Old unwanted engineered modules. (Take them to the new scrapyard)

It mnakes no sense for me to replace all of my already engineered drives for the new SCO variants, which would then need to be engineered.
Maybe not from the point of view of the effort, but from the point of view of the end result it would totally make sense. There are no drawbacks (in fact, there's the benefit of a slightly larger jump range for the same amount of engineering), and you get the SCO feature on top.
 
This is a good idea actually, not just because players want to be lazy, but because it makes sense as a plausible gameplay mechanic. Let the scrapping return a random selection of the materials that went into making it, in random amounts between, say, 25% to 50%.

Another variation I thought of earlier was an aftermarket for engineered modules. In the current wave of people exchanging their FSD this might be less helpful, but generally, why not.
The scrapyard idea I like the other one absolutely not.
 
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By comparison, here's what it would cost for me to engy up 6 SCO FSDs to replace the current ones in my fleet.
48 Atypical Disrupted Wake Echoes
30 Chemical Processors
18 Strange Wake Solutions
24 Chemical Distillery
30 Eccentric Hyperspace Trajectories
30 Arsenic
30 Chemical Manipulators
30 Datamined Wake Exceptions
18 Galvanising Alloys
Check, check, check.

Good, Got plenty of all of them in stock, I will be engineering 8 SCO's when I return to the bubble:)

Edit; one problem with re-cooping mats, what would happen if you are actually full of a particular mat?
 
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Edit; one problem with re-cooping mats, what would happen if you are actually full of a particular mat?
Since you'll get the new module scrapper contact only in the 30k ARX bundle, you'll also receive a spare mat container. You can't scoop into that, but your scrapped modules' mats can be shelved there. It's infinite, too. Problem solved.
 
Retrieving raw materials from modules should logically cost some credits. After all, are they supposed to do the work for free?

(I'm actually surprised that engineering doesn't cost any credits. Are all the engineers doing it from the goodness of their hearts?)
 
Retrieving raw materials from modules should logically cost some credits. After all, are they supposed to do the work for free?

(I'm actually surprised that engineering doesn't cost any credits. Are all the engineers doing it from the goodness of their hearts?)
On-foot engineers do that AFAIK.
 
This would be as simple as adding SCO as a second experimental feature. I'd run over to Farside Base in a minute to add SCO to my existing FSDs.

"We hear you, CMDRs. Henceforth Felicity will be able to add a second experimental effect called 'SCO' to your engineered FSDs. The material cost of the new experimental effect will be the following:
  • 15 Pharma Isolators
  • 15 Datamined Wake Exceptions
  • 15 Improvised Components
  • 20 Selenium
  • 24 Thargoid Titan Armpit Hair Follicles
  • 24 Cat Media
  • 10000 ARX

Enjoy!"
 
Check, check, check.

Good, Got plenty of all of them in stock, I will be engineering 8 SCO's when I return to the bubble:)

Edit; one problem with re-cooping mats, what would happen if you are actually full of a particular mat?
Possibly it would start a chain reaction vapourising all of that mat.
 
I will second this a second time. With FDev effectively obsoleting old modules, we need this. Especially if someone bothered to buy a pre-engineered FSD and managed to engineer it as well. In that case there would need to be a double-claim on materials. I don't think SCO should have been handled like this and should have just been an overall feature update, honestly...because now we just have a store (and storage) full of paperweights.
 
I don't think SCO should have been handled like this and should have just been an overall feature update, honestly...because now we just have a store (and storage) full of paperweights.
Maybe we don't know the full story yet. Chances are they will do a magic trick with the stock ones and buff them, or - more probably - hand-wave a nerf into the SCOs.
 
Yes, this absolutely. The way SCO has been introduced completely throws away the past efforts to engy these drives. This is irresponsible and disregards game design convention, which is to always make a path from what someone has to the new thing.
This would be as simple as adding SCO as a second experimental feature. I'd run over to Farside Base in a minute to add SCO to my existing FSDs.

By comparison, here's what it would cost for me to engy up 6 SCO FSDs to replace the current ones in my fleet.
48 Atypical Disrupted Wake Echoes
30 Chemical Processors
18 Strange Wake Solutions
24 Chemical Distillery
30 Eccentric Hyperspace Trajectories
30 Arsenic
30 Chemical Manipulators
30 Datamined Wake Exceptions
18 Galvanising Alloys
This is at least 20 hours of grind. Not gamePLAY, just fully wasted time, because I already did this for my current drives.
Not happening. There's like 10 other decent space games, and I own three of them already.
Please rethink this, FD! Just do what other game companies do in the same situation, and everything be fine.

20h? I question your material gathering techniques.
Also the idea that you have to engineer 6 SCO all at once? (i can do that, cause i usually keep my material bin stashed at least at 50%+ )
Why ther rush? Do them one by one.

I do have over 50 engineered ships spread over 3 accounts, but obviously i didnt engineered all of them at once - and i wont replace 50 FSD all at once, but at a pace i can afford to do it

But yes, there are plenty of other games out there to enjoy if you dont enjoy ED anymore
 
I will second this a second time. With FDev effectively obsoleting old modules, we need this. Especially if someone bothered to buy a pre-engineered FSD and managed to engineer it as well. In that case there would need to be a double-claim on materials. I don't think SCO should have been handled like this and should have just been an overall feature update, honestly...because now we just have a store (and storage) full of paperweights.
Hardly unrealistic. We have the same problem in real life: e-waste.
 
Also the idea that you have to engineer 6 SCO all at once? (i can do that, cause i usually keep my material bin stashed at least at 50%+ )
I obviously cannot speak for the OP of that statement but the 8 I shall be doing will be 2 fitted into an Asp and a Sidewinder and 1 of each size to be stored in my carrier and tried out in various ships as and when I think I need use of them,
 
I do wonder how exactly you'd go about removing encoded mats from a drive... 🤔
Unless it's actually a trade and they're paying in mats rather than credits...
 
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