So engineers is next after C&P and I wanted to get an early start.
I always felt (and I don't know how it translates into a spreadsheet of stats nor actual gameplay)
That the engineers should do what they do.
you have the same "crafting" recipe for your grade 1->5.
However, it's the quality of the material you provide is the key element to what grade of upgrade you eventually land on (with a tiny bit of rng for kicks).
The engineer must install the original "base" grade of each upgrade. This can be achieved through collection grinds or a series of missions.
But since you are getting something extra special, each time, the module flakes out a bit more, guns jam, thrusters burn out and require a reboot, etc etc.
And the capacity of your modules wears down over time and use.
So I can have a grade 1 dirty thruster that will give me a perfect 10% increase in speed and required common metals and well-worn shield components.
but over time that grade 1 will decrease over time, 9%,8%,7,6,5,4,3,2,1 base module capacity.
But since it's been "upgraded" I can top it back up via synthesis with those same materials again, and again (with a little RNG variance for kicks).
When I get grade 4 dirty thrusters (thanks to some missions unlocks, or lots of material collection/trading) I get a guaranteed 40% (or whatever the current grade 4 max is).
over time that degrades from a grade 4 to the base module stats again.
Now I can top it up via synthesis with everything from grade 1 materials up to grade components, and you will get a mixture of those stats along the way.
The crafting recipies litterally 3 materials/ components for grade 1, and 5/6 for grade 5 (notable rares).
But you have Types, so wiring is one bucket of materials burning away, that I can top up with more wiring.
So I can replace my copper wiring with silver wiring, or lithium wiring and get noticeable increase
but in this theoretical recipe, since I couldn't find ceramic cooling tiles and I used metal copper wiring for my heat distribution bucket, I only get 37% instead of the full 40%.
This way, you MUST return to your engineer to "upgrade" to a better level (more buckets) and buckets are modified to accept higher, quality materials.
but It's a guaranteed upgrade.
However, you have to maintain and resource and craft and replace components to keep your mod that burns twice as bright, for half as long module,
So the guaranteed GOD roll as such is a fleeting state that one chases after.
This then factors into mining, prospecting, discovery and selling said locations or keeping them secret.
Hitting the mother load of grade5 materials in an asteroid field.
I always felt (and I don't know how it translates into a spreadsheet of stats nor actual gameplay)
That the engineers should do what they do.
you have the same "crafting" recipe for your grade 1->5.
However, it's the quality of the material you provide is the key element to what grade of upgrade you eventually land on (with a tiny bit of rng for kicks).
The engineer must install the original "base" grade of each upgrade. This can be achieved through collection grinds or a series of missions.
But since you are getting something extra special, each time, the module flakes out a bit more, guns jam, thrusters burn out and require a reboot, etc etc.
And the capacity of your modules wears down over time and use.
So I can have a grade 1 dirty thruster that will give me a perfect 10% increase in speed and required common metals and well-worn shield components.
but over time that grade 1 will decrease over time, 9%,8%,7,6,5,4,3,2,1 base module capacity.
But since it's been "upgraded" I can top it back up via synthesis with those same materials again, and again (with a little RNG variance for kicks).
When I get grade 4 dirty thrusters (thanks to some missions unlocks, or lots of material collection/trading) I get a guaranteed 40% (or whatever the current grade 4 max is).
over time that degrades from a grade 4 to the base module stats again.
Now I can top it up via synthesis with everything from grade 1 materials up to grade components, and you will get a mixture of those stats along the way.
The crafting recipies litterally 3 materials/ components for grade 1, and 5/6 for grade 5 (notable rares).
But you have Types, so wiring is one bucket of materials burning away, that I can top up with more wiring.
So I can replace my copper wiring with silver wiring, or lithium wiring and get noticeable increase
but in this theoretical recipe, since I couldn't find ceramic cooling tiles and I used metal copper wiring for my heat distribution bucket, I only get 37% instead of the full 40%.
This way, you MUST return to your engineer to "upgrade" to a better level (more buckets) and buckets are modified to accept higher, quality materials.
but It's a guaranteed upgrade.
However, you have to maintain and resource and craft and replace components to keep your mod that burns twice as bright, for half as long module,
So the guaranteed GOD roll as such is a fleeting state that one chases after.
This then factors into mining, prospecting, discovery and selling said locations or keeping them secret.
Hitting the mother load of grade5 materials in an asteroid field.