Improvements engineer's bases & remote Engineering & material trading (also for new players)

Hello CMDRs,

Just a few ideas that I think could improve the all engineer experience for veteran or even new players that want to engage in them but the wall or/and restriction are too big.

First of all, I already unlocked them all (except the new one introduced recently outside the human bubble). So I have endured it the hard way. But because of that, I think I can see the good and the bad from the inside. Those are of course, personal idea, I do not speak for all the players or what ever. If you agree, this is fine, if you don't, this is fine also.


So, let's started:

1) Remote Engineering should allow you to GAIN reputation and put special effect on your weapon. This is pretty obvious and a really good QoL. I don't think this is hard to code.

2) Because of the point 1), you need to make the travel to the engineer base worth it. Because well, there are quite beautiful...but...honestly, after the unlock process ... I think I hated most of them very much !. After that, who like to go there when your operation base sits at few hundred of yl of any engineer base ? Who like to go there for only spend few rolls and try to make it to the next reputation level? ... not fun expecialy if you have a combat ship.

The bases should be worth the travel or the journey to go there. How can we do that ? well, I think that offering the players an alternative way to gain "reputations" and "materials" is the key. And this is really simple to implement I think. Just make a mission board available with custom rewards linked to the engineer. The missions are all related to nearby system or planet, and the rewards are of course...materials that the engineer can use. (even better...linked to the blueprint you pinned from him). Of course, the mission difficulty should be adjusted to the level of the material you want to get. This has a double effect. We can also imagine a special reward that are very rare and allow the winner to run a free roll of the pinned blueprint. The first one is that the player can really focus to engineer his ship...second, he can do all around the base. Of course, you have to unlock the base the way it was before ... not funny but I don't think Frontier will change that. So at least, make it more enjoyable once the base is unlocked and you can dock on it.

3) material trading
Not a fan of the way it works when you trade the left to the right but the trade ratio should be 1:1 for trading up/down down/up for same level of materials. Just my 2 cents.
 
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