So it’s been a while since I’ve done it, but I remember it well, both how it was and how it is now, and with enough time to process it, I can finally evaluate it objectively.
So without further adieu...
I love the concept of Engineers and Engineering. Working to tune and improve your ship’s systems both individually and overall.
The Implementation, however, leaves so much to be desired.
The Execution leaves even more.
Let’s start with the implementation - a dozen or so Named Individuals, scattered across the galaxy, each specializing in one general category of ship modules, some with lesser knowledge in other areas.
Eh. This was certainly not what I had in mind. I was thinking your ship’s Engineer would be a hireling, an NPC Crewmate, not some semi-secretive recluse hiding out somewhere.
But ok... I can live with the semi-reclusive techno-hermit. You start your existence knowing a little about a couple of these Engineers, and learn about others as you progress. Ok, I can live with that too.
Now it’s still not enough to simply know of or locate these people, but each has their own little fetch-quest too. Now the fun factor starts to diminish. You find out, eventually, that these fetch quests are all pretty much the same, fun diminishes more.
So you’ve found your Engineer, did their laundry, did their shopping, and you’re finally ready to begin, right? Not so fast (fun diminished).
You’re presented with a menu of possible delights, but find out these hermits don’t keep any parts on hand, and insist you supply your own materials too, which you have to then gather. Some are easy to come by, others require a precise alignment of the stars, on favorable days of the week, when RNGesus is in the right mood to have a chance of showing up (fun diminished).
Now, in the old system you could jump through all these hoops and wind up worse off than when you started (fun greatly diminished).
This was changed in the update - you’ll always wind up better than where you started, even if it’s only .01% better (fun unaffected).
So you keep at it, progressing from lowly Grade One Upgrades through Grade Two, then Three, then Four and finally to Grade 5.
Each grade has a threshold value to grant access to the next higher grade. But it isn’t a linear progression. It takes anywhere from 15 to 40 upgrades, each costing you Materials, to reach the pinnacle of upgraded.
The actual process itself is pick an upgrade, click ok. Not very interesting, but at least it’s done in an instant. These Engineers make Indi 500 pit crews look lethargic, which is great, considering what you went through to get this far.
But wait, that was just the port side gun - what about the Starboard gun?
You now have to start the entire upgrade process again. And again (goodbye fun).
In the end, the results do greatly improve the experience, but the trip is nowhere as nice as the destination.
It is a bit odd that FDEV went for an almost cookie-cutter MMORPG gear upgrade system rather than something that fit the ED universe. I guess people did ask for RPG aspects, though, and that's what we got.
Had we kept the randomness at the high end upgrades (maybe scaled down slightly), and gotten rid of the casino interface, the RNG would have been less of an issue to people I bet (ha!). It seems realistic to me that if we keep pushing at the high end, we might not necessarily upgrade anything or even end up downgrading. And I would have liked the interface looking more like actual engine tuning, with output and dials showing. It would also have been good to see or hear the modifications. I bet grade 5 dirty drives sounds different from your bog-standard class A ones.
I like the idea of having crew members that are able to do some modifications to the ships, just like I like the idea of being able to break down modules for materials (and weight loss!) when out in the black. But I don't mind that the best upgrades are done by remote tuning shops hosted by eccentric techno-wizards.
We got what we got.