Engineers: how I would extend the mods

What bothers me most is the need to go trough the engineering for every single module.
Imho once a module has been engineered the same mod should be extended to other same modules. For example once the FSD size 5 has been mod to grade 5 (not less) I should be able to apply the same mood to any other FSD 5 size without the need to go to an engineer or pinning the blue print and it should require the materials for a single roll of grade 5.
This mod should also cover all smaller FSD but not the bigger ones. For example the mod of a thruster 5A should cover all 5, 4, 3 and so on but not the 6 size.
 
The old system allowed you to engineer any similar module from 1-5 once unlocked.

Unfortunately, the old system was garbage and RNG, so you could end up with very different modules. Lol
 
Well, I'd have no problem with at least having a system where you instantly apply the mod based on what I can engineer with what materials I have (no repeated button presses to fill a circle).

Any suggestion which reduces material hunting is a +1 from me anyway.
 
Engineering is in game to provide one more thing for players to do - another reason to go places and do stuff, while tinkering with their modules for bonuses.
And that's what it is - you take stock module and tinker with it - it's not some universal thing you can add to another FSD f.ex. - you've modified this particular one, by removing some parts, exchanging others, rewiring it, bending and ducktaping, adding some new custom tech here and there.

What you suggest exists already as guardian tech - more powerfull module behind one time grind.

I would be for the ability to salvage some materials when disassembling engineered module though.
 
Engineering is in game to provide one more thing for players to do - another reason to go places and do stuff, while tinkering with their modules for bonuses.
And that's what it is - you take stock module and tinker with it - it's not some universal thing you can add to another FSD f.ex. - you've modified this particular one, by removing some parts, exchanging others, rewiring it, bending and ducktaping, adding some new custom tech here and there.

What you suggest exists already as guardian tech - more powerfull module behind one time grind.

I would be for the ability to salvage some materials when disassembling engineered module though.
Well there are so many modules in game that can be engineered that we won't remain without doing stuff anyway. Problem is that engineers somehow affect also players who are not interested in that kind of gameloop. For example explores don't find the manufactured materials or encrypted data out in the black during their expedition but they still need to engineer a lot of modules to reduce the weight or increase the ship range and power
 
Well there are so many modules in game that can be engineered that we won't remain without doing stuff anyway. Problem is that engineers somehow affect also players who are not interested in that kind of gameloop. For example explores don't find the manufactured materials or encrypted data out in the black during their expedition but they still need to engineer a lot of modules to reduce the weight or increase the ship range and power

Material Traders.
 
For example explores don't find the manufactured materials or encrypted data out in the black during their expedition but they still need to engineer a lot of modules to reduce the weight or increase the ship range and power
No, they don't need to. They can, if they want some bonuses.
My first long deep space trip was before I bought Horizons in 30Ly ship. Now I consider that too low even for bubble travel. But I got spoiled with engineering.

Only ones that actually feel the engineering is a must are PvPers. And that is because of other PvPers.
 
No, they don't need to. They can, if they want some bonuses.
My first long deep space trip was before I bought Horizons in 30Ly ship. Now I consider that too low even for bubble travel. But I got spoiled with engineering.

Only ones that actually feel the engineering is a must are PvPers. And that is because of other PvPers.
You can engineers many things that don't improve your jump range.. Heat sinks is just an example and you need to engineer each single one
What I'm saying is when you did one you can extend the mod to the other ones. It still requires materials but not so many and you don't need to go to an engineer to do it again
 
You can engineers many things that don't improve your jump range.. Heat sinks is just an example and you need to engineer each single one
What I'm saying is when you did one you can extend the mod to the other ones. It still requires materials but not so many and you don't need to go to an engineer to do it again

Pinned Blueprints...
 
As others have pointed out, there is no need to engineer anything - the engineers are mainly to give you something to do.

I took my new account out to Beagle Point on DW2. The only thing I engineered before I left was the FSD, as I only have the one engineer unlocked (and that was specifically so that I could get a 40Ly range).

I think the engineering itself is ok now. I do still think that materials should be easier to come by (or drop in larger quantities).
 
Sir I guess you have no idea how material traders work... You can't give raw materials in to get manufactured or data. You can only exchange the same type of materials and at the cost of absurd exchange rates...

A Network of Material Traders...

Do you feelies better now?
 
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