With RNG being debated, I think this idea would come into effect well with the current system:
The more upgrades you accept, the more upgrades are likely to occur. Still, you could get a really good weapon, but a bad effect. In which case, a rating system could be added upon rolling the weapon. This is purely optional. You can either press Yes or No, since the engineer should ask "Are you happy with your effect?". Pressing yes will make him learn that you prefer that specific effect so there's an increased chance for him to craft that effect. Pressing no will decrease reputation, but make him learn you don't want more of that effect.
Of course the maximum change could be 10% more likely to get such and such effect and -10% likely to get such and such. There should be an option when randomly generated to go off your previous results or a completely random one. The ”learning” of the engineer applies to every individual module type (pulse laser, beam laser, multicannon) and ONLY applies to the effect. The other effects like DPS and Damage should stay exactly the same in terms of RNG.
What do you guys think?
The more upgrades you accept, the more upgrades are likely to occur. Still, you could get a really good weapon, but a bad effect. In which case, a rating system could be added upon rolling the weapon. This is purely optional. You can either press Yes or No, since the engineer should ask "Are you happy with your effect?". Pressing yes will make him learn that you prefer that specific effect so there's an increased chance for him to craft that effect. Pressing no will decrease reputation, but make him learn you don't want more of that effect.
Of course the maximum change could be 10% more likely to get such and such effect and -10% likely to get such and such. There should be an option when randomly generated to go off your previous results or a completely random one. The ”learning” of the engineer applies to every individual module type (pulse laser, beam laser, multicannon) and ONLY applies to the effect. The other effects like DPS and Damage should stay exactly the same in terms of RNG.
What do you guys think?