Problem:
Engineering makes the game unbalanced and severely affects a lot of related parts of the game in a negative way. Examples:
Guardian modules:
Cannot be engineered, but advantages are eclipsed by G1 > G5 engineering. So they are next to useless except for real edge cases. Outcome: people don't use them bar the FSD booster.
Security:
I can tank security easily, meaning I can ignore security levels. I can kill anything with impunity even in High security systems and brush off ATR- which is wrong. Outcome: engineering allows ships that can break crime and punishment, with knock on effects for the BGS.
Tech broker modules:
Can't be engineered, but advantages again eclipsed by G1 > G5 on regular weapons. Outcome: no-one uses them.
Long range lasers allowing people to snipe from long ranges, making fights silly.
Game balance between Horizons and non-Horizons (Core) players- G5 engineering splits the playerbase with one half being impossibly powerful, while the other weak in comparison. From what is listed stat wise 50% of players have Horizons.
Engineering takes away hard choices- it removes considerations on power, heat and other subtle nuances ships had. Engineering does have a place but it should not make everything viable all of the time.
Suggestion:
What I suggest is that engineering is rebalanced for offensive, defensive and powerplant modules, while engine and range based engineering is kept. Lightweight modifications on everything are kept as they are (these would be balanced via powerplant output).
What I'd love to see is an almost reversal between the applied experimental effect and the G1 to G5 effects, in that the experimental provides the 'meat' of the engineering perk, and the G1 - G5 provides