Engineers Fixing Engineers: A Two Tier System and Less Grind

Let's make Engineers:

Fun. By minimizing the amount of time we spend NOT flying our ship.

Respectful of our time: by not forcing enormous grind for slight changes in basic functionality.

Slightly random, for the group who likes stuff like brussel sprouts, health food pizza, low fat ice cream and RNG.

HERE WE GO:

Tier One Engineering Tuning - Sliders:

Fly down.
Pay credits.
Use sliders to tweak stuff.

Jump Range goes up? So does FSD power use.
Laser damage increased? So does heat buildup.
Higher top speed? Slightly more mass, more fuel consumption, for thrusters.

Benefits:

nothing can be overpowered. It's all a trade off.
Creates a badly needed credit sink.
Requires no long grind or spreadsheets.
Except for system security, All AI pilots below Elite rank, can use only Tier 1 tweaks. No Tier 2 Experimental stuff. Offers a more fair, consistent combat experience.

Tier 2 - Experimental Add-ons:

Require mats
Require Engineer Ranks
Cannot be tuned using the Tier 1 system (as they are already beneficial; what you see, you get).
Non-Elite NPC pilots cannot use Tier 2 stuff.

Benefits:

Keep what you have now. No one loses crafted stuff.
Keep the mat grind. Hey, they also like Skim Milk and Diet Soda; don't judge just because the cheese on our pizza is yellow instead of white.
Keep the complexity for those who enjoy it.

I jest some in here. But there are those of us, who would love to use the Engineers. But we won't. Ever. Because we have neither time to invest in tracking recipes with third party tools, nor inclination to grind based on RNG.

Meanwhile, we sit on piles of credits, with no use for them.

So consider letting more casual or less frequent players get some use from Engineers.
 
Please give this man a cookie! These are some great ideas. Would love to see this.

Thanks! I don't want to take anything from folks who have it.

I would just love to see an additional, slightly simpler, use for Engineers. Some way more casual players can benefit from them, without removing existing stuff from play.
 
Remove material/data carry limits, or enable storage of both at engineers. That would solve the majority of current issues. The special mods got nerfed hard so it isnt really that important anymore.
 
Part of the idea with engineers is to encourage people to try different things. Finding 20 phosphorous for a G1 mod is easy enough, and is essentially your tier 1 (and I don't even like the buggy).
 
Changing the basics of a system's basic functionality currently doesn't require any grind or time investment, grade 1 mods are so very accessible that pretty much the first thing I do with any new equipment is roll 30 or more G1 mods on it to cherry pick the best among them (cherry-picked G1 mods are surprisingly effective!). At times I will literally throw away 100 of a common material to make space in my materials storage, which should tell you just how common many of them are, plus I got the Dweller up to level 5 purely on G1 mods.

Even the less common materials that are required for G1 recipes are quite easily obtained by doing missions. I very rarely do wake scanning, for example, but I still have enough wake scans to get basic mods on my FSDs.

It's only once you go into the G3-G5 mods that you need to start really going out of your way to hunt for particular things, in which case getting engineer commodity storage would help a lot. Currently, engineer commodities often result in a player falling upon them by chance then having to drop whatever else they were doing and use them immediately.
 
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