Because, as I clearly stated at the beginning,
specific balancing changes are beyond the scope of this suggestion. Why? Because it's highly subjective and what looks good on paper can play out very differently in practice. Players don't have the final say in balancing decisions either, so bickering over the specifics is an exercise in futility. And yes, the idea is that players would be able to get cheaper upgrades after unlocking them. The proposed system front-loads the grind; the unlocking/development grind should be roughly equivalent but I don't see the value in holding players' noses to the grindstone AFTER the fact.
It's not about
practical, it's about what you find
fun. If you ENJOY jumping around between HGE signal sources, droning through wake scans, and SRV prospecting I've left mechanisms in place for you to get value out of it. It wouldn't be the fastest, most convenient method... but that's kind of the POINT of the QOL changes. If you need the standard farming methods to be the BEST to consider them worth doing, I have to question how much fun you actually have while doing them.
Nonsense.
- The grind to UNLOCK engineers would be shorter (discover > invitation instead of discover > invitation > unlock) and players would have instant access to G1 upgrades.
- A core principle of my restructured grind is that players can make progress doing the exact same activities they would normally be doing: combat, exploration, mining, trading, etc. This would alleviate the most irritating aspects of the "grind" - needing to do menial side activities (HGE farming, wake scanning, SRV prospecting) INSTEAD of the mainstream gameplay.
No, I'm pretty sure I clearly stated that I want to get rid of EVERYTHING in that category. So that would be the bounty vouchers, combat bonds, 10T of Painite, Rare Commodities, the whole collection. I want them ALL gone. Not sure why you're trying to suggest that I'm hiding the purposes of my proposal when I have been nothing if not direct and unambiguous about it.
Which is already simulated multiple times over across several different Engineers. Simply getting an INVITATION to Lei Cheung requires 50 trading runs. How many times do you expect a player to "try" something before they know they dislike it? Your point about not punishing "small ships" is also complete when you factor in requirements like 200T of gold, 200 Landmines, or even 50T of Bromellite.
It disproves the idea that Engineers are
needed to get players involved in specific game activities. Simply making mining profitable was enough to get more players involved in it
regardless of whether they had already unlocked Selene or not. By all means let's have introductory tasks that encourage players to try every aspect of the game. I'm not saying
that's a
bad thing to have. However, there is
no reason why that has to be assigned to Engineering. Instead, incorporate introductions to combat, exploration, mining, and trading in the beginner star systems. Y'know, the tutorial area where players are supposed to be learning the game.
... Nah, that'd be silly and illogical. /s
... Except that they can complete it by doing their normal game activities, which would make the GRIND less FRUSTRATING. You're also straying into a slippery-slope fallacy, which isn't even worth engaging with.
No, it underlines your fundamental misunderstanding of my proposal. The grind to UNLOCK + DEVELOP Engineering should remain mostly the same. And here, let's try spinning my idea with the same sort of nonsense double-standards you're applying to design philosophy:
I'm not
punishing players with 4 ships... I'm
encouraging them to buy more ships to make the most of Engineering investments. Which is totally okay because it gets them to try new things they might otherwise have ignored. Right? Right.
What is the problem with giving players an "option?"
You're the one being disingenuous here.
- The research grind is not a credit grind, so clearly my proposal is not "nothing more than a credit grind."
- You still haven't answered why players should need to revisit Engineers. Why is revisiting Engineers a good thing? What does it add to the gameplay experience? What does it matter if a player never visits an Engineer again?
- Why is it bad for players who LIKE gathering materials to have that option and players who DON'T like gathering materials to have an alternate option? What changes for the worse?
Simply repeating details about my proposal while assuming that they are self-evidently harmful isn't truthful OR constructive. You're just whining, as though I should have some reason to care.
Spoiler alert: I don't. Especially not when you repeatedly accuse me of lying or concealing truths without any evidence, while simultaneously making objectively false statements yourself. Your paranoia is not my problem.
Nothing, which is why my proposal
still requires players to fly to Engineers "in the first place." It just doesn't force them to go back every time they want to change pinned BPs or experimental effects afterward, because
I don't see the point.
What a crock... First, I never claimed that simply flying a ship was "grindy." Second, you can't effectively play the game
without flying your ship. Implying that I'm trying to avoid flying my ship is
incredibly dishonest.
My proposal has nothing to do with not wanting to fly my ship and
everything to do with not wanting to fly my ship to the
exact same places, repeatedly, for purely arbitrary reasons.
If you spent less time fantasizing about the sinister conspiracy theories I am working to implement behind the scenes and more time actually offering concrete responses to my counter-points this conversation might actually go somewhere.
I mean, you can repeat yourself as much as you want but that won't magically make your assertions objective truth. You need to properly back them up. My proposal is
specifically designed to benefit BOTH players who have lots of time and those who don't (especially because between work and domestic duties I have about 10-15 hrs. per week
on average to spend on Elite):
- Grind progress is cumulative, meaning all players can easily make consistent progress toward their end goal.
- Players now have many more gameplay OPTIONS for completing the grind. Instead of needing to spend my 60-minute session on a weeknight farming HGEs or Jameson (which I don't find fun) I can spend it running missions (which I do find fun).
- Once I have unlocked blueprints, I can easily apply them to new ships as they interest me. For example, I would be much more likely to buy a dedicated cargo hauler for helping one of my newer-player friends run Wing deliveries for cash if I didn't need to slog through an unpleasant grind to upgrade its FSD, thrusters, and shield defenses. My time is fairly limited, so I would much rather spend it doing things I enjoy.
So yes, while the front-loaded grind would be significant it would ultimately have a more convenient payoff for players in the end and be less arduous to actually
finish:
- The grind can be done in a variety of ways, and players are free to choose the methods they find most appealing.
- Once unlocked, obtaining copies of upgrades is much faster and more convenient... making it more worthwhile to experiment with new ships and builds.
If you care to actually start making viable rebuttals or counter-proposals instead of wildly unsupported and insulting accusations, I'm all ears. Otherwise you're welcome to continue squawking, though this particular conversation will be over.