Engineer Module trade-in.

For players who have been around for a long time, you may have a lot of engineer modules just sitting around. You know you will never use them, but there are just that bit to good to sell.

I suggest a nice system to make sure people can get rid of these modules, but still get a little back from them. Engineer trade-in's

The system is simple, go to the engineer you got the modification on, and instead of selling the weapon for credits, you can exchange it for a portion of materials used, this is especially useful for G5 mods that use those very rare materials.

Or lets say you made a mistake, you just engineered a weapon you thought could conquer the Galaxy, then realise it barley chips paint. you can then swap this back in for a portion of materials traded. you won't gain any credits, but which is more valuable? ;)



Just a basic suggestion, but I believe it could be very valuable in the long run!


Thoughts?

CMDR Jaylem
 
Instead of a "money sink" a "lesser money sink"? (To be fair, materials are a lot of harder to come by consistently compared to credits)
I think this idea would have made more sense (and was probably suggested at that time too) during the first engineer phase, when you got the feeling that they didn't know what would be the result of their tinkering and you had a lot of very different modules and they might have appreciated some unique modules. Now everything is on a fixed path, module upgrades feeling like they are from off the shelf. To me it makes sense that you can remove upgrades with not much hassle.
 
Instead of a "money sink" a "lesser money sink"? (To be fair, materials are a lot of harder to come by consistently compared to credits)
I think this idea would have made more sense (and was probably suggested at that time too) during the first engineer phase, when you got the feeling that they didn't know what would be the result of their tinkering and you had a lot of very different modules and they might have appreciated some unique modules. Now everything is on a fixed path, module upgrades feeling like they are from off the shelf. To me it makes sense that you can remove upgrades with not much hassle.

That is fair enough I guess, but what do I do with all these modules now? I have a lot of them just sitting around doing nothing, and there has been some mistake ones too (like making phasing burst lasers G5 for CZ, only to find they barely chip paint) they are still too good to sell, so they end up being mothballed forever.

What I suggest is just a small refund on trading in, even if it is the equivalent of one roll per level, it is still something back than nothing.
 
Make another ship to put them in or just sell them.

It's not about the money, I have quite a lot of credits so I am not exactly broke. sure I could buy a new ship, but it would only be for the same reason I keep these modules in storage.

I am not running out of storage space either, still have plenty left. however I do have a lot of drifting modules there...like my first PA I ever engineered, a vast collection of Powerplay modules (I will never sell these though) and other works from the past. I have in fact used your method of putting modules on ships. but I have found it just to be another way of transferring toys that will otherwise not be used.

What I suggest is, rather than loose all those materials buy simply selling it (at base price mind you...) I can trade it in for something immeasurably more valuable, materials. I am by no means saying we get a full refund, but I would rather get a couple of pieces back than none at all. :)

and as I said before, if one makes a mistake when engineering, like making a butter laser, then at least they can get a bit back and not make the same mistake :D
 
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