Shamelessly copying the solutions other kind souls have posted on this thread:
(why? because of what Ian Phillips posted on this thread when he closed it)
PS: If you do like any of them please click on the links and give the actual idea-giver some +rep
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- Limoncello Lizard:
It would be OK if you could keep the previous couple of rolls, so you could choose the best out of three.
- SP4x:
There are fixed improvements that are incremental with the tier of the upgrade along with corresponding drawbacks e.g. longer jump distance but longer FSD charge time. The upgrade still costs time, credits and loot but your time isn't wasted on the roll of the dice. You know what you're going to get for your investment. If an element of RNG was still desired then perhaps only include this in the "Bonus" feature and then only have it cost credits to spin the "Bonus" roulette wheel.
- SP4x (another good idea):
Hey, maybe have both, spacecraft "Chop-shops" - "you pay's yer money, you takes yer chance sonny" and true specialist spacecraft Engineers - "Speed cost's money Commander, how fast do you want to go?"
- OP (me):
Narrow the percentages for every consecutive roll after the first: bring down the upper limit of negative effects, and increase the lower limit of positive ones; thereby providing a good simulation of how a real-life engineer goes through a constant feedback loop to provide better results. This would still require players to spend a good amount of time farming materials and components to roll the dice, but it would cut down grinding time and RNG sucktacular-ness when rolling said dice.
- Mephane:
Remove commodity requirements from engineer upgrades entirely, and replace the global material storage limit with a per-material limit (of a similar magnitude as the global limit is right now).
- Mephane (another good idea):
What's really needed is either no limit at all (apart from the technical 4 billion limitation), or individual limits. Now 600 per material, that sounds much better.
- Fractal:
Either increase storage capacity OR reduce the list of components by a good 30%. And add possibility to store some commodity outside your ship
- CMDR ColD_ZA:
My solution to engineers would be to lock the upgrades behind rep with the engineers, and make their rep harder to get. That solves the problem of getting the players to experience the new content because they will have to do missions etc to get rep with the engineer... and once you done "grinding" rep, you can purchase the mods for credits; that way the grind is a one off. Also if you pick your special then you loose rep, and have to grind a bit more rep. My suggestion falls in line with the game's current philosophy, whereas the current system feels very tacked on/out of place, in my opinion
- moose666:
A lot of the materials are tiered versions of similar/the same thing, so my suggestion would be: Add a salvage merchant/junk dealer to stations, where you can trade your materials up and down the tiers i.e. 4 worn shield emitters = 1 shield emitter and vice versa.
- Snarfbuckle:
Another idea could be that the CMDR is allowed to set the DESIRED parameters for the job. The cost for the modification will increase exponentially the better the desired mod result. The modifications must be within the engineer rating. Adding surplus materials above the minimum allows for the engineer to test the design more and reduce the chance for a bad roll
Eera:
What it will be nice, is that the equipments upgrade is based on a simulation. Before to proceed to any upgrade, we could ask engineer to use an update simulator. This simulator could show the stats result. If the player think that those stats are acceptable, then, player could ask engineer to proceed to the upgrade and then use materials. If not, player could ask a new simulation, in cost of reputation or credits (less hard to get).
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(why? because of what Ian Phillips posted on this thread when he closed it)
PS: If you do like any of them please click on the links and give the actual idea-giver some +rep
--------------------------------------------------------------------------
- Limoncello Lizard:
It would be OK if you could keep the previous couple of rolls, so you could choose the best out of three.
- SP4x:
There are fixed improvements that are incremental with the tier of the upgrade along with corresponding drawbacks e.g. longer jump distance but longer FSD charge time. The upgrade still costs time, credits and loot but your time isn't wasted on the roll of the dice. You know what you're going to get for your investment. If an element of RNG was still desired then perhaps only include this in the "Bonus" feature and then only have it cost credits to spin the "Bonus" roulette wheel.
- SP4x (another good idea):
Hey, maybe have both, spacecraft "Chop-shops" - "you pay's yer money, you takes yer chance sonny" and true specialist spacecraft Engineers - "Speed cost's money Commander, how fast do you want to go?"
- OP (me):
Narrow the percentages for every consecutive roll after the first: bring down the upper limit of negative effects, and increase the lower limit of positive ones; thereby providing a good simulation of how a real-life engineer goes through a constant feedback loop to provide better results. This would still require players to spend a good amount of time farming materials and components to roll the dice, but it would cut down grinding time and RNG sucktacular-ness when rolling said dice.
- Mephane:
Remove commodity requirements from engineer upgrades entirely, and replace the global material storage limit with a per-material limit (of a similar magnitude as the global limit is right now).
- Mephane (another good idea):
What's really needed is either no limit at all (apart from the technical 4 billion limitation), or individual limits. Now 600 per material, that sounds much better.
- Fractal:
Either increase storage capacity OR reduce the list of components by a good 30%. And add possibility to store some commodity outside your ship
- CMDR ColD_ZA:
My solution to engineers would be to lock the upgrades behind rep with the engineers, and make their rep harder to get. That solves the problem of getting the players to experience the new content because they will have to do missions etc to get rep with the engineer... and once you done "grinding" rep, you can purchase the mods for credits; that way the grind is a one off. Also if you pick your special then you loose rep, and have to grind a bit more rep. My suggestion falls in line with the game's current philosophy, whereas the current system feels very tacked on/out of place, in my opinion
- moose666:
A lot of the materials are tiered versions of similar/the same thing, so my suggestion would be: Add a salvage merchant/junk dealer to stations, where you can trade your materials up and down the tiers i.e. 4 worn shield emitters = 1 shield emitter and vice versa.
- Snarfbuckle:
Another idea could be that the CMDR is allowed to set the DESIRED parameters for the job. The cost for the modification will increase exponentially the better the desired mod result. The modifications must be within the engineer rating. Adding surplus materials above the minimum allows for the engineer to test the design more and reduce the chance for a bad roll
Eera:
What it will be nice, is that the equipments upgrade is based on a simulation. Before to proceed to any upgrade, we could ask engineer to use an update simulator. This simulator could show the stats result. If the player think that those stats are acceptable, then, player could ask engineer to proceed to the upgrade and then use materials. If not, player could ask a new simulation, in cost of reputation or credits (less hard to get).
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