Petition to remove Engineer's random "roulette" from upgrades to actual unique upgrades

Hello, and before saying "oh, another thread like this..., as the title says I would love to see Frontier do something for the players for once and remove completely one of the most terrible game mechanics of all time, which is the random aspect of engineering modules after hours of "farming" materials by going back and forth to gather them...so then in a matter of minutes you spent all that by getting RANDOM results. Which to me is plain simple insulting. (and trust me I did this a lot, as a lot of you sure did)

I mean wouldn't you prefer something like this:

Engineers should work like a mechanic (because that's what they are basically), you want certain upgrades and you need to "pay" for it, or as in this case you need to find and give him "resources" (materials). I mean, when you go to a place like that you know what you want and you know what they are going to put in it (they offered to you which upgrades you want). There should be nothing random in that...you pay/work for what you want and done. That's how it should be.

Why not engineers can work that way? They have "upgrades" for our modules, right?...Well, tell me which things you need, let me go find them (which takes HOURS), then I can give that to you so you finally can do the desired work for me.

An example of how modifications should be (a lame generic example of a shield upgrade in this case):

Tier 1 modification: Positive effect 10% resistance. - Negative 5% mass increase.

Tier 2 modification: Positive effect 18% resistance. - Negative 8% mass increase. 5% Heat increase.

Tier 3 modification: Positive effect 25% resistance. - Negative 12% mass increase. 10% Heat increase.

Tier 4 modification: Positive effect 30% resistance. - Negative 15% mass increase. 15% Heat increase.

Tier 5 modification: Positive effect 40% resistance. - Negative 20% mass increase. 20% Heat increase. (plus special added effect/ extra improvement here)


And get rid of random percentage results for once, upgrades should be a unique thing if you are asking for something that takes a lot of time to do. That's why I personally think that engineering modules and its "random" nature is insulting to the players. It feels like the last slap in the face after so many hours of hard work. (I said this multiple times, tasks in this game feel more like actual real jobs more than simple game mechanics...you came home from work to work more in a game...amazing)

The positive thing about this is that you get rid of extra "complications" even with development and actual math crazyness. You can also ensure to PvP players that there won't be disadvantages from one to the other (fare and balanced combat in a PvP multiplayer MMO? That could be a first!), no need for the players to spend more extra hours farming than in actual combat situations (players just want to play one way or the other, there is too much time needed to rank up, too much time needed to make credits, too much time needed to upgrade your ships and secure more money to rebuys and such, time spent to unlock engineers themselves, time to unlock Tiers with engineers, etc), you can add tons of new modifications and options to all players so they can play their way (this words sounds familiar to you, Frontier?) and also make their ship feel more personal to each play style.

Frontier, sincerely start to think about getting rid of all those extra non sense "time sinkers", and start to balance what is actually important to us, the time we spend playing your game and the fun involved while doing so. That's more important to me than balancing weapons or silly statistics, the only thing those do is to make us all go mad..."one day my ship is good, the other is terrible" (the day all Python owners saw how it was turned into a "mobile brick" as an example).
That is not good and I'll say it again...if it works...it does not need a change. Engineers was an added complication to the whole game, for "PvPeers" and even to Solo players as well (like me), and I like the idea of a new feature making you do other things so you finally can do the other, but the time involved on each of those features does not make the game feel better or more rewarding...is entirely the opposite.

We don't need this game to be "casual", I personally played my whole way back to where I am now with hundreds of hours...saw the days of little payments at the beginning (nothing like it is now), several months to buy my first Asp Explorer (from Sidewinder to Eagle, Cobra, Adder, Type 6 and then the Asp, then Clipper, then my favourite ship a Python...today my first Cutter after months of ranking up) so I can finally go explore some (3 months journey was my first trip (Summer 2015), without an advanced scanner and scanning almost every Metal content rich planet and rares...I was the first in so many systems and it felt really good).

I don't like to see this game becoming casual at all ("easy stuff" to do with no hard work behind it at all...no...don't want that), but I want it to have a proper structure and to make sense, and at the same time being coherent with what it feels and actually is playing a game. There is always real life stuff before the game, then you have the game and you want to pass a good time with it (which I do, played almost 5 hours a day for 3 weeks straight lately...I'll play more in a couple of hours).

So for real Frontier, you are making us (going to talk in plural here) play things that we really don't want to, or at least don't need to for more than it is now...we want to be Explorers, Bounty Hunters, Traders, Miners...we want to have proper balanced combat in all modes...we want to do what you seem you forgot are the basis of this game. As of now we are spending more time doing missions (to get ranks, ships, parts and stop there), those at least involve some of the core things that we all want to do, but then you add things that keep us busy more time than what is needed so then we can finally go and do what we really want freely. In exchange the rate of "farming while doing what you don't actually want" is 80% to 20% of what you actually want to do in the game.

I want to play my way...would you let me do it, Frontier?


PS: Thanks for the read...and yes probably another of "those" threads...but played too much for these past weeks, I'm a little bit tired, and If I see something that can be good for all the community I must say it.

I wish I can add a poll to this post. A simple Yes and No should do.
 
