So I actually like the way engineers work now. I like that it reduces the randomness and makes me feel like each part of the grind is a step in the right direction. No more the frustration of "dammit! after an hour of driving around I have 100 iron but no selenium." Now you can just trade it in and get some of what you want.
Likewise, when I do have the materials to make a roll I will always get something better than I had before - rather than a bad roll basically nullifying all of the work I just put in finding the materials. Excellent. It may be more effort now but none of it feels like wasted effort.
I also like the god rolls being made experimental effects. Nice touch that adds more granularity to the system and make me feel more like I am customising my ship.
What these changes meant is that in a couple of evenings I have managed to get a well modded Chieftain with a modest selection of materials and a bit of romping around and hoovering up anything and everything.
All in all a good move.
However, there are some minor issues.
Like I say, I think the new system is a far better implementation, and the issues are themselves hang overs from the old system (mostly). Overall though it feels like there is now a consistent reward for the amount of effort you put in. Tying up a few loose ends would put the last polish on the system
Likewise, when I do have the materials to make a roll I will always get something better than I had before - rather than a bad roll basically nullifying all of the work I just put in finding the materials. Excellent. It may be more effort now but none of it feels like wasted effort.
I also like the god rolls being made experimental effects. Nice touch that adds more granularity to the system and make me feel more like I am customising my ship.
What these changes meant is that in a couple of evenings I have managed to get a well modded Chieftain with a modest selection of materials and a bit of romping around and hoovering up anything and everything.
All in all a good move.
However, there are some minor issues.
- Please let people grandfather their mods from wherever they are just using outfitting. For me this is less of an issue, because I have a deliberately small fleet. However for the people who have done a lot of engineering and have a big fleet this feels like an obtuse punishment for having played the old system - particularly for the PvPers who need to stay at the cutting edge of the arms race and now have to take all their ships to all the engineers.
- I like the pinned recipes - good move letting us craft remotely too, but please let me see the whole cookbook from wherever I am. I shouldn't have to use a 3rd party website to check if I have the materials before I make a trip somewhere. And please at the very least let me see the experimental effects!
- If you must take the experimental effect off my weapons when you grandfather them, TELL ME BEFORE YOU DO!
In truth there is no need for that. If there's a corrosive shell mod on my MC just apply that same special effect to the grandfathered module using whatever the new rules for the special effect now is.
- We really need a better system for managing muliple module across multiple ships. This is an absolute pain with my fleet of 5 ships. Some people have 30 or more and that's a lot of watching the docking bay animation! Give us a panel with modules on one side and our ships in the other. Show us the wire frame of the selected ship and let us drag modules onto the apropriate solts and back again. Done.
Like I say, I think the new system is a far better implementation, and the issues are themselves hang overs from the old system (mostly). Overall though it feels like there is now a consistent reward for the amount of effort you put in. Tying up a few loose ends would put the last polish on the system
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