Engineers Engineers: what could have been...?

I could probably live with the RNG if the chances were better. If the quantities per recipe stayed the same but you collected more per 'scoop' eg, you scoop 10 arsenic per time instead of 1 then it would be less of a chore.

After spending the weekend scooping stuff and being motion sick from the SRV, I feel very deflated with how little I can actually produce. In fact, i'd be happy to see the material pass happen again so there's more homogenisation across the top end.

Not fun.
 
I've been thinking about the intended story behind the Engineers themselves - they're tinkerers, mad scientists etc. Now, while I'm 100% convinced that FD won't change the underlying RNG mechanic at all (despite the obvious hate for it), it occurs to me that something like this would be far more in-keeping with what would happen in an actual interaction with such an individual:

Engineer: Yo, get me 5 focus crystals, 2 capacitors and 3 firmware packages, and I'll upgrade your pulse lasers.
CMDR: Sure thing, dude. Here you go - 5 focus crystals (2 normal, one refined, one flawed and one exquisite), 2 capacitors (one is a military supercapacitor!) and 3 firmware packages (two specialised and one cracked industrial)
Engineer: Rad, man. That flawed crystal disperses the waves a bit so you've got a bit of jitter, but I can put much more power through it from that military cap for a lot more damage...and the exquisite crystal unexpectedly had the effect of letting a bit of the beam pass through shields! While I was rooting around, I found some cool stuff in that industrial firmware that gives you a bit of gimballing from your fixed laser too. Fun stuff!
CMDR: Aces! I'll see what else I can find out there...

One lot of RNG - finding the materials - and less frustration because the Engineer is asking for a class of materials, and what you can scavenge determines the end result. The point is that tinkerers and mad scientists would love mucking around with unexpected stuff they haven't seen before, and will always do their best to make something out of whatever they're handed.

Oh, what could've been.

not going to wade through many pages discussing the idea, however I really like the idea, so much so I have REP'd the OP :)

Right on CMDR! - Enjoy your rep o7
 
Nah, that would be interesting and creative. Fdev doesn't do creative or interesting. They do NoMMO and GrindFEST.

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Golden. That is the mantra since Powerplay. Game is not finished, give them time. We can plod thru.
Sadly to admit it, but you are true on this point.
POWER, CQC and now ENGINEER are good evidences on what you says !
 
Find the right "monster" (RNG)
Hope the monster drops the good stuff (RNG)

2 levels of RNG especially as the "monsters" are PG/RNG genereated.

Jeez...dude, my idea (even though it'll never be implemented) is still three rolls of the dice less than the current implementation. I may not have mentioned this (I thought it was obvious) but the idea is that they still have the same materials drop as currently. Right now, there are many different variants of each (eg focus crystals - flawed, normal, refined and exquisite are the ones I've come across). Grouping them into classes means you can still do upgrades, but the variation gives different effects. That way, there would still be lots of variation in the modules that are crafted, so it's still highly unlikely that two CMDRs would be able to make the exact same ship.
 
What if we were offered a choice.

If you could obtain exactly what you wanted in a mod but had to obtain 1000 of those common materials OR, you could present to the engineer with 5 of those materials and play the wheel of fortune to get it that way...sure it would be a low chance to get it but those that like chance and the possibility of getting the desired result that took me gathering 1000 sulfur, then they win by engaging RNG. For those like me that dont mind, er, actually like, gathering and hunting NPCs for the materials will continue to do so...but there's choice.
 
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You are not supposed to have all your mods done inside a week and never need to go back, this is not a single player game played for a couple of weeks then discarded. Like a child in a sweet shop, folks are behaving as though they have to have all the mods they want this instant.

Engineers are intended to add long term content to the game, there are 30 engineers in total (for now), 25 hidden away waiting for players to find and unlock over time. People keep complaining they want more depth and content. This is how it is done, delivering systems that take time and effort to work through but not essential to the overall game, another spade for the sandbox.
 
You are not supposed to have all your mods done inside a week and never need to go back, this is not a single player game played for a couple of weeks then discarded. Like a child in a sweet shop, folks are behaving as though they have to have all the mods they want this instant.

Engineers are intended to add long term content to the game, there are 30 engineers in total (for now), 25 hidden away waiting for players to find and unlock over time. People keep complaining they want more depth and content. This is how it is done, delivering systems that take time and effort to work through but not essential to the overall game, another spade for the sandbox.

I agree and now that NPC eng mods are for the most part removed we can enjoy the natural upgrade process you indicated.
 
Jeez...dude, my idea (even though it'll never be implemented) is still three rolls of the dice less

Lighten up - If you can't handle people criticizing your ideas don't post.


I understand what you're saying - multiple components with different grades - got it .. take them to an engineer and viola - recipe created based on the quality of your components. Yeah - it's not rocket science. That's 2 RNG rolls required (find the "monster" and hope for a good drop) versus 4 needed right now (1st RNG roll to find the component / 2st RNG roll on recipe / 3rd RNG roll for 2ndry effect / 4th roll for special)

How about 0 RNG rolls ? Deterministic - sliders that you, as the player, control ... the more extreme you move one the more other sliders automatically move in opposite way to compensate and the more the cost rises. Puts control in the player hands - when I want more speed out my car I go to a mechanic, not visit a tinkerer and roll a dice.

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However, no matter what we come up with FD simply is NOT listening .. latest fix : didn't get the "special" you wanted ? (4th RNG roll) Now you can burn reputation (RNG 1 & 2) to pick something new .. shame.
 
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