Engineered modules loose there modifications with damage

The following suggestion is aimed at re-balancing the effectiveness of engineering modules. Currently, once top level engineered mods have been gained, then they are there forever, even if a ship and modules are destroyed. This does not make sense on any level and gives too much of an advantage to players that have them. The engineered modules are not off the shelf they are in effect unique objects that are not replaceable. Also if they are subsequently damage and repaired by the standard station mechanics, would they not be repaired to a lesser standard?

In a nutshell:-

1. Destroyed engineered modules are destroyed. They are replaced with standard off the shelf modules on rebuy.

2. Damaged engineered modules that are repaired by the standard mechanics at stations, should be less effective by the percentage of damage sustained.

3. If the damaged mods are taken back to the engineer that crafted them then they can be repaired back to a percentage of their original engineered condition. Or the module can be engineered from scratch again.
 
Engineer is already an overwhelming grind. You can't oblige people to do it over and over again. People will just simple quite playing the game.

-100 really bad idea !

The game is a grind anyway surely that is part of it the player base accept! Also the engineer grind gives players a huge benefit over a player without engineered mods, so this will as least re-balance a little. Let only the nonsensical idea of magic modules. Whilst there may on the face of it be a grind just think of the potential of having to manage your modules more carefully. I think the extra challenge would add to the game, make it more interesting.
 
You are completly delusional ! This idea will simply never be implemented !

FDev would simply shoot themselves in the foot if they were doing that. There would be so much protestation, you can't imagine.

ED is user friendly. Rebuy cost is low. You can't die boosting on a planet. Neutron Star and Black hole are really not dangerous at all. NPC are noob friendly.

Reseting your engineered ship will simply never happens.

People will simply never accept to ruin months of grind just to do it over and over again : ED is just a game to have fun, it's not a real work !

Moreover ED is mostly a solo game with a rare multi-player interaction. There is no balancing, it's just a grind about who get the most. So defenetly you don't suffer from other Cmdr ships.
 
You are completly delusional ! This idea will simply never be implemented !

FDev would simply shoot themselves in the foot if they were doing that. There would be so much protestation, you can't imagine.

Not delusional just suggesting an improvement to the game, of course it is an opinion, you have the opposite one. The game is what I'm concerned about! It is an open ended MMO there needs to be some form of risk! It is not a linear adventure game, so there has to be some risk and reward not just reward.

ED is user friendly. Rebuy cost is low. You can't die boosting on a planet. Neutron Star and Black hole are really not dangerous at all. NPC are noob friendly.

Reseting your engineered ship will simply never happens.

There is no death, fair enough it would be too hard otherwise. Generous rebuys on balance fair enough but could do with some work around C&P like FD are looking to implement in 2.4. Modding up a ship until your indestructible is not much of a game, that will lead to more people quitting in the long run. Where is the jeopardy, credits are easy to come by, the trade off is grind for a superior ship. But that should not be permanent, especially if that ship goes pop.

People will simply never accept to ruin months of grind just to do it over and over again : ED is just a game to have fun, it's not a real work !

Moreover ED is mostly a solo game with a rare multi-player interaction. There is no balancing, it's just a grind about who get the most. So defenetly you don't suffer from other Cmdr ships.

If you play in solo then engineers is not for you, just carry on as you are.

If you play in open where there is more danger potentially out there from other players especially due to an engineered arms race, then there should be more balances in the game to level things out. Engineers should be more a bonus for grind not a nailed on right. Also there should be more consequence for having your ship destroyed, seeing as there is no death, as you point out. I don't think FDev want to make the game too easy and would not of introduced engineers for the every ship to be indestructible, which is the logical conclusion of your argument. Where is the game there?

Cmdr's that PvP definitely should have more riding on the encounter. If the destroy Cmdr looses his engineered mods, then they should have a bit of grind. The idea is for damaged modules to loose effectiveness which will happen to every mod over time anyways. Cmdr's that are not into combat e.g, exploring will still have something to think about if out on long missions.

Anyway I don't think my suggestion will be top of the to do list. Just putting it out there.
 
HAHAHAHAHAHAHAHA no.

Op, a few months ago some bright spark came up with the idea that RNGineered modules should have their RNGineering fade over time - a bit like wear and tear but just fades, with no way to get it back.

That idea was rightly burned to the ground. Your idea is equally as 'awesome' and should be burned at the stake too.

It's like there's an endless supply of masochistic players who just want the game to increasingly punish them for having the audacity to press START. Just, how much Dystopia do you want E: D to be? I mean, it's a pretty horrific parallel universe as it is without making it even more off-putting to all but the most masochistic.
 
