Elite Dangerous - Community Goal FSD Reward and Modification/Application of Experimentals

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I do wonder if the ability to add special effects to already engineered modules worked fine in Horizons but just isn't an available feature in Odyssey.

Perhaps the different code bases explains it?
 
I do wonder if the ability to add special effects to already engineered modules worked fine in Horizons but just isn't an available feature in Odyssey.

Perhaps the different code bases explains it?
I've only played Odyssey since release (apart from moving FC from bubble / Colonia - I use horizons as that I do on my laptop) and bought the G5 FSD & Seeker racks and added experimentals to all. So it certainly did work.
 
I do wonder if the ability to add special effects to already engineered modules worked fine in Horizons but just isn't an available feature in Odyssey.

Perhaps the different code bases explains it?
I added an experimental to a double engineered 5A FSD in Odyssey during the CG. It is an "available feature" .
 
I added an experimental to a double engineered 5A FSD in Odyssey during the CG. It is an "available feature" .
I have as well, but not recently and it may only be available to the C5 FSD ... as trying to add an effect to the C6 FSD from the last CG fails regardless of being in Horizons or Odyssey.
 
Literally would not have bothered to do the CG if there wasn't a chance of an Uber-module at the end of it.
I still have several thousand tons of Thermal Cooling Units on my FC, that I wasn't quick enough to hand in before it finished. My Type 9 Nellie D'Elephant was loaded and ready with its first load. Still if anyone's interested Pre-loved TCU's going cheap
 
I will add my thoughts. I would be very displeased to say the least if experimental effects can no longer be applied to these double engineered modules. It had just worked previously and I added experimental to numerous modules. At least a dozen, maybe 20 I didn’t count, C5 FSD’s bought at the tech broker. To suddenly change this would be another slap to the players who continue to stick around as you guys work on fixing the buggy mess that is odyssey.

Now I definitely will go from displeased to angry if my past experimentals are retroactively removed.

I have spoken.
 
I felt this server error was telling us it will not be possible to add experimentals, so I wasn't waiting.

Anyway, if that's how it's going to be, I think there needs to be some kind of new icon made for those double engineered modules to differentiate them from regular ones. I need to know before going to an engineer that certain module without experimental I have is not modifiable further.
I have quite a few engineered modules and it's getting hard to remember which one is which.
 
The ability to add experimental effects to double-engineered modules is well established at this point, is completely common knowledge (so how could you possibly have missed it?), and makes perfect sense for gameplay too (if you can just buy fully engineered FSDs what's the point of the FSD engineers? to add experimental effects of course!)

Changing this now after the fact is not only confusing but is also going to make a lot of people upset who are right now just waiting for this bug to be fixed so that they can go back to playing the game. This could very well be the final straw for a lot of people who already feel let down by the decisions made about this game recently.

Change these modules and the seeker missile racks so that they accept experimental effects and plan for any future double engineered modules to have them available too, it's too late to change your minds about this now.

As for people talking about powercreep: it's been 7 years it's okay technology just advanced a bit. As long as double engineered modules get put on tech brokers for everyone sooner rather than later there is no problem with giving them out as CG prizes a little early first.
 
I always got the feeling that the double engineered modules were essentially a quick hack to get some cool rewards out of the old engineering system without having to code anything new.

The simpler solution to avoid power creep would be to nerf the grade of engineering and allow modifications (while also being gracious and pre-engineering them with mass manager or deep charge depending on the size) instead of making them work differently from other modules and explaining all that complexity to players.

I imagine there must be some kind of horrible behind the scenes technical reasons that require the solution to be "just gray it out in the UI" instead,,,
 
Right...It's like, you flip over a stone and then there's a stone under the stone.

Commanders, I've grabbed all your comments on experiences with double engineering on 5As and all sorts of things like that and I'm discussing with the team.
If anyone pings or comments with more experiences of having done this please, can you direct them to this comment of mine?

Going to get my head down with the team on more info.

Thanks o7
Every single double-modded CG reward has been able to have secondary effects added or modified (assuming the base module has secondaries available to it), without exception up until this point. You can see why under such circumstances people might be confused by the sudden change of implementation.

(edit: this sounds like the devs leaving you in the lurch again like when they insisted notoriety had always been active for feet content (it hadn't), lol. Unenviable position to be put in! Good luck.)
 
Makes you wonder how many things we as players "think" are intentional, yet fdev don't know are happening and would remove them if they found out.
Like this?

 
Adding my 2c here.... the thought of removing experimental effects from the d/e modules is already pushing all the wrong buttons with most of ED's player base. being able to add them adds to game play, as you can customize for different use cases (as stated before) instead of just the usual grind of farming mats for the module that's better than all the rest.. it's definitely about to off people exploring in the black, not to mention the other modules that are available...

Quite clearly everyone is happy with experimentals being allowed now... don't nerf things that don't need to be nerfed...
 
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