The only thing that i can come up with is that it gets rid of the initial craft&trash orgy of some irrelevant module to rank up to five. Well, my solution would have been to get rid of ranks and just offer G1-5 after unlock - or come up with some meaningful gameplay to unlock ranks. It seems their solution was to make you craft&trash meaningful modules, hence force you to carry heaps of all kinds of common materials around, and not just iron and sulfur.
Are they getting rid of the basic "access tiers"?
Even if they
are I don't think that argument holds any water.
I can currently go to an engineer and gain access to every level with 3 rolls per level. Mission Accomplished.
After that,
every subsequent mod' will only ever require the G5 mat's I actually
need for my intended mod.
With the new system, I need to do 3(?)x G1 rolls, 3xG2 rolls, 3xG3 rolls, 3xG4 rolls and I'm at level 5.
That's still at least 12 rolls to get to level 5 - exactly the same as the current system.
But that's just for
one module.
After that, for every subsequent module you have to find, and waste, the mat's for 12 rolls to get to G5 along with the mat's required for the intended mod'.
By the time you've engineered, say, 10 G5 FSDs, you'd have had to find and use the mat's for around 150 rolls using the new system instead of around 40 using the current system.
And I flat-out don't buy the whole "it's better for a casual player" thing.
Currently, if you want a G1 mod, you just need to show up and you can roll a G1 mod.
If you want G2 you can show up, make 3 or 4 G1 rolls and then you're ready to go with G2.
This'll be
exactly the same procedure under the new system.
The only difference will be (as with G5 mod's) that you'll have to do that with
every subsequent mod' instead of having direct access to G2 mod's.
Which brings me back to my previous question: This is "better"... how?