So just to reiterate from the common suggestion since the launch of engineers in season2.
Why can we ONLY pin a new blueprint when at an engineer.
And why does that blueprint become the overriding default for all module of that type.
With multiple ships with multiple modules and multiple
Roles, engineering is a very niche, cul-de-sacked option for a module.
and with materials trickling in, and changes in ship-role-requirement, the current system does get in the way and it will be compounded by Fleet Carriers.
user-case
I have an explorer ship that I am tailoring for light weight engineering for modules.
Mission - rewards require another ships role.
I fit my combat/mining/smuggling modules (or swap ship) in order to accomplish the mission.
I have materials to continue low-temperature upgrades to my ships modules.
But my pinned blueprints are all light-weight exploration stuff.
worst case scenario, In a late night disoriented daze, I forget what ship I am in/which module I intend to upgrade and I replace my existing grade4 low-temp power-generator with a lightweight grade1.
But the common problem is:
Research up which nearest engineer has that specific blueprint and make a trip, to upgrade, and if I want to continue (remote workshop) I must swap out the blueprint at that point.
Meaning I have to repeat this laborious procedure when going back to my exploration ship project.
Now add the fleet-carriers being 500ly from sol.
solution 1 )
When all blueprints from an engineer are selectable and available to look at, when that engineers grade is “unlocked”.
so if I go in for lightweight armour up to grade 3, then the heavy duty variations up to grade 3 are also available.
Solution 2)
Remote workshops can ONLY continue upgrading that module with its current upgrade.
Like the engineer left the blueprint with that module of how to continue the work.
This allows me to swap out my light-weight module and hit the upgrade button (for the lightweight blueprint attached to it), swap back out to the heavy armored module and in the remote workshop the armor blueprint which the module has already is the only thing the remote engineer can upgrade for that module.
caveat:
Starting a new upgrade on a clean module or swap the current upgrade path, then I have to visit the engineer to get the job done.
Why can we ONLY pin a new blueprint when at an engineer.
And why does that blueprint become the overriding default for all module of that type.
With multiple ships with multiple modules and multiple
Roles, engineering is a very niche, cul-de-sacked option for a module.
and with materials trickling in, and changes in ship-role-requirement, the current system does get in the way and it will be compounded by Fleet Carriers.
user-case
I have an explorer ship that I am tailoring for light weight engineering for modules.
Mission - rewards require another ships role.
I fit my combat/mining/smuggling modules (or swap ship) in order to accomplish the mission.
I have materials to continue low-temperature upgrades to my ships modules.
But my pinned blueprints are all light-weight exploration stuff.
worst case scenario, In a late night disoriented daze, I forget what ship I am in/which module I intend to upgrade and I replace my existing grade4 low-temp power-generator with a lightweight grade1.
But the common problem is:
Research up which nearest engineer has that specific blueprint and make a trip, to upgrade, and if I want to continue (remote workshop) I must swap out the blueprint at that point.
Meaning I have to repeat this laborious procedure when going back to my exploration ship project.
Now add the fleet-carriers being 500ly from sol.
solution 1 )
When all blueprints from an engineer are selectable and available to look at, when that engineers grade is “unlocked”.
so if I go in for lightweight armour up to grade 3, then the heavy duty variations up to grade 3 are also available.
Solution 2)
Remote workshops can ONLY continue upgrading that module with its current upgrade.
Like the engineer left the blueprint with that module of how to continue the work.
This allows me to swap out my light-weight module and hit the upgrade button (for the lightweight blueprint attached to it), swap back out to the heavy armored module and in the remote workshop the armor blueprint which the module has already is the only thing the remote engineer can upgrade for that module.
caveat:
Starting a new upgrade on a clean module or swap the current upgrade path, then I have to visit the engineer to get the job done.