Blueprints

Sorry. Don't agree. There are more than enough engineers about.

I may be inferring incorrectly, but it sounds as though you're looking to just pin any blueprints you may want to use, then be able to "g5" every ship without any further effort whatsoever.

Pin you most popular ones and if you want anything different, go back. It's not that much of a pain.
 
Sorry. Don't agree. There are more than enough engineers about.

I may be inferring incorrectly, but it sounds as though you're looking to just pin any blueprints you may want to use, then be able to "g5" every ship without any further effort whatsoever.

Pin you most popular ones and if you want anything different, go back. It's not that much of a pain.
This ^

...plus you still have to travel back to the engineer to add experimental effects. Unless they decided to allow for remote experimentals as well having access to more blueprints may not save as much time as one would think.
 
I found out that most of the time i'm after the experimental effects as much as i'm after the basic engineering... so i end up spending up to a day when i have to engineer some ship
 
No thanks.

One is just fine.

If it was up to me, I'd consider limiting the total number of pinned blueprints to, say, half a dozen. :p
You seem to be really into being forced to make choices based on limited supply. I bet you like survival games that require gathering and crafting based on scarce resources.

Nothing wrong with that. I fancy games where base level things are plentiful and the content is the actual game play, not preparing to engage in it.
 
You seem to be really into being forced to make choices based on limited supply. I bet you like survival games that require gathering and crafting based on scarce resources.

Nothing wrong with that. I fancy games where base level things are plentiful and the content is the actual game play, not preparing to engage in it.

That's part of it but I'm also concerned about the "slippery slope".

I mean, if we have no pinned blueprints then being allowed 1 per engineer is really useful.
Then a new player shows up and moans that 1 BP per engineer sucks and he wants 3.
Then another new player shows up and moans that 3 sucks and he wants 5.
Etc.

What's the right amount? None? One? Three? Five? All of them?

Seems, to me, that there IS some level of strategic challenge to pinning blueprints.
You have to decide which ones you use most, which ones you can get from which engineers and wheich ones it's most beneficial to pin.
Increasing the number is (IMO) going to reduce both the challenge and the amount of associated gameplay.
 
That's part of it but I'm also concerned about the "slippery slope".

I mean, if we have no pinned blueprints then being allowed 1 per engineer is really useful.
Then a new player shows up and moans that 1 BP per engineer sucks and he wants 3.
Then another new player shows up and moans that 3 sucks and he wants 5.
Etc.
I get that but I don't think the "new player" today is any different than the new player of yesterday. I think the developer is going to creep toward saturation regardless, and it just appears that it's being fueled by new player demands.
What's the right amount? None? One? Three? Five? All of them?
"Moar" is always the right amount.
Seems, to me, that there IS some level of strategic challenge to pinning blueprints.
You have to decide which ones you use most, which ones you can get from which engineers and wheich ones it's most beneficial to pin.
Increasing the number is (IMO) going to reduce both the challenge and the amount of associated gameplay.
But many players don't see this game as a game of strategic warehouse moves. The same was true when materials maxed out at 300. What mats did you want to keep? All of them of course, but you couldn't, so you likely dumped some you wanted later. Someone decided that's not fun. I mean, if you enjoy being at the station strategically planning your next build and being limited by game allowances, then it's right up your alley. There are dozens of games that don't have the sound or graphics quality of ED that force you into a choice far too often when you just want to get on with "playing". If playing, to you, means warehouse management, that's probably different than for people who suggest "moar" of these things.
 
I wonder what stretch of imagination I lack for not enjoying artificial gameplay limitations, and not turning the mandatory engineer grind into some exciting player generated content, like an epic personnal quest to find the lost art of storing more than a few blueprint in an universe with telepresence while my ship is stuffed with thousands of materials stocked in dimensionnal pockets / progress bars.
 
I really would like to know how the first person figured out how to get that first blueprint- I've watched the video- I think there had to be some intervention in that the first time.
Grinding for eng sucks- there I said it. Players sell eng-ed mods so they should be on the market by now if the game emulated life at all imo.
 
I really would like to know how the first person figured out how to get that first blueprint- I've watched the video- I think there had to be some intervention in that the first time.
Grinding for eng sucks- there I said it. Players sell eng-ed mods so they should be on the market by now if the game emulated life at all imo.
Or we should be able to break them down for materials at the cost of sell price.
 
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