ED is a dystopia but that doesn't have a lot to do with it really! Perhaps we have a different sense of fun! I believe it should be a challenge or at least should be more jeopardy, not just there on a plate. Obviously good strategy, tactics and skill should having a bearing also. We have it quite good in the game anyway, no death, endless supply of cheap ships, credits etc. I don't get the moaning by having to do a bit of grind to get or keep an edge, as it is a bit of a luxury. We have to suspend are disbelief enough in the game.
 
No. Sorry, it's to harsh.

I almost agree with you, but unless they make engineering really trivial to the point it's pointless, then it would be too much of a pain to die.


I could probably get on board with engineered modules only be repaired at Engineer bases or something, or even just having a huge repair bill, at a stretch. But total loss is too far.

CMDR Cosmic Spacehead
 
Absolutely not. The game is grindy enough and there's already a wide discrepancy between the people who can play all day and those who don't. This would only widen that.
 
Why are people so again engineers. I think its cool.... gives all ships a secret. You dont know what your up against by simply looking at the make and model of a ship.
If we could it would be boring

In real life, no two fighter planes are the same, cars in races are different.

Engineer yours if you need to defend against an engineered ship is my thinking. I did after I was getting my a... s kicked.
 
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The following suggestion is aimed at re-balancing the effectiveness of engineering modules. Currently, once top level engineered mods have been gained, then they are there forever, even if a ship and modules are destroyed. This does not make sense on any level and gives too much of an advantage to players that have them. The engineered modules are not off the shelf they are in effect unique objects that are not replaceable. Also if they are subsequently damage and repaired by the standard station mechanics, would they not be repaired to a lesser standard?

In a nutshell:-

1. Destroyed engineered modules are destroyed. They are replaced with standard off the shelf modules on rebuy.

2. Damaged engineered modules that are repaired by the standard mechanics at stations, should be less effective by the percentage of damage sustained.

3. If the damaged mods are taken back to the engineer that crafted them then they can be repaired back to a percentage of their original engineered condition. Or the module can be engineered from scratch again.

I am definitely against proposal 1.
I do not feel that we should lose a modification forever after all the trouble we have gone through.

Proposal 2 and 3 are interesting.
I do not immediately reject them.
I definitely think they might add interesting gameplay, but I wonder if it would not be too troublesome in practice to have to seek out the original engineer every time a modified module got damaged.

What if, for repairs of a modified module you can go to any engineer to restore them to pristine conditions. That would make it more digestible and not as much of a chore.
In general I like ideas that give me reasons to revisit engineers bases.
 
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Absolutely not. The game is grindy enough and there's already a wide discrepancy between the people who can play all day and those who don't. This would only widen that.

This idea balances up for people who can't play all day. Also the skill/luck/tactics of preserving your ship and modules has more of and effect.
 
No. Sorry, it's to harsh.

I almost agree with you, but unless they make engineering really trivial to the point it's pointless, then it would be too much of a pain to die.


I could probably get on board with engineered modules only be repaired at Engineer bases or something, or even just having a huge repair bill, at a stretch. But total loss is too far.

CMDR Cosmic Spacehead

Haha, "almost agree" that not too bad I'll take that!

There is no death for Cmdrs, but modules can't die either, but ships fine to be destroyed, really?! I know it is a bit of a grind to get some of the top end engineered modules but in the context of the game it's not that bad. People might be too reliant on engineered mods as it can make them virtually indestructible, which is more to the point. There should be a bit of flux especially as mechanical parts wear out. Maybe a larger repair bill should be implemented but credits aren't really any substitute for loss of performance. Having to go to an engineer to get them repaired would be something, however, if not full destruction.
 
Why are people so again engineers. I think its cool.... gives all ships a secret. You dont know what your up against by simply looking at the make and model of a ship.
If we could it would be boring

In real life, no two fighter planes are the same, cars in races are different.

Engineer yours if you need to defend against an engineered ship is my thinking. I did after I was getting my a... s kicked.

Yes your ships should be living breathing beast, preserving and managing them should be part of the fun!
 
I am definitely against proposal 1.
I do not feel that we should lose a modification forever after all the trouble we have gone through.

Proposal 2 and 3 are interesting.
I do not immediately reject them.
I definitely think they might add interesting gameplay, but I wonder if it would not be too troublesome in practice to have to seek out the original engineer every time a modified module got damaged.

What if, for repairs of a modified module you can go to any engineer to restore them to pristine conditions. That would make it more digestible and not as much of a chore.
In general I like ideas that give me reasons to revisit engineers bases.

Going to engineers that didn't do the original work shouldn't give you pristine results but they should be better than the standard station repairs, I could work with that.

Anyway the choice between getting repairs done by automated module repair, station mechs and engineers would add more choices to make. A cmdr may not need to go back to the original engineer if there is enough spare capacity, may well decide to go to the nearest station for a quick repair, just this would reduce the performance, until, they could go back to the original engineer.
 
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