General Overhauling Engineering: A Family's Request for a Streamlined Upgrade System

One has to ask at some point who is exactly is responsible for Engineering even existing. You see I would have been perfectly happy with no engineering, everyone on the same baseline as it were, but the demands for more and more jump range and better weapons, shields, hull etc, well the player demand probably drove engineering as much as anything FDEV wanted to do. If players want more jump range what can you do? You can't just increase the base jump range of all ships can you, well you could, just say that new developments in FSD technology now let ships jump further (they sort of did that with Jumponium) but demands for more and more range just keep coming, so we have Neutron and WD boosting, Fleet Carriers with 500ly jump range, and it's still not enough for a lot of players. Engineering was brought in as the answer to people who wanted increased jump range, and while they were at it, better weapons, shields hull and etc. It was in fact an answer to all desires for upgraded gear rather than magically suddenly giving ships more jump range, better shields and weapons etc.

Of course it will never be enough for some players, we have the game the players wanted. Well of course not all of them, but you can never do that right?
I think it was more or less the plan from the start. Initially NPC didn't equip all the hull reinforcement possible in vanilla. The table was deactivated. Only when engineering released the hit point bloat would bloom by allowing NPC to equip all the stuff. Possibly the game was designed to have a progrerssion curve like this but it didn't make it to 1.0 and a DLC with new content is a sell, too.
The game was also too big in distancces to cover from the start. Noone really likes hitting J a thousand times to go places. The improvement of jump range was likely to be intended to come later. Makes the DLC even more attractive to sell when you can present the "live game" to evolve.
 
There's a link in a previous post.

Given that these missions scale with combat rank, I imagine when a new player comes to face that kind of opponent they would have a better grip of ship building anyway. Early in the game for this type of mission I only remember coming up against low level Cobras.

Admittedly the build wouldn't be my choice, but overcharged incendiary multicannons are available at tier 1 and is probably all anyone would ever need against the elite opponent if engineering looks overwhelming initially.

There's several drawbacks of using overcharged incendiary multicannons: ammo duration, weakness to chaff spam, some shots inevitably get wasted so your effective DPS is always lower than on paper, you can't as reliably target modules (which is really important for faster kills), and heat becomes a rapid problem unless you deliberately keep WEP topped up at all times (incendiary MCs have about as much heat as an unengineered beam laser of the same size class, for reference.)

One can also easily use Short Range for gimballed multicannons for better benefits with the only drawback of dealing no damage past 2km - but you're likely not hitting shots past that threshold anyway. However, SR does have the higher heat penalty so that's a consideration if you still want incendiary MCs.

And you ideally still want G5 on those multicannons which is high material investment.

The "cheap and quick" option for low-investment & easy-to-use engineering is really LR1 lasers/railguns with 1 corrosive applicator, with a thermal vent beam to easily simplify heat problems.

Bottom line: the nuances of outfitting & engineering are not simple and it is a big hurdle for newer players that isn't helped by giving "possible" recommendations instead of "advisable".
 
I think, that in name of god "newb friendly" we should add non-combat mode=mode where all npcs havent interdictors, weapons, and player cannot receive damage.
Friendly enough? :ROFLMAO:
 
The issue here is not that it's a bad idea but if engineering is done with just credits then the problem shifts to the credit economy being also utterly unbalanced and we'd be talking about how much that sucks instead of material gathering. Complaining about boring robigo runs instead of HGE relogging.

This is a bit of a side note more for any browsing newer players, but Robigo has been outdated and not anywhere near the level of better credit-generating methods for years. A nice consistent place to pick up lots of mission mats if you don't mind the journey and having rep built up out there, but that's about all that's worth.
 
I suspect that FD didn't expect the way we use engineering. I think their intention was that G2 or G3 results would usually be enough for us and G5 would usually be an aspiration. They didn't want the end point to be the usual application. This of course utterly failed to take into account human nature!

Design-wise there are two ways to provide diminishing returns from multiple rolls. Either a convergent series which tends to a known limit, or a divergent one which has no limit.

Examples:
1/2 + 1/4 + 1/8 ... = 1
1/2 + 1/3 + 1/4 ... = infinity

The second way could be interesting. Enough engineering could take you to Beagle in one jump, but FD could arrange that it needed more than a lifetime of material collection to achieve.

