How many engineering blueprints can you pin?

as the title suggests i cant seem to find a definitive answer and some weird goings on with my pinned blueprints so i dont know if a bug or not?
 
Commander Mcgrew, have you contemplated searching for a blueprint that will take a medium seismic charge and reduce it to a small. Maybe going G5 Lightweight with an experimental of (REALLY) Stripped Down might do the trick? ;)
 
Still find pinned Blue Prints as nothing more than tedious busy work, that detracts from the game.

When you unlock an Engineer, you should be able to engineer with them, at any station, at any time. It would make Engineering far more organic being able to upgrade in smaller increments, more frequently, more easily, instead of having tedious unnecessary hurdles in the way.

ps: I'd be happy to have to go to an Engineer location to apply the magic side effects to a module.
 
Still find pinned Blue Prints as nothing more than tedious busy work, that detracts from the game.

When you unlock an Engineer, you should be able to engineer with them, at any station, at any time. It would make Engineering far more organic being able to upgrade in smaller increments, more frequently, more easily, instead of having tedious unnecessary hurdles in the way.

ps: I'd be happy to have to go to an Engineer location to apply the magic side effects to a module.

But wouldn't that nullify the mystic behind Engineers? If you only need to visit them once, the 'engineer with them, at any station, at any time.' why bother with the engineers in the first place if any wrench monkey on any station can perform the specialised task?

Maybe get rid of the entire individual engineering each module thing. Once you have engineered a specific module, you can now buy that module, with identical engineering and experimental effect (if you added those) at specialised outfitters. Heck they could even make the initial mat requirements more extensive since you only have to do that once for each type of module - just like we do for Guardian modules and when was the last time we heard anyone complain about them?
 
But wouldn't that nullify the mystic behind Engineers? If you only need to visit them once, the 'engineer with them, at any station, at any time.' why bother with the engineers in the first place if any wrench monkey on any station can perform the specialised task?

Maybe get rid of the entire individual engineering each module thing. Once you have engineered a specific module, you can now buy that module, with identical engineering and experimental effect (if you added those) at specialised outfitters. Heck they could even make the initial mat requirements more extensive since you only have to do that once for each type of module - just like we do for Guardian modules and when was the last time we heard anyone complain about them?
Ultimately gameplay is king IMHO, and simply forcing CMDRs to go to a location to do something risks being tedious rather than a worthwhile engaging mechanic.

And let's remember Engineers were created as surface base locations to force CMDRs to upgrade 2.0 (pay to move up from 1.0). ie: There was no reason why they couldn't have been found only in certain space stations.

So make Engineering as straight forward and organic as possible. Get right of pinned Blue Prints so CMDRs can Engineer with any unlocked Engineer at any station, so they can do it in small, frequent, friendly organic steps.

If you want to give Engineer location a "purpose", rather than making them a penalty (to have to travel to):-
  • Make it cheaper (material wise) there to Engineer?
  • Put Material Traders at them (as should have been the case) rather than thrown around the systems simply to create yet even more tedious Engineering busy work?
  • Allow Engineered module, to be duplicated at them?
 
Still find pinned Blue Prints as nothing more than tedious busy work, that detracts from the game.

When you unlock an Engineer, you should be able to engineer with them, at any station, at any time. It would make Engineering far more organic being able to upgrade in smaller increments, more frequently, more easily, instead of having tedious unnecessary hurdles in the way.

ps: I'd be happy to have to go to an Engineer location to apply the magic side effects to a module.

another hurdle i've found in certain ships, a niche bug but in the DBS you cant engineer a pulse laser if its the second med hardpoint;


the fix is to swap your hardpoints over and engineer but meh...
 
because having to unlock them in surface installations forces you to buy horizons?

True, good point. On that, I just wonder what percentage of current players don't have Horizons, is it 50%, 25%, 2%, 0.0001%? Since it (Horizons) seems to be on sale somewhere every second week or so, a person would have to be die hard non conformist to not buy and use it.
 
True, good point. On that, I just wonder what percentage of current players don't have Horizons, is it 50%, 25%, 2%, 0.0001%? Since it (Horizons) seems to be on sale somewhere every second week or so, a person would have to be die hard non conformist to not buy and use it.

not the slightest idea. it is said sales figures didn't please frontier much but haven't checked actual numbers. i do think horizons had great value, i bought it on preorder and have no regrets, got my money's worth with the first release of landable planets already. the rest has just been a tiring soapshow and engineers i consider just industry standard grinding bloat, except it spoiled most of the fun in the open world.
 
because having to unlock them in surface installations forces you to buy horizons?

While that may have indeed played a role in making that decision, simply not granting landing permission for non-Horizons players would work too, even on space stations.

I guess Engineers were put on planets to better integrate planetary surfaces into game play (after all, that's what Horizons was about) and maybe because they didn't want to confuse players why they wouldn't get landing permissions for certain stations.
 
Still find pinned Blue Prints as nothing more than tedious busy work, that detracts from the game....

I suspect the main reason for pinned blueprints is to help people in Colonia do their engineering.

It's handy for everybody else to be able to do half their engineering without visiting an Engineer - even though they have to visit an Engineer to apply an XFX - but it's invaluable for folks in Colonia, especially given that all the Colonia Engineers are so close together so it's also easier to apply all the required XFX.
 
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