The issues with The Engineers have been discussed over and over again, but before you spit the dummy and tell me “shut up already”, please consider the below. I had an idea for an improvement.
I agree with many thoughts that the whole RNG aspect and grind can be unsatisfying. It is particularly frustrating to the players like me, who need to balance time with my family and career in addition to playing internet spaceships. I dedicate hours of precious spare time to gathering materials and data, and even though it is a grind, I enjoy it cause I love this game. However, when the RNG gods spit in my face with a series of disappointing rolls, it devalues that time I had previously enjoyed, as I now feel like I spent all that time and effort only to have a string of bad luck make it seem pointless, and it makes me want to play a little bit less. This doesn’t happen all the time of course. But it does happen, and it can be improved, without changing the fundamental aspects of The Engineers.
Here's my idea for an improvement:
1. Additional focus on “engineering” aspect
Break up the engineering of modules and tie the data/materials to certain attributes. For example, rather than arriving with a series of materials, handing them over, and getting a module with 4 random attributes back, have the ingredients tied to an attribute. For example:
2. Minimisation of RNG aspect:
First of all, removing the RNG aspect of engineering will level the playing field a little and bring skill back to the forefront. This can be achieved in the following manner:
Outcome:
Combine the two above aspects, and you still have significant variation in module output from engineering, however there is less of an RNG aspect. For example, a module improvement like “FSD Increased Range” would have four attributes with 3 possible ratings limiting the possible combinations. As a player, you could look at your engineered module and have a much more concrete idea of its quality. Consider the below module:
“FSD Increased Range”
Based on the above, I can focus on acquiring ingredients 2 and 4. Attributes affected by ingredients 1 and 3 are already as good as they can get.
The secondary aspect of this approach to engineering mechanics is two-fold:
The main takeaway point from this is: If I wanted to play the slot machines, I would go to the casino. This mechanic would make Engineers less about playing a glorified slot machine and more about progression, process and ultimately skill.
I agree with many thoughts that the whole RNG aspect and grind can be unsatisfying. It is particularly frustrating to the players like me, who need to balance time with my family and career in addition to playing internet spaceships. I dedicate hours of precious spare time to gathering materials and data, and even though it is a grind, I enjoy it cause I love this game. However, when the RNG gods spit in my face with a series of disappointing rolls, it devalues that time I had previously enjoyed, as I now feel like I spent all that time and effort only to have a string of bad luck make it seem pointless, and it makes me want to play a little bit less. This doesn’t happen all the time of course. But it does happen, and it can be improved, without changing the fundamental aspects of The Engineers.
Here's my idea for an improvement:
1. Additional focus on “engineering” aspect
Break up the engineering of modules and tie the data/materials to certain attributes. For example, rather than arriving with a series of materials, handing them over, and getting a module with 4 random attributes back, have the ingredients tied to an attribute. For example:
- “FSD Increased Range”
- Mass - Affected by Ingredient 1
- Integrity - Affected by Ingredient 2
- Power Draw - Affected by Ingredient 3
- Optimal Mass - Affected by Ingredient 4
- Player would approach engineer with different quantities of each ingredient, meaning that they could have extra rolls on certain module attributes. The more important attributes would be affected by the rarer ingredients.
2. Minimisation of RNG aspect:
First of all, removing the RNG aspect of engineering will level the playing field a little and bring skill back to the forefront. This can be achieved in the following manner:
- Instead of rolls providing benefits on a spectrum, limit the RNG variation, perhaps in something like “rating”. E.g.:
- Ignore the actual numbers, they are only to demonstrate the concept.
- Player visits engineer to improve Module X. Possible outcomes on attributes of Module X are:
- Average-quality – 10% improvement – 70% chance on roll
- Improved-quality – 30% improvement – 25% chance on roll
- Excellent-quality – 50% improvement – 5% chance on roll
- Grade could possibly be linked to rating. For example, in order to unlock Grade 4 modules, you need to present at least one Grade 3 with all excellent ratings.
Outcome:
Combine the two above aspects, and you still have significant variation in module output from engineering, however there is less of an RNG aspect. For example, a module improvement like “FSD Increased Range” would have four attributes with 3 possible ratings limiting the possible combinations. As a player, you could look at your engineered module and have a much more concrete idea of its quality. Consider the below module:
“FSD Increased Range”
- Excellent-quality Mass improvement (from Ingredient 1)
- Poor-quality Integrity improvement (from Ingredient 2)
- Excellent-quality Power Draw improvement (from Ingredient 3)
- Average-quality Optimal Mass improvement (from Ingredient 4)
Based on the above, I can focus on acquiring ingredients 2 and 4. Attributes affected by ingredients 1 and 3 are already as good as they can get.
The secondary aspect of this approach to engineering mechanics is two-fold:
- There is an objective “best” roll, which levels the playing field. A dogfight between player who plays 6 hours a week versus a player who plays 30 hours a week is more likely to be even, since both have a reasonable chance to attain highly-rated engineered module.
- Incrementally upgrading modules means that a player will have a chance to set goals and gradually work towards excellent modules – much more of a process than endless, mindless rolls with the occasional “lucky” role.
The main takeaway point from this is: If I wanted to play the slot machines, I would go to the casino. This mechanic would make Engineers less about playing a glorified slot machine and more about progression, process and ultimately skill.