Increase blueprint capacity from engineering 1 per engineer is not enough 3 would be better
without any further effort whatsoever.
This ^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.
Increase blueprint capacity from engineering 1 per engineer is not enough 3 would be better
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.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.![]()
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.
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.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.
"Moar" is always the right amount.What's the right amount? None? One? Three? Five? All of them?
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.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.
Or we should be able to break them down for materials at the cost of sell price.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.
Sell them to the market for like 1mil each idkOr we should be able to break them down for materials at the cost of sell price.