Engineers More engineers needed. Thosands of them. I'm not even kidding

Hear me out :D

Half the playerbase can't stand how engineers are now so here's my suggestion. You revamp the whole system. Unique engineers that are in game stay. They are turned into lead engineers/arhitects. Their purpose is to create a blueprint. You still have 5 levels and they give you tasks. But once you unlock a level and generate stats, the only thing that is done is a blueprint with those stats is created.

When we dock at any station or outpost there's a new neat option under outfitting or under main menu saying: engineering. You go there to apply a blueprint to the module you just bought and based on that blueprint engineers on station upgrade the module with your blueprint for credits. The blueprint doesn't get destroyed, you keep it. You can apply it to any ship you own.

Also the menu on right side of your ship for engineers is split into 2 categories under each engineer: Locked blueprints (with submenu showing you for each engineer all the blueprints and what you need for them that are still locked, including them showing all materials needed) and generated blueprints (showing you all the blueprints and stats for them that you curently own). And you remove the unpin blueprint option, it's no longer needed and we avoid clicking that by mistake and having to fly back to engineer to pin it again and preserve some sanity.
 
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The Pin option for one receipee per Engineer is certainly not Optimal.

Reading your Suggestion i smell some EVE'ler here :D hehe because thats roughly how they handle it.
Altho Elite could indeed benefit from some Ideas there.

Cheers :)
 
Interresting take on an update to the engineers.

Would the generated bluprint be for all classes of a module? ie can the same blueprint be used for any class, ie be applied to a Class 3 FSD and a class 7 FSD, or would the blueprint be limited to a specific class? And also what about rating?

What I think about here is that the engineers make the modification to a A-rated class 7 FSD, I would assume this to be a pretty specific instruction on how to modify the FSD, would it really be the same to do the same to a B-rated, D-rated FSD class 7 FSD? And I would assume the scaling of going from class 7 FSD down to a class 6 FSD would mean that the tuning needs to be adjusted, as they different sizes.

I like the idea that when you have a good a blueprint, you can reapply it, time after time. So I could spend time to roll good Dirty Drive G5 and Clean Drive G5 for my current ship, and then I can go to any spaceport to change the tuning of my thrusters. So I can roll these on my Ananconda and then use these blueprint on my Corvette, same size thrusters, but it does not make sense that I should be able to use the same blueprints to modify the thruster on my Asp Explorer, with much smaller thrusters.
 
Interresting take on an update to the engineers.

Would the generated bluprint be for all classes of a module? ie can the same blueprint be used for any class, ie be applied to a Class 3 FSD and a class 7 FSD, or would the blueprint be limited to a specific class? And also what about rating?

What I think about here is that the engineers make the modification to a A-rated class 7 FSD, I would assume this to be a pretty specific instruction on how to modify the FSD, would it really be the same to do the same to a B-rated, D-rated FSD class 7 FSD? And I would assume the scaling of going from class 7 FSD down to a class 6 FSD would mean that the tuning needs to be adjusted, as they different sizes.

I like the idea that when you have a good a blueprint, you can reapply it, time after time. So I could spend time to roll good Dirty Drive G5 and Clean Drive G5 for my current ship, and then I can go to any spaceport to change the tuning of my thrusters. So I can roll these on my Ananconda and then use these blueprint on my Corvette, same size thrusters, but it does not make sense that I should be able to use the same blueprints to modify the thruster on my Asp Explorer, with much smaller thrusters.

I never really checked what's the difference between rolling a fsd drive upgrade for my eagle or corvette , but if both upgrade drive for the same %, then I'm ok if the blueprint can be applied on all sizes. If the % is different depending on the size, then I would still prefer a blueprint that has some scaling going on depending on the size of the drive or module. So for example if it's rolled 38% on G7, 34% on g6...

It's the future :) Maybe all the engines no matter the size are built in the same way, so to upgrade something on engine g6 like fuel pump means switching g6 fuel pump, the g2 engine is the same and so is g2 fuel pump, with only difference they are much smaller :) but if this becomes size specific, there's 8x more blueprints to be generated in some cases. I would rather have the ability to create and save for example 5 different dirty drive blueprints no matter the size, then just pick at station which of those 5 I would like to apply. Even in that way, each engineer would need just 2 submenus when you clicked it (in ship), to have it clearly shown what you have. Right panel, engineers, pick engineer --> locked blueprints; owned blueprints --> categories of blueprints --> blueprints under category. On station it would be even less. Engineering-->pick a module---> (if engine) pick engine category of upgrade (dirty, clean,...) ---> show blueprints under category---> pick a blueprint to apply. If all owned blueprints for drives are under 20, there could simply be a list so: you pick engine to upgrade, on left you have list of your blueprints and you just select which one to upgrade and pay.
 
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The Pin option for one receipee per Engineer is certainly not Optimal.

Reading your Suggestion i smell some EVE'ler here :D hehe because thats roughly how they handle it.
Altho Elite could indeed benefit from some Ideas there.

Cheers :)

but that's how it works in real life to. Plan/design is made, then it forwarded and other people follow instructions and design to create it.
 
but that's how it works in real life to. Plan/design is made, then it forwarded and other people follow instructions and design to create it.

It's one thing to look at a series of blueprints, but it's another thing entirely to have the know-how and craftsmanship to make good on those blueprints. The whole point of the engineers in the game is that they are the ultimate artisans who know every part of their craft and can apply their skills to everything in their field and account for even the slightest differences in hardware and resources to optimise their products.
 
It's one thing to look at a series of blueprints, but it's another thing entirely to have the know-how and craftsmanship to make good on those blueprints. The whole point of the engineers in the game is that they are the ultimate artisans who know every part of their craft and can apply their skills to everything in their field and account for even the slightest differences in hardware and resources to optimise their products.

yeah I know how they're supposed to be perceived. It was a stupid idea to go with it.
 
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