I had a similar thread before, but wanted to start a fresh one to elaborate on this basic concept.
I know you can't please everyone, nor can you expect people to play "your way" but it's also foolish to try and play a game in a way it is not designed to be played. The Engineers in a way is a case in point.
When the game first started you had people grinding their way to A rated pythons and Anacondas ASAP because their image of a place of fun relied on it. Get the best ship with the best weapons and the galaxy would be your oyster (then get there and complain there's nothing to do).
With the Engineers I quickly learned trying to grind to get the top mods you want in every field is not going to happen overnight--the unlocking of mods and the acquisition of materials and components prevents this by design. It's unlikely you'll be able to make a list of everything you need, actively find it, and go back to them to level up and unlock Tier 5 and get the mods you want in one fell swoop.
The Engineers are meant to be returned to again and again, and in my opinion it's best done with an eye on experimentation rather than dedicated focus.
While you're trying to get to Tier 5, let them experiment with your equipment in different ways? Want overcharged MCs but only have the mats for lightweight mounts? Try it out! You need to get on their good side anyway, letting them experiment on your ship more unlocks things faster anyway.
But you might as well take the time to appreciate those changes between trips to their bases. You might surprise yourself in finding out you can do more with Y mod than you intended to with X mod on your grand plan.
This is your chance to treat your ship - any ship - like your own Millenium Falcon or Serenity. Now you have a reason to maybe drop in on a unknown signal source or POIs you otherwise might have ignored, which will mean you'll end up seeing little events you otherwise would have flown by that might surprise you.
Some might treat it like a chore, or a grind, but this is where "the journey" comes back in. I'm the sort of player who, rather than demand a linear narrative from the game, lets the game tell a story through its encounters. The incentive to interact with the world more only adds to that for me and suddenly my game, which had been more focused and objective driven before, is now more meandering and interesting.
And that meandering element is strictly a "for now" thing. Right now I am playing the role of someone looking to upgrade their ship, looking for junk and taking missions that might help out. I feel like someone who's been given an old Mustang and is now hunting for all the right parts to make it into a kickass street racer.
But at some point I'll be satisfied, and there is still plenty more for me to do within the bubble. I plan on creating a section of space to call home and work on my rep with those local factions, which again will tie in with how I let the game tell a story through its encounters, especially when a system has events like war, famine or other problems.
And during that time I will naturally gather more "stuff" - once I'm full of mats, data and whatnot, then maybe it will be time to go back to the Engineers for a tune up. Or maybe even experiment (especially once I can store a component I'm happy with).
I know you can't please everyone, nor can you expect people to play "your way" but it's also foolish to try and play a game in a way it is not designed to be played. The Engineers in a way is a case in point.
When the game first started you had people grinding their way to A rated pythons and Anacondas ASAP because their image of a place of fun relied on it. Get the best ship with the best weapons and the galaxy would be your oyster (then get there and complain there's nothing to do).
With the Engineers I quickly learned trying to grind to get the top mods you want in every field is not going to happen overnight--the unlocking of mods and the acquisition of materials and components prevents this by design. It's unlikely you'll be able to make a list of everything you need, actively find it, and go back to them to level up and unlock Tier 5 and get the mods you want in one fell swoop.
The Engineers are meant to be returned to again and again, and in my opinion it's best done with an eye on experimentation rather than dedicated focus.
While you're trying to get to Tier 5, let them experiment with your equipment in different ways? Want overcharged MCs but only have the mats for lightweight mounts? Try it out! You need to get on their good side anyway, letting them experiment on your ship more unlocks things faster anyway.
But you might as well take the time to appreciate those changes between trips to their bases. You might surprise yourself in finding out you can do more with Y mod than you intended to with X mod on your grand plan.
This is your chance to treat your ship - any ship - like your own Millenium Falcon or Serenity. Now you have a reason to maybe drop in on a unknown signal source or POIs you otherwise might have ignored, which will mean you'll end up seeing little events you otherwise would have flown by that might surprise you.
Some might treat it like a chore, or a grind, but this is where "the journey" comes back in. I'm the sort of player who, rather than demand a linear narrative from the game, lets the game tell a story through its encounters. The incentive to interact with the world more only adds to that for me and suddenly my game, which had been more focused and objective driven before, is now more meandering and interesting.
And that meandering element is strictly a "for now" thing. Right now I am playing the role of someone looking to upgrade their ship, looking for junk and taking missions that might help out. I feel like someone who's been given an old Mustang and is now hunting for all the right parts to make it into a kickass street racer.
But at some point I'll be satisfied, and there is still plenty more for me to do within the bubble. I plan on creating a section of space to call home and work on my rep with those local factions, which again will tie in with how I let the game tell a story through its encounters, especially when a system has events like war, famine or other problems.
And during that time I will naturally gather more "stuff" - once I'm full of mats, data and whatnot, then maybe it will be time to go back to the Engineers for a tune up. Or maybe even experiment (especially once I can store a component I'm happy with).