Engineering changes/updates

I posted these simliar thoughts in another thread but thought I'd drop them here as specific suggestions. Now please bare in mind this is just what would work for ME in regards to engineering, and they are just suggestions, not universal truths ;)

One of the biggest things I am perplexed by is pin/unpin blueprints. I can not work out why this is necessary at all as a process. I am in a ship with a computer that records all sorts of data but I have to pin and unpin blueprints to access them later on ? That makes very little sense. Once I visit/unlock an Engineer, I should just have access to those mods anywhere there is outfitting.

I would also simply allow Engineering mods to be bought for ingame credits at the Engineering facilities full stop. No flying all over to get mats and other superfluous stuff. In my mind a better system would involve doing missions to unlock the Engineers themselves and that's it. Once they are unlocked, go nuts.

Thanks for reading o7

EDIT - Just to clarify ... I mean ... Do missions to unlock Engineer ... Fly to Engineer ONCE ... buy mods with CREDITS at Engineer .... leave ... have access to mods in Outfitting with credits from then on WITHOUT the need for blueprints or pinning or flying all over for obscure mats etc .... that's it. This is simply my suggestion for what Engineering should look like to me, to make my game play experience better.
 
Last edited:
Don't be ridiculous, you'll be buying them for Arx.

Good to see so many old dead horses getting resurrected though. It's almost like there's a price to paying for breaking the laws of the universe.
 
I'm not sure what that means.

Yeah, the universe of Elite Dangerous, where you can have an engineer work on your ships drives while he's half a galaxy away. They gave us those pinned blueprints so we wouldn't have to fly all the way back after collecting mats, we could just fly around and collect mats and go to the nearest station to engineer, and now you want to force everyone to fly to the engineering stations to engineer, big step backwards that, can't see that being popular.
 
Yeah, the universe of Elite Dangerous, where you can have an engineer work on your ships drives while he's half a galaxy away. They gave us those pinned blueprints so we wouldn't have to fly all the way back after collecting mats, we could just fly around and collect mats and go to the nearest station to engineer, and now you want to force everyone to fly to the engineering stations to engineer, big step backwards that, can't see that being popular.
I didn't suggest anything like that at all .... perhaps you should read the post original post again. In fact I suggest the EXACT opposite.
 
I would also simply allow Engineering mods to be bought for ingame credits at the Engineering facilities full stop. No flying all over to get mats and other superfluous stuff.
Yeah. Why would we even want any incentives to play the game? Just remove everything that would give us a reason to play that aspect of the game. And while at it, remove all incentive to play every other aspect of the game as well. Remove that rewarding feeling of getting something cool as a result of your hard work. Just give us everything readymade.
 
Yeah. Why would we even want any incentives to play the game? Just remove everything that would give us a reason to play that aspect of the game. And while at it, remove all incentive to play every other aspect of the game as well. Remove that rewarding feeling of getting something cool as a result of your hard work. Just give us everything readymade.
Earning credits performing missions/tasks is literally the same hard work as getting mats or anything else. I am simply asking for the Engineering currency to change ... not sure what you are driving at there. Anyways ... As stated in the OP .. these are suggestions that would improve MY game experience ... whatever yours is, that's valid ... this is the suggestion section ... I made a suggestion ... Your incentives aren't my incentives ;)
 
ARX, ARX, ARX, ARX... stones flying.
"Stop that. Stop it, will you stop that. Now look, no one is to stone anyone until I blow this whistle. Even...and I want to make this absolutely clear...even if they do say "ARX"...
all the stones flying
 
Earning credits performing missions/tasks is literally the same hard work as getting mats or anything else.
It most definitely is not the same thing. I'm not aware of any mission type that eg. requires you to go to a remote system, land on a planet, and harvest materials from brain trees. Which is a nice change of pace compared to missions.
 
One of the problems here is, lets do all engineering with credits. So what effect would that have on available gameplay. Well, 90% of USS's now become redundant, not needed because a lot of them only carry mats and encoded data, none of which you now need. Surface bases and surface POI's like Dav's Hope and the Bug Killer, well the reason for visiting them is basically gone. Surface mats, mesidorites and meteorites, pointless, shooting them supplies mats, don't need em. Deposits on Volcanic features, mats, get rid of them, growths on bio, mats, get rid of them. That would strip a huge amount of gameplay from the game. Ship missions that supply mats? Get rid of them all, don't need em.

