Engineer mods should add to rebuy costs

How about don't increase the insurance costs in % but increase the module value. Instead of 5000 credits your MC would cost 15000. This would also increase rebuy costs...

I'd take that one out of all the ideas so far; makes sense that insurance needs more funds to cover replicating some crazy hotrod over a more simply tuned or shelf-standard vessel; they probably have to pay some reverse-engineering team to do the work. I bet they have a holofeed of the team showing their daily lives. You know you're watching it on those long runs to Hutton.


ROADTRIP: REVERSIX MEETS FARSEER FOR THE DOPE ON FSD TRANSCONDUCERS (Plus: Chuckie gets drunk in 0G- again!)
 
Any change to the game should ask the question "does this make the game more fun?" and you should be able to sell us on the answer.

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Yeah, lets mimic the insurance company in real life. When your ship goes pop you should be forced to wait for your new ship. In the meantime you can argue with the insurance company about the value of your ship, then wait for them to purchase and assemble all the parts, then deliver them to you. So basically losing your ship should take you out of the game for 1-2 weeks..... Because realism.

But don't worry. You can fly an inferior version (rental ship) of your ship, paid for by the insurance company, during this time. I'm sure players will love that (/sarcasm)


Mustn't forget to double the rebuy costs after the first claim. And then after two or three rebuys you'll lose the ability to insure at all as you'll be deemed too high risk. Also let's make players pay up front or they'll fly with zero coverage. Yeah, insurance simulation is a great idea. :rolleyes:

OP: I get what you're saying but no. We don't need more negative things in the game for the sake of realism. The game already suffers from many illogical, unrealistic things. It's a game flying spaceships and respawning endlessly. Engineering itself is bizarre. Best to just ignore it and not try to insert logic or reason.
 
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Lobris,

The point I failed to make is that currently, there are no drawbacks for choosing a grade 5 mod over a grade 1 mod. If you have a choice, it is a no brainer. Thus there are no meaningful choices to make, which makes for a shallower game. This isn't the case with unmodified modules. There are pros and cons to choosing to install a class B over a class D, and even installing a smaller size module, over a larger one.

One of these is the rebuy cost. If you're not using the latest... get rich quick scheme, you care about your rebuy cost. That consideration becomes part of your risk calculus, and failing to do so leads to a failure state (the freewinder), which this game is tragically short of.

Right now, the only meaningful decisions to make regarding Engineer mods is whether to grind or not. Once you get them, though, which one to get is a no brainer. I don't like no brainers, which is why I like the idea of engineering mods adding to the rebuy cost.

The drawback is you need rarer materials for the higher mods and you have to develop your relationship with the engineer further. While it could be argued that acquiring said materials is easy enough so is paying insurance for the very rich.

Like insurance itself this mechanic adds another layer which is only relevant to new players or those who cannot be bothered to earn credits for various reasons. The rest shrugs it off.
 
I'd take that one out of all the ideas so far; makes sense that insurance needs more funds to cover replicating some crazy hotrod over a more simply tuned or shelf-standard vessel; they probably have to pay some reverse-engineering team to do the work. I bet they have a holofeed of the team showing their daily lives. You know you're watching it on those long runs to Hutton.


ROADTRIP: REVERSIX MEETS FARSEER FOR THE DOPE ON FSD TRANSCONDUCERS (Plus: Chuckie gets drunk in 0G- again!)

You could also make profit by selling modified modules.
 
Why would you assume any of that?

I fully support the idea that it should be more difficult to replace specially engineered equipment. It makes perfect sense. I wouldn't even be opposed to losing the mod entirely; it being generally unique and irreplaceable.

And before someone accuses me of not using Engineers or not having anything to lose:

http://i.imgur.com/1muoMhf.jpg



Anything that increases verisimilitude increases fun, for me.

Then you should support the suggestion I made 2-3 months again to introduce ship delay when you die and that delay should be based on how long it takes to transport the ship hull and your ship parts to the station you respawn at.
 
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