplay added.

2. Modification recipes are arbitrary. The secondary effect having nothing to do with anything.

3. Modification levels are setup in a way that is uncreative. Different engineers having the same mod attributes if they offer the given level and it's laid out in a way that makes the choice of the levels similar to the choice in module grades.


Engineers doesn't improve one aspect of the game, it marginalizes niche ships, it muddies up combat with nonsense elemental effects and screwing up ship balance, it devalues travel since the only skill/strategy associated with traveling currently in the game is to not fall asleep from the multitudes of jumping needed to get to distant places. And when participating in it it's implemented on-screen like a stupid casino game.

Engineers offers fun PvE stuff in the form of customizing your ships. Balance will never be achieved in an MMO, no reason to get hung up on it.

Removing it will never happen. Anyone calling for its removal is doomed to be eternally butt-flustered.
 
Yes, I would really like if each of them had something unique to bring to the table in their specialty, so there was a reason to visit Elvira vs Felicity for example.

Agreed, Plus, most of the mods are pretty straightforward so far. I'd love to see some off the wall stuff, like mods that help you run cooler, decrease scanning time for the ADS, increase sensor range, etc.

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That would be glorious, and as compensation you get all of the engineering components you farmed back, if your cargo hold can't handle that much, then you're required to sell off all the excess at the station.

Getting rid of RNGineers would actually get me to play -more regularly- than I do at present, same would go for a fair few of my friends. Would also like to see a torch taken to Powerplay but one step at a time eh? :D

Not going to happen, Fuzzy. Hey, but at least you're going to get insta transfer! Maybe that'll get you back in the game:)

 
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Agreed, Plus, most of the mods are pretty straightforward so far. I'd love to see some off the wall stuff, like mods that help you run cooler, decrease scanning time for the ADS, increase sensor range, etc.
Decreased ADS scan times would be awesome.

Some of the off the wall stuff doesn't even need to be directly related to the function of the module being upgraded:
- HRPs that improve heat dissipation, so the ship runs 10% cooler.
- FSD that is harder to interdict
- Cargo racks that reduce the effective range of a cargo scanner
- Armour that is "slippery" in supercruise, so increases supercruise speed
- Thrusters that reduce mass lock
 
Jacques Stataion should become an Engineer. He needs money to upkeep his own station and he really should be constantly on the move also at random but aimong to circumnavigate the bubble always.
 
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