Reduce the grind

Sure, but Frontier really should know better than to balance things so that relogging is the expected way to do it by now.
I think they tried by making loot not spawn if you log in at a settlement, but that actually made the game worse for people trying to play normally due to other bugs/crashes/black screen on exiting the SRV/ship.

On foot engineering could benefit from halving all the engineer unlock requirements and material costs probably - it'd also make the inventory limits more bearable.
 
Yes, but only available on Fleet Carriers and sold by players.

Along with the actual ship engi materials too.

P.S. The thread title is absolute rubbish.
Haha, thanks for your feedback.
The idea is to create discussion in the hopes someone comes up with a better idea.
Pre engineered modules (as with suits) and fleet carrier > player market are fantastic suggestions
 
How about just get rid of Engineers , instead just hire an Engineer as crew and they upgrade your ship slowly over time , just like Scotty lol
 
Pay for pre-engineered modules with in game credits. Yes.

All of us old timers that played the game since launch want newbies to suffer like we did. This game is too old for that.

On a side note, why the heck are suit skins so much more expensive than ship skins? Weird. Seems like money left on the table for FDEV.

Sell a million burgers for 2 bucks or a thousand for 10 bucks.
 
Would you like to see engineered modules available to buy for credits?
I think this is a perfectly reasonable idea, just like with space suits & ground weapons random pre engineered modules should pitch up. They should be decent, but not top tier parts reflecting their second hand nature.
 
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I think this is a perfectly reasonable idea, just like with space suits & ground weapons random pre engineered modules should pitch up. They around be decent, but not top tier parts reflecting their second hand nature.

Yea, but on-foot stuff is a bit different in terms of engineering, also they're quite rare, they're unique - once purchased it's gone for anyone else, and finding a G3 executioner with audio masking (aka something really useful) feels like winning the lottery

If the use the same recipe for ship engineering you will have the chance to get Sturdy G3 2F Pulse lasers or 8C G3 Reinforced Drives - with the Pre-Engineered tag (which means you cannot alter the engineering)
I mean, compared with the total number of modules types, rates and various blueprints, the chance of getting a G3 Increased range A-rated FSD would be extremely low

What i'm trying to say is this system works ok-ish for on foot stuff, but i dont see it really working for ship engineering
 
I would like to see unlocking most engineering, except for the experimental. When you have grinded for enough materials to build a grade 5 module, you unlock that module and can buy it with materials needed for one spin on each level. Or remove the entire spin system, fixed number of materials for each level.
 
Would you like to see engineered modules available to buy for credits?
Not really, no. Really all we need are clearer and more abundant ways to find the engineering bits. And maybe missions from the Engineers themselves that reward them.

add possibility of materials dropping from ships.
That already happens. You blow a ship up, a pile of manufactured engineering materials are released in your target's debris. Mostly common stuff, but I've found up to G5 materials depending on the ship you take down (I've even had Pharmaceutical Isolators drop).
 
I do wonder what all these people who hate the 'grind' think when they reach the golden uplands of 'endgame' and realise everything is still based around activities that get you more mats
Even not saying about fact that some activities have skill factor.
Skill improved by...doing things which they skipped :)
I seen enough people which in heavy engineered ships were worse in combat, even against NPCs, than my alt with 0 engineering. Because it is playstyle of some people.
Grind everything with meta, as fast as possible.
 
Yeah. For new players, it is tough; you either find out on your own the hard way, of you have to choose who to listen to. I know I keep harping on them, but those terrible "best start" "make money fast" "easy rank grind" guides out there are so visible and promoted by "the algorithm", I think they spoil the game for a lot of players when they find out there is no pot of gold at the end of the grind rainbow.
That's why, in my opinion the best sources are places which have raw data, "how do it", not "how do it in the best way", like...elite wiki, elite manual, handbook, tutorials.
They will teach people how play, but without spoiling by meta and giving them false view, that "eNgInErInG wItHoUt rElOgS iS iMpOsIbLe".
 
All of us old timers that played the game since launch want newbies to suffer like we did.
Maybe you suffered.
I just played game and enjoyed various loops, without obsessive looking at one of 1-04910 progress bars or mats stock :)
And I think that it is main source of suffering by grinding. You don't need all unlocks and dozens ships with hundreds G5 modules.
 
If the use the same recipe for ship engineering you will have the chance to get Sturdy G3 2F Pulse lasers or 8C G3 Reinforced Drives - with the Pre-Engineered tag (which means you cannot alter the engineering)
Take off the pre-engineered tag since the Odyssey ones don't have that, and that'd be pretty interesting - it might encourage people to experiment with the more unusual blueprints.

Those thrusters, for example, have almost as much performance as an 8B, but are quite a bit lighter, have even more integrity, and depending on how much the pre-engineering costs (it shouldn't be that much, for the tiny amount of low-grade materials it's substituting) are probably also quite a bit cheaper. Sure, the sort of person who can just spend 140M on 8A thrusters won't care, but that sort of person should have enough materials to put any G3 blueprint they like anyway on top.

Sturdy's certainly not the meta blueprint for pulse lasers, but less thermal load and 40% more armour piercing is certainly better than stock on a medium weapon. That'd be a really nice find for a beginner just moving into their first 2M2S ship.

Building a ship out of the random boosted modules you find and trying to make it work could be good fun for non-min-maxers, and if you do find a pre-engineered A-rated meta-blueprint module, great.
 
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