FDev: I hereby present you with a solution that requires close to zero coding changes, and should solve most issues people have with the Engineers:
Take the 133 different materials and commodities required for blueprints and combine them down to say 20 different types. Ensure that each of these 20 materials can be acquired through at least two different activities. You will then solve most of the following:
Material/Commodity storage
No need to change any of this as you can carry 30 of each type within the 600 unit limit
Tedium of RNG loot gathering
RNG will remain as it is, but with only a pool of 20 mats to choose from you are guaranteed to get what you are looking for without it taking too much time. Ensuring that each material has at least two methods of acquisition gives players the option to avoid their least favourite activities and reduces the feeling of grinding.
Hatred of RNG results from Engineers
You will have more materials for the mods you want to perform, and hence more rolls to get what you want. I would personally prefer it if the results where narrowed down considerably, but if nothing else the suggestion above will reduce the pain of a bad roll.
The grind to increase Engineers Rank
This will be reduced because you are likely to have the materials needed for at least some of the upgrades your chosen Engineer can provide. Missions would still be preferable, but they are a long way off so this would at least help.
And best of all, if you ensure that the new materials are direct replacements for the old versions, then commanders will automatically be compensated for their previous efforts by having their material storage full of useful materials
Are there issues with this solution I haven't seen? Please speak up
Take the 133 different materials and commodities required for blueprints and combine them down to say 20 different types. Ensure that each of these 20 materials can be acquired through at least two different activities. You will then solve most of the following:
Material/Commodity storage
No need to change any of this as you can carry 30 of each type within the 600 unit limit
Tedium of RNG loot gathering
RNG will remain as it is, but with only a pool of 20 mats to choose from you are guaranteed to get what you are looking for without it taking too much time. Ensuring that each material has at least two methods of acquisition gives players the option to avoid their least favourite activities and reduces the feeling of grinding.
Hatred of RNG results from Engineers
You will have more materials for the mods you want to perform, and hence more rolls to get what you want. I would personally prefer it if the results where narrowed down considerably, but if nothing else the suggestion above will reduce the pain of a bad roll.
The grind to increase Engineers Rank
This will be reduced because you are likely to have the materials needed for at least some of the upgrades your chosen Engineer can provide. Missions would still be preferable, but they are a long way off so this would at least help.
And best of all, if you ensure that the new materials are direct replacements for the old versions, then commanders will automatically be compensated for their previous efforts by having their material storage full of useful materials
Are there issues with this solution I haven't seen? Please speak up
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