Engineers rework...

Must admit, the ability to create identical modules appeals to the "OCD" part of me and making XFX independent of upgrades was both an epiphany and a no-brainer that should have been in the game since day 1.

Still not keen on the grind or the lack of diverse gameplay related to engineering though.
There was an opportunity to create so much more, instead of just bunging in mat' traders as a band-aid, which was wasted. [sad]

I think good thing is that it can always be extended - adding special missions for getting mods, etc. Structure allows that. However there might be mechanics lacking to support such extent yet.
 
Only someone who has broke their back in the hamster wheel can think the engineers power creep is a good thing in the game.

Power creep is bad, but I think they have plans to fix that. But the experinece in my view is pretty good these days apart from a few unlocks which can be a drag.

But to be honest, if you don't like the huge powercreep (like me) don't og higher then a G3 upgrade and it will be fine. Or only upgrade non-combat modules.

I see these arguments alot and agree, so stick to grade 3 and below. The choice is yours.
 
Generally agree with the text and sentiment of this thread.

I have used the Engineers quite a bit since the last update and feel it is much improved. Applaud and thank FD for a line of improvements (some prior to the last update) which have come together to make engineering a much more enjoyable, engaging and rewarding experience. [up][up][up] IMO the most notable improvements are:

- Increased quantities when data and materials spawn.
- Data and materials storage - quantity, balancing and tools.
- Choice of data and material with mission rewards.
- Material traders.
- Predictable outcomes for blueprints (including "each roll better" philosophy).
- Purchasable and replaceable engineering effects.
- Pinned blueprints
- Remote engineering.

There are only four minor QOL negatives I've noticed so far:

- The tool for finding material traders tells you about a trader you have already found and could bookmark anyway (useless).
- Sometimes towards the end of an upgrade (particularly G5) you need 3 or 4 rolls just to complete that last 1 or 2% of the dial (annoying).
- Pinning a blueprint doesn't (from memory) show the "engineering effect" data and material that additionally need to be collected (inconvenient).
- The dials could be a larger (readability).
 
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Introduce something awful.
Make it (slightly) less awful.
Call it better.

politics 101.

create a problem,
claim to be an expert to fix the problem,
write a policy that barely addresses the problem, or even makes it worse, but makes for a good headline.
 
politics 101.

create a problem,
claim to be an expert to fix the problem,
write a policy that barely addresses the problem, or even makes it worse, but makes for a good headline.

Conspiracy theory 101,
point at theorist,
laugh loudly.
 
New system is ok on many fronts.

However, I didn’t realise how good my Double Shot Frag Cannons were until I tried rolling new ones under the new system.
Luckily I bought new ones to mod and compare and fully engineered, the new ones are slightly less potent.

FSDs though, were all much better!

Clicker
 
Bonus points if ye know what the term ¨room 101¨ actually originated from ^

1984. it's where lobotomized whiteknights faced their worst fears, isn't it?

And completely unrelated to academic course numbering systems.

The only thing I don't like about the new engineers is the management of the resources. Scanning bases results in a lot of data acquisition. Under the previous system it was possible to dump data when the store was full. As far as I can see, the only options available to purge the memory stores is to spend some of it at an appropriate engineer or find a dealer to swap it for more useless stuff.

Unless I'm missing something (not unknown).
 
And completely unrelated to academic course numbering systems.

The only thing I don't like about the new engineers is the management of the resources. Scanning bases results in a lot of data acquisition. Under the previous system it was possible to dump data when the store was full. As far as I can see, the only options available to purge the memory stores is to spend some of it at an appropriate engineer or find a dealer to swap it for more useless stuff.

Unless I'm missing something (not unknown).

You have limited storage but for each individual type of mat and data, so you don't need to dump any of it anymore.
 
I still think the downsides of high level mods should be increased to the point at which you can either have a few selective high level mods on a few things (speed OR shield strength, for example), but if you want to engineer everything, you'd need to use lower level mods to avoid overheated/some other downside.

This way we keep the existing mechanics, but there's some more choice beyond 'max out everything' and it removes a lot of problems (slow, long fights, god ships, etc)

plus everyone can keep their highly engineered modules, they just have to be selective about which are installed at the same time. Allows FD to balance the game without directly nerfing the effects...
 
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