Engineering costs?

I don't have beta access and the game's wiki only list newsletters under the "Engineers" page, so I've got a few questions before the servers are up and 2.1 is live.

I'm under the impression that you can visit an engineer, pay for a mod at a random value and an incresing cost per reroll?
How does the cost scale? Is it account specific? Ship specific, module or module type specific?
 
I don't have beta access and the game's wiki only list newsletters under the "Engineers" page, so I've got a few questions before the servers are up and 2.1 is live.

I'm under the impression that you can visit an engineer, pay for a mod at a random value and an incresing cost per reroll?
How does the cost scale? Is it account specific? Ship specific, module or module type specific?

First you need to get invited to the engineer by fulfilling a random requirement, determined by the game. Then you need to fulfill the initial mission to unlock the services. After that you have access to the lowest level of modification the engineer offers, which cost various new materials, data and/or commodities. As you progress with the engineer, you unlock higher tiers of said mods.

In case of weapons, applying a mod might or might not also bestow a special effect on your weapon. As for the material cost, if I recall it increased with the grade of the upgrade in quantity, and is a different composition of materials depending on module type.
 
"pay" and "cost" aren't CR. just to make that clear.

I had gathered that there would be mats and rep involved as the price, but what I don't know is if the cost is constant or not for trying to get optimal numbers on your mod, and what that escalating cost is tied to.
 
I had gathered that there would be mats and rep involved as the price, but what I don't know is if the cost is constant or not for trying to get optimal numbers on your mod, and what that escalating cost is tied to.

"cost" is tied to level of upgrades. same mod "costs" always the same, so if you want to reroll, you'll have to "pay" a second time. e.g.: you want a lightweight multicanonn. grade 1 of this mod will cost far less than grade 5 (but will make your MC far less lightweight). you are unhappy with the number you get, you'll have to pay again "the full price".

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my beta experience was, that you want to prepare for 2-3 rerolls, to get numbers which are satisfying. if you want to have "optimal numbers", you will look forward to much, much more rerolls then that. e.g.: if you can live with an FSD range increase of 20-22% overall for a level 5 FSD mod, and you don't mind using a bit more power and gaining some weight, you can do that with 2-3 rerolls. if you want the amazing +25% fsd range increase, with the lowest possible mass increase, you can easily spend 50+ rerolls on that. discliamer: that is all from beta, RNG may be different in the livebuild.
 
In addition Sandro mentioned that later down the road we will have the ability to call in favors with the engineer, which would give you the mod you want in exchange for a rep hit with said engineer. But this is not in-game yet, just something they plan on doing.
 
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In other words, the price will be constant for the same component and won't increase given the number of retrys. Thank you!
 
In other words, the price will be constant for the same component and won't increase given the number of retrys. Thank you!

You still will need a substantial amount of stuff if you want to min-max though. So I would suggest that unless the modules have the same mat requirements, do them one at a time, so you can reroll optimally and don't bog your ship down with commodity class required materials, that might attract unwanted attention while you run to the engineer and back.

Oh and as a tip, once 2.1 hits live, start scanning every single ship you come across in supercruise or normal space. The data class materials can come from any scan :)
 
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