Engineers - Suggestion.

Okay, so I am suggesting a new feature for engineers that would solve all the current problems - I hope.

Anyhow, currently, they're changing engineers so that now there is a flat line upgrade that you can not surpass, no matter how much you "roll". FDEV are also adding a grandfather option - so that commanders could keep their old god-tier rolls if they so desire, however this is a predicament; as a new player into the game could have the same ship and all, and never be able to match a player who got lucky with an RNG roll.

Here is my suggestion: Add a new tier upgrade. Everyone who had a rating of 5 with an engineer would automatically be entitled to this new 6 rating. This new upgrade would be better than the tier 5 rolls, no matter how good your rng luck was - but it will be a flat - line upgrade. It would be the same value for every commander, so one commander does not have an advantage over another, because of RNG.

Also with this new tier add a new upgrade - via Professor Palin - or even better, Qwent, so he isn't dead content. Make an upgrade where ships could perhaps move faster and move better in supercruise. I'd also suggest that these new tier 6 rolls require the same mats as the grade 5, but, require 20 of them and perhaps a commodity or credit payment.

From grade 1 to 5, you can keep Engineers as is.
 
Last edited:
I raised a thread stating the grandfathering is asinine, and one of the reasons is that you cannot create new modifications that are more powerful than "god rolls".

The current system allows me to take an already perfect roll and add multiple additional positive effects. FD cannot adapt the thermal resistant shield modification to include +20% regen, +20% broken regen, +20% strength, +20% optimal mass, -20% distributor draw and an integrity boost. But if they decide to grandfather all modules, there will be players with those shields running around.
 
I raised a thread stating the grandfathering is asinine, and one of the reasons is that you cannot create new modifications that are more powerful than "god rolls".

The current system allows me to take an already perfect roll and add multiple additional positive effects. FD cannot adapt the thermal resistant shield modification to include +20% regen, +20% broken regen, +20% strength, +20% optimal mass, -20% distributor draw and an integrity boost. But if they decide to grandfather all modules, there will be players with those shields running around.

I do not have any god rolls. Generally just did 1 or 2 rolls at G5 and good enough.
Requiring average users like me to go through the enormous extra work to get what they had before is ludicrous.
Seems the game is being tailored to suite a minority of elite players at the expense of the masses.
I speculate that the average player is not overly concerned with god rolls and the roulette wheel of misfortune, but is concerned with RNGesus grind for the materials.

Out of interest, just what percentage of mods are currently god rolls - how big an issue is it really to the average player.
 
Out of interest, just what percentage of mods are currently god rolls - how big an issue is it really to the average player.

Some will typically be found on any apex PvP ship, but these are also the ships that will cause the most fuss-i.e. there will be gankers using god modules that defensive ships won't be able to match.

FD are just terrified of having to tell the community they will be affecting their existing mods, even if the result is that they become ultimately more powerful.
 
Some will typically be found on any apex PvP ship, but these are also the ships that will cause the most fuss-i.e. there will be gankers using god modules that defensive ships won't be able to match.

FD are just terrified of having to tell the community they will be affecting their existing mods, even if the result is that they become ultimately more powerful.

Which was my point, the masses should not suffer for a minority elite. Taking away existing mods will make average players suffer badly just for the benefit of a few PvP players?
How much depends on how easy it will be to get the massive amount of extra materials you need to get back to where you were on all mods on all items on all ships. For what - a corner case scenario?
 
Which was my point, the masses should not suffer for a minority elite. Taking away existing mods will make average players suffer badly just for the benefit of a few PvP players?
How much depends on how easy it will be to get the massive amount of extra materials you need to get back to where you were on all mods on all items on all ships. For what - a corner case scenario?

Speaking as a PvP player, I can tell you they aren't doing it for our sake. They are aware players will make a fuss for the sake of it if told they'll lose their current modifications, even if it turns out their modules will be better when converted.

FD are notoriously good at burying their head in the sand to avoid a little discontentment, suffering an overwhelming backlash later, and pretending it could not have been forseen afterwards.
 
This is why a higher tier would solve all the problems. If players feel so strongly about their rng rolls, keep it, but they'll be at a disadvantage if they don't upgrade to tier 6.
 
in my opinion it's insane to carry old modules over into the new system.
I think it would be more insane to strip people of the 100's of hours work tht they put into collecting materials for modules, 100's of hours work FD made them(us) do as a part of their game design. Imagine FD saying "We appreciate that you all went through the 'grind' to get where you are, but you wasted all those hours..."
 
Back
Top Bottom