Has been put forward and ignored on several occasions.

FD apparently can't decide what bits of the game they want to be about balance and effort and what bits are meant to be big and colourful arcade gameplay.

*shrugs*
 
I have a different take on this.
I think having some fixed upgrades is a nice idea but I think that should be fairly regular service - so many stations would offer this, it would cost money (and maybe materials) and would be restricted by local economy, wealth and (possibly) faction reputation. This would give you some standard upgrade options and let everyone get in on the Engineering game relatively easily. These fixed options would be useful but not radical.
Engineers then become more specialised. They take a lot more effort to work at, like now, and can have more radical effects. I would keep an RNG aspect but also provide stronger control - so that if you are really after a specific effect you can peg that but then expect a varied but guaranteed larger negative hit elsewhere.
This gets more people involved, increases customisation options and provides more control without absolute certainties (which can also get dull).
 
Yup, the very idea that asking them to ADD a special effect, a mechanic they KNOW how to do will loose you REPUTATION unless you want to GAMBLE it - how THEY gamble it i do not know but I guess they throw a dice before they decide or something.

- Make special effects a SEPARATE engineering choice so we have to make a tactical CHOICE instead of gambling and having ODD excuses for them.

Do I want MORE ammunition or a Force Shell?
Do I want more DAMAGE or Reverbating Cascade
Etc...

Even better.

Add a RANK system just like on regular modules.

- Higher grade of special effects have a higher output OF said special effect (Reverbating cascade at lvl5 make mincemeat out of shield generators for example)
 
I would like special effects to just cost different materials on top of what the mat cost already is. I like the favor system and wish more games with reputations would adopt it as it means keeping up reputations is important instead of sticking a flag in it and calling it done.
 
Engineers should work like a mechanic

They kind of do, if you think about it.

There should be nothing random in that...

But that's not how mechanics work. There IS a random element in the work that a mechanic does. You just don't realize it, because you don't put your car on a dyno every time you have an "upgrade" installed.

I guarantee you that you take two brand new, ostensibly identical cars, and you install the same mod in both of them, you will get a slightly different result in one vs. the other. You buy a new exhaust, let's say. The manufacturer claims it gives you 5 more HP. I guarantee that if you install it in two brand new cars, one of them will show +2HP and the other will show +4

So, I think your suggestion here is based on a false premise. Real mechanics are somewhat random. It is therefore acceptable that E:D engineers are too
 
They kind of do, if you think about it.



But that's not how mechanics work. There IS a random element in the work that a mechanic does. You just don't realize it, because you don't put your car on a dyno every time you have an "upgrade" installed.

I guarantee you that you take two brand new, ostensibly identical cars, and you install the same mod in both of them, you will get a slightly different result in one vs. the other. You buy a new exhaust, let's say. The manufacturer claims it gives you 5 more HP. I guarantee that if you install it in two brand new cars, one of them will show +2HP and the other will show +4

So, I think your suggestion here is based on a false premise. Real mechanics are somewhat random. It is therefore acceptable that E:D engineers are too

I was going to use an example like that with cars and such.

But again in real life you have your car, a job to make money (which in case of an expensive "upgrade", you need time to collect), then when you are going to buy/pay for something it is what it is, and you pay once.

In this case it isn't that way because you spend a lot of time gathering those resources but then the "final result" is not what you expect, so you need to "re-pay" on and on and on to basically end with the best result posible...if you have enough resources to pay on and on of course. But then again you probably could get a better result that the one you had after some "tries", so the process repeat itself.

I don't think that guy with his car in real life will keep paying on and on for just get 4HP more instead of 2HP. Of course it may happen that the mechanic won't charge you for trying again and get the best out of what you paid for. In the game in the other hand...
 
Last edited:
It should go no question. If it looks like a slot machine, sounds like a slot machine then it probably is a slot machine. Promoting gambling to minors should have been black flagged early on imo.
 
So.. There is a "Suggestions" forum here.

Why do people consistently post suggestions in General Discussion when A: You're going to get some of the worst feedback possible and B: It's going to drop off of the page within a few hours due to traffic levels in this particular section.
 
So, I think your suggestion here is based on a false premise. Real mechanics are somewhat random. It is therefore acceptable that E:D engineers are too

And then there is Elite: Dangerous, where the engineers will mod two weapons on the same ship and one of them come out with +15% DPS, where the other comes out with -5% DPS, almost entirely thanks to secondary effects.

What the hell "real mechanics" happened here? Did he leave a spanner in one of the barrels or something?
 
I don't mind it, avoids to some degree the min/max thing. People have different ships. If they were all the same then why not just buy modules that do whatever you want? As I've said before, it's just the implementation that I dont like.
 
And then there is Elite: Dangerous, where the engineers will mod two weapons on the same ship and one of them come out with +15% DPS, where the other comes out with -5% DPS, almost entirely thanks to secondary effects.

What the hell "real mechanics" happened here? Did he leave a spanner in one of the barrels or something?

It's not unknown for mechanics do to things like that, even surgeons do it.

http://i.imgur.com/F7Cc4Yb.jpg
 
Back
Top Bottom