It's been a long time... But I still remember unlocking and gaining Grade 5 with all "Las Vegas" RNGneers.
Just Grind-wall gated by Grind-wall gated by artificial limitations and restrictions.
By now, IMHO the original Engineers Design could have come only from three possible types of Designers :
- someone who clearly wanted Engineered Equipment to be a very rare thing and a fully Engineered Ship to be an Alpha-Rare encounter
- someone who had absolutely no clue - whatsoever - what he or she was doing
- someone with a very deep nested hatred for Frontier Customers and a medically indicative degree of sadism
How else could you explain a Feature originally designed to :
- fully and intentionally waste and destroy time like there is no tomorrow
- create the maximum possible degree of frustration
- around every corner clearly display to the Customer that he/she is an unwanted and deeply hated entity who is to be treated with the highest possible disrespect
- invite those very Customers to engage in a Major Feature which requires to engage horrid placeholder minigames full of RNG and sadistic design philosophy
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Now we've come a long way, but alot of the original "let us show you how much we hate you" design remains in place.
In my books, this is how things would run with Engineers :
Unlocking
1) Requirements allow for any needed Unlock Items to be attained by a single event
- need to buy or earn Cargo or Rares? Your Invite carries a Multiplier which will cause any Station or Mission w/ appropriate Rewards to issue you the full batch. No boring repetitive trips "just because we can make you do so"
- have an NPC Crew? Great - you can assign the NPC a suitable Ship and task that very NPC to acquire any required Cargo; depending on rarity, such a Tasking will come at a price (Credits) though
Reputation / Invitations
1) instead of following a fixed path, getting Invitations for new Engineers is changed after passing the threshold
- after qualifying to attain knowledge of a new Engineer, 3 possible new Engineers are offered instead; Player can choose their own path then and avoid Engineers that are fundamentally useless to their own preferences
2) Player has basic knowledge of every single Engineer right off the bet
- faces, names and locations are blanked out, but their fundamental Invite Requirements are posted (just so Players know what they need to do to get an Invite in the 1st place - AFAIK that currently remains entirely undocumented in-game)
Engineering process
- besides the RNG-to-the-upside method, a new method is introduced : actual Engineering, no RNG
- Player can set all sliders manually as desired and then gets an appropriate list of Materials needed which will complete the desired Mod in a single Engineer application. Requirements are in line with average standard method to attain a similar Mod Quality.
2) have an NPC Crew? Great - issue that NPC a Ship equipped as desired, hand over Materials as required and have it fly it to any Engineer and have any Engineering performed
- such remote services come at a Premium by the Engineers (higher Materials costs) due to having to deal indirectly with the Player
- the NPC Tasking will cost Credits based on distance; both NPC and Ship will be unavailable until they return except for the Engineering
Engineer Facilities
- every single Engineer stops being artificially barred from selling A-Grade Equipment; instead anything an Engineer can mod will be on sale for all Classes and Grades
- every single Engineer has a Shipyard to facilitate chain-modding of multiple Ships
Remote WorkShops
- every remote WorkShop is capable of converting legacy mods
Legacy Module Conversion
- instead of simply converting any G5 Mod into a top-end G4, the quality of the Legacy Mod is assessed and used instead for the conversion process
- if any is present, the most distinct positive secondary effect will be automatically applied as a Special Effect
- after a conversion, most of all legacy Modules will have nearly identical quality (i.e. a converted Module might end up being a 94.4% G5 Mod by the current standards; god-rolls will be 100.0% G5 Mods w/ appropriate Special Effect applied)
Attaining Elements/Materials/Data
- NPC Crews can be assigned Ships and be sent into specific System (Player needs to choose properly to ensure i.e. correct Faction States and/or Population) to gather a limited amount of Mats for the Player
- Ship type, Mat rarity and time needed will dictate the Payment the NPC will demand for the Tasking; Time needed will be the result of the System choice, distance and amount of Mats desired
- both Ship and NPC will be unavailable until the NPC has completed the Tasking or is recalled early
-> this avoids Players having to engage with boring, frustrating or RNG-based/poorly designed Game Elements they already know they don't like, hence providing a premium alternative Option with a limited by guaranteed outcome per NPC
-> having multiple NPCs hired
NPC Crew payments
- payments for any of above Tasking is to be paid in advance to prevent hire&fire exploits
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This is how I would have done it. No artificial grind-walls for the sake of building access restrictions, no intentional frustrating elements and alternative paths whenever those are desired or preferred.
Plus, finally an Option of "Engineering" that actually represents Engineering, no RNG, all while retaining the existing level-up System that is already in place.
Additionally, it allows NPC Crews to make themselves useful beyond the current, harsh and shallow limitations. They're on your payroll, so they're supposed to work for the Player. So let them do just that if the Player makes that choice.