Some of these areas we are investigating are:
Reducing the number of materials required for Engineering.
Increasing payout of engineering materials from missions.
Increasing backpack capacity.
Please note, the above are examples of some of the areas we are investigating, not all the areas we are investigating. Elite Dangerous is a Live Service game and we anticipate that refining Engineering may take several passes. However, we will be listening to your feedback as we go about this process.
We will post a more detailed rundown of our proposed changes in the coming months.
Alright, that's well and good. But I am disappointed to not see the balance of Engineering's power (and the resulting massive gap it creates between vanilla & engineered modules & ships, as well as obviously superior options rendering most alternative blueprint options a moot point) brought up specifically as a priority item to look at.
However, it's encouraging to hear you're already thinking about multiple passes.
I'll be looking forward to more details as they come, so do please keep them coming, this is a refreshing pace of communication after the darkness of the past few years.
p.s. This is sort of aimed at the community - I for one think the pre-built ships thing looks fine, having an example that shows they're not fully engineered to the gills should tame the pitchfork mob but even then: "pay to win" really doesn't apply when the act of someone purchasing a pre-built ship will not affect anyone else's gameplay, period. This isn't World of Tanks where you can buy premium tanks and premium ammo and get preferred matchmaking and everything is centered around adversarial competitions - we have literally none of those elements here. I suppose the communication about them should have led with details about how 'advanced' these pre-builds would be - and really, a mining type 6? With small mining lasers? That's not going to be rocking any boats in terms of mining profit records any time soon.
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