I think the divergent way would be interesting as it would do away with known cookie-cutter builds; there would be no final step available. I don't think it would end complaints about grind though!

Basically, we'd all be happier using engineering the way it was intended, recognizing the diminishing returns and not obsessing over the last circle. I don't see that happening either though. I don't even do it myself; materials stack up so quickly that I always complete G5 just so I don't feel I'm wasting limpets in future.

This would be horrible. Engineering is already far too effective, thinking about anything that even resembles 'infinite scaling' is taking the balance that was already thrown out the window and serving it with a horrid and torturous eternal damnation in the 7th ring of hell.

"Cookie cutter" problems arise as a result of there not being enough equally balanced, viable, and interesting options to choose from. Not because things aren't powerful enough or because there isn't enough grind.
 
One has to ask at some point who is exactly is responsible for Engineering even existing. You see I would have been perfectly happy with no engineering, everyone on the same baseline as it were, but the demands for more and more jump range and better weapons, shields, hull etc, well the player demand probably drove engineering as much as anything FDEV wanted to do. If players want more jump range what can you do? You can't just increase the base jump range of all ships can you, well you could, just say that new developments in FSD technology now let ships jump further (they sort of did that with Jumponium) but demands for more and more range just keep coming, so we have Neutron and WD boosting, Fleet Carriers with 500ly jump range, and it's still not enough for a lot of players. Engineering was brought in as the answer to people who wanted increased jump range, and while they were at it, better weapons, shields hull and etc. It was in fact an answer to all desires for upgraded gear rather than magically suddenly giving ships more jump range, better shields and weapons etc.

Of course it will never be enough for some players, we have the game the players wanted. Well of course not all of them, but you can never do that right?

On this topic, I don't think Morbad is in the minority at all, nobody expected or asked for the massive power creep injection we got from Engineering. Vanilla Elite was a whole different animal, and it was even balanced & fun, for a time. Nothing about Engineering has ever been close to that point of balance.

The jump range thing... I have mixed feelings, because obviously players are going to want to make a massive 1:1 scale galaxy feel 'smaller', because space is really big and even with abstracted wormhole travel it really did take a long time to traverse. I think neutron + synthesis went too far, but the guardian FSD booster is pretty nice. I think supercruise is by far the bigger problem with 'travel time sink', but here we are.

I don't think this is at all the game players wanted, however - the mountain of discussions and feedback just in these forums, let alone the reddits & discords, is a testament to that. I feel there's been a distinct issue with clarity of vision & direction with the game that has manifested in all the problems that active players have all learned to live with, to whichever varying degree.
 
The issue here is that a fast ship with absolute damage will counter most of those builds, but changing that is iffy because plasma/rails have a pretty high skill cap compared to most others and the latest engineering nerf actually involved nerfing the TC stuff slightly..

Just another quick side-note: railguns actually don't have absolute damage. They might have had at one point in the past, but nowadays they're just split between thermal/kinetic.
 
Hedging one's bets against the odds of an inopportune failure is a skill, as is knowing the limits of a component and not pushing them when one doesn't need to. Maybe you leave a bit of safety margin when Engineering and only fly at 80% throttle, only boost in combat, only run FA On when absolutely needed (as it automatically trichords at maximum thrust for all negative acceleration)...or only jump 75% of max distance when not trying access fringe systems. Even an engine with paper thin cylinder walls and a crankshaft with 1% strength margins at redline will run forever at normal highway speeds. A Mig-31 has the thrust to reach mach 3.2, but normally stays below mach 2.9 to prevent damage. These considerations are tradeoffs and every tradeoff is an opportunity to apply skill, even if the absolute limits are vague/unknown enough to only be able to be described in probabilistic terms (or have been abstracted that way for the sake of simplicity).

It's not like the game is devoid of RNG abstractions in combat either. Module penetration and malfunction chances are prime examples of wholly intentional mechanisms that have strong RNG components.

A rare Morbad post where I disagree... RNG is the devil, most games force-inject far too much of it, and it should only ever be used in carefully measured & heavily diluted amounts. Nothing sucks more than facing consequences of outcomes completely out of your hands.

The concept of having safety & performance margins, however, I feel has merit - like running the throttle too long at 100% or higher in War Thunder damaging/overheating your plane.
 
To me it seems like the game is too safe and predictable, you mostly have to mess up badly to be in any danger. To be honest I'm not sure I like that..

