Instead of the engineer grind, why cant we have good missions leading up to upgrades?

Why has FD fallen for the online gaming grind a'la WoW to get better loot?

Why cant we have meaningful missions from the engineers working our way to upgrades?
Something that is fun and rewarding and does not only involve search and grind for materials?

It could be like story archs, and the final upgrade could be like a boss to defeat in order to get the necessary components.

Because sandbox.

That's the real answer. And TBH, I prefer it that way. I would be ok with having missions attached to the engineers, but I like the current system as it is. The grind is really not that bad for the most part. The Fed rank grind is WAY worse.
 

Jex =TE=

Banned
Seeing as how grindy missions can be how would this be any better?

Missions can still be enjoyable even if you have to repeat them as long as they offer variation and challenge. Also bear in mind that it would be a smaller part of the wider game meaning you are not stuck doing them as there's other things to do.
 
Why has FD fallen for the online gaming grind a'la WoW to get better loot?

Why cant we have meaningful missions from the engineers working our way to upgrades?
Something that is fun and rewarding and does not only involve search and grind for materials?

It could be like story archs, and the final upgrade could be like a boss to defeat in order to get the necessary components.


A combination would be cool.
Doing voluntary missions for them and earning material discounts that way.
 
Complex multi-part procedural missions is what's needed. Not just for engineers, but for the BBs too.

Repetition needs purging from all aspects of this game.
 
Complex multi-part procedural missions is what's needed. Not just for engineers, but for the BBs too.

Repetition needs purging from all aspects of this game.

For the Engineers, I don't think they need to be procedural. They could be complex, well made, and completely hand crafted. Why? Because there's a relatively small number of Engineers in the game, and you only have to unlock, gain access to, and rank up with each one of them once. So that's basically the number of missions you'd have to craft for a mini-campaign anyway.

And since each engineer has a sort of theme to them, or at least an area of specialization, there are lots of good creative jumping off points. These handcrafted missions could also sort of serve as more advanced versions of the tutorial missions, exposing you to some of the depths and nuances of different styles of play that you might not have learned about otherwise.
 
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