Then we get to Odyssey, why should ship engineering be basically free, because that's what credits are in game, free, when Odyssey engineering is tied to collecting mats and stuff, so we line up Odyssey with ship engineering and all Odyssey upgrades can de done for credits, so essentially free and no need to do most of the Odyssey missions because a lot of them are about collecting mats right?

And then what about Guardian stuff, why one earth should we need to go around collecting all these blueprints and stuff when everything else in engineering is credits (free) and them human tech broker stuff, why should we be required to collect mats for that? That's so old school, it's all credits (free) now!

The game is tied into mats as a credit form because actual credits in game, are, well essentially worthless.
 
In fact, I would suggest the exact opposite. There are already a few modules that cannot be purchased for credits.

We need more of those, not less. (And not just modules, but other stuff as well.) Add variety to the game, don't remove it.
 
One of the problems here is, lets do all engineering with credits. So what effect would that have on available gameplay. Well, 90% of USS's now become redundant, not needed because a lot of them only carry mats and encoded data, none of which you now need. Surface bases and surface POI's like Dav's Hope and the Bug Killer, well the reason for visiting them is basically gone. Surface mats, mesidorites and meteorites, pointless, shooting them supplies mats, don't need em. Deposits on Volcanic features, mats, get rid of them, growths on bio, mats, get rid of them. That would strip a huge amount of gameplay from the game. Ship missions that supply mats? Get rid of them all, don't need em.

Then we get to Odyssey, why should ship engineering be basically free, because that's what credits are in game, free, when Odyssey engineering is tied to collecting mats and stuff, so we line up Odyssey with ship engineering and all Odyssey upgrades can de done for credits, so essentially free and no need to do most of the Odyssey missions because a lot of them are about collecting mats right?

And then what about Guardian stuff, why one earth should we need to go around collecting all these blueprints and stuff when everything else in engineering is credits (free) and them human tech broker stuff, why should we be required to collect mats for that? That's so old school, it's all credits (free) now!

The game is tied into mats as a credit form because actual credits in game, are, well essentially worthless.
That's all great ... it's a suggestion thread ... this is what works for me. I made a suggestion. They either take it onboard for consideration or they don't ... don't ask .. you don't get.
 
I genuinely don’t have an issue with the current ship engineering. Some QoL tweaks could be okay - eg. allow multiple pinning / auto-pin blueprints you’ve already unlocked or rebalance some of the trading amounts. But overall I think it’s pretty sorted. Maybe some more in-game info (perhaps messages from the engineers themselves?) as to where to go to stock up on mats so that newbies aren’t reliant on forums and such to know the quicker routes for collection?

On-foot engineering is where I think more effort is needed. Some materials are simply too rare, the amounts required for higher grades are excessive and you can’t even trade for a whole subsection of them! For this, I would:

  • slash the required mats for each grade by a factor of about 5
  • ensure all mats can be traded for with the exception of the suit / weapon schematics (which, once only 1 - 5 rather than 25 is required would not be an issue to get as rewards by running a few missions)
 
On-foot engineering is where I think more effort is needed. Some materials are simply too rare, the amounts required for higher grades are excessive and you can’t even trade for a whole subsection of them! For this, I would

I must admit I have done zero on foot engineering, but I have a bit of on-foot equipment that's grade 3 with an upgrade I want, so they have done that to make it easier, you should never need to upgrade from 1 to 3, just buy 3's and if you look around you will get one with at least one thing you need, like my Artemis suit with the upgraded jetpack, and of course with on-foot stuff you can trade player to player through the Fleet Carrier, so yes they have made it harder to upgrade from scratch, but also at the same time made it much easier.
 
I must admit I have done zero on foot engineering, but I have a bit of on-foot equipment that's grade 3 with an upgrade I want, so they have done that to make it easier, you should never need to upgrade from 1 to 3, just buy 3's and if you look around you will get one with at least one thing you need, like my Artemis suit with the upgraded jetpack, and of course with on-foot stuff you can trade player to player through the Fleet Carrier, so yes they have made it harder to upgrade from scratch, but also at the same time made it much easier.
Finding something pre-engineered to G3 isn’t too bad ... something you want is much less guaranteed.

i haven’t traded anything “player to player” via a Fleet Carrier but that might be because I don’t have one!
 
Back
Top Bottom