As opposed to having it forced upon you? I much, much prefer the opt-in approach. It's more accessible, more fun, more go-your-own-pace, and less feeling like being punished for bothering to invest any time and effort in a game.

Note that "challenge" and "frustration" are two distinctly different things. Only the former is actually fun.
 
And what is new player friendly? Easy mode? Arcade mode, get it all faster and easier?
You're moving the goalposts. "Possible" and "advisable" are completely different things. Doing what that guy is doing with a suboptimal build is not new-player friendly, period.

There's an universal difficulty in more non-linear games with judging how difficult a fight will be and if you're prepared enough for it. Which is why many games just abstract that down to assigning a level to enemies. It's good for more casual games.

Elite doesn't have that and the inspect features from targeting aren't enough either and even if they were you couldn't reliably find enemies of the same type/difficulty to fight.

So you have to consider:
  • How strong is the enemy ship?
  • How skilled is the enemy? (Elite helps you out here, but only a bit - as a beginner you won't know how easy/tough a rank is and as a vet it won't matter)
  • How strong is my ship (maybe even in relation to their ship, if you're skilled enough to tell an anaconda from an asp)?
  • How skilled am I?
  • How much stronger do I need to make my ship to beat their ship at my current skill level?
  • How long will it take to make my ship that strong?
As a new player you're going to get some variable in that Drake equation wrong and if you're lucky you'll decide you can take them and just die. If you're unlucky you decide you need to fully engineer your ship and it should take a couple of hours tops so you get to it. Repeatedly having to decide to not fight an enemy because they're too tough (often the "correct" choice for a newbie) is also what I'd consider a fail condition because doing nothing is the least fun you could have.

Removing engineering from the equation would vastly reduce the problem space of 3-4 of the variables you need to solve for, but that's also what adds depth to the game.

What's the right answer/winning move here with the current engineering system? Do engineering even though it takes forever or just look for the few types of ships you can actually kill until you "git gud"? Neither seems like a good option.


This is a bit of a side note more for any browsing newer players, but Robigo has been outdated and not anywhere near the level of better credit-generating methods for years. A nice consistent place to pick up lots of mission mats if you don't mind the journey and having rep built up out there, but that's about all that's worth.
Yeah, none of the new activities are as boring as robigo though which is why I used that to rhyme with the HGE collecting stuff,

Just another quick side-note: railguns actually don't have absolute damage. They might have had at one point in the past, but nowadays they're just split between thermal/kinetic.
Yeah that's right I added rails there to have an hitscan option against faster builds but didn't bother to clarify damage types.
 
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Most time spent in supercruise is largely spent doing literally nothing besides watching numbers tick down. See: Hutton run
Of course - apart from the Hutton Truckers, are there many players who elect to do that run more than once?
There are a few systems where the destination for a mission is a very long supercruise journey, should one accept, the nice thing is that the mission tells the player the distance, observational skills and a decision of whether the journey is worthwhile is entirely the domain of the player.
Most players do in fact need a guide & third party tools for most activities in the game
Most players that have bounced off this game have done so because the barriers to entry to many of these activities involve too much of doing things said players do not want to do.
Ah, the usual inclusive 'most' - so opinion, rather than fact.
 
And what is new player friendly? Easy mode? Arcade mode, get it all faster and easier?

We all have had to learn the game and try to get the best out of it..

Not really. I would define "new player friendly" as intuitive, accessible, easy to understand, easy to use, safe to use, minimal drawbacks/trade-offs being made, while still offering the means to improve as a player.

There is a great deal to learn about the options available in the game to get the best out of it, indeed - which is really the rub here. Getting started with misleading ideas or impressions is a quick path to frustration.
 
Of course - apart from the Hutton Truckers, are there many players who elect to do that run more than once?
There are a few systems where the destination for a mission is a very long supercruise journey, should one accept, the nice thing is that the mission tells the player the distance, observational skills and a decision of whether the journey is worthwhile is entirely the domain of the player.

It shouldn't even have to be a consideration. Many parts of the galaxy exist only at the far end of a long period of sunk time. That's a big flaw as a game experience.

Ah, the usual inclusive 'most' - so opinion, rather than fact.

Nothing about this statement makes any sense. Use of the word "most" has nothing to do with opinions vs factual observations. It is more true to say "most" instead of "all" or "none" or "few". Sometimes I think you're just out to grind my gears, honestly....
 
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