I voted 6 months - basically I'm going to pursue some other goals which will probably keep me busy until then, and hope that by the time I have completed them they have reworked RNG to something acceptable. If I have to learn how to read a wave scanner, that is like a ww2 sonar, and drive about planets for hours on end to get materials, I want full control of what the engineer makes from them.
IMHO a much better game design would have been:
- make the sliders user selectable, sliding one slider towards a benefit adds a negative side effect
- put a lock button on each slider, so the player can lock in a good value and dial out to some degree a negative side effect - at the expense of introducing really rare materials to the recipie
- special effect on weapons a pull down menu,
- The more benefit wanted from the upgrade, the more and rarer the materials required to provide to craft the upgrade.
This would make people who want the iWin button have to grind their skulls out getting obscure bordering unobtainable materials yet let more players with more modest goals could controllably craft modules with specific great advantages at the expense of side effects, the greater the benefit the greater the side effect. For example, player wants to hop up their beam laser, sure they can hop it up to 40DPS if they really want a deathray, however they will have to live with a ridiculous thermal load. They want the deathray but not the thermal load it puts on their ship, then they have to scour the galaxy to get some extremely rare materials to allow the engineer to mitigate the thermal output.
Actually, it the best idea I have seen about engineers.
I think you should put this into suggestion thread, maybe (there is hope, right?) FD will use the idea.
Some people are not happy with extreme grind, some do not like RNG factor. But most suggestions are about faster grind, not replacing it with more logical and/or fun mechanics.
Replacing random generation with controllable balance between different stats is both more logical (it is technology, not magic) and more rewarding (gives you a feel that your actions actually had meaning).
From lore point of view, it also makes more sense. Engineers are not some shamans who mix random components and pray that something useful will happen. They have knowledge how modules work and skill to make them work better.
If you use a rasp on some part to make it 2mm thinner – it will become lighter and, at the same time, lose some of its durability. Make it thinner 5mm – it will become even lighter and less durable. If you want, you may reinforce it with some rare material to offset some of the durability loss.
And if you actually know what are you doing, then you can predict outcome before starting to work.
There Is no magic here, just common sense.
When you allow someone to work on your equipment, you probably expect he is a professional. That is why they called “engineers”.
Now they are just amateurs, who randomly use tools and rare components on extremely expensive hardware just hoping something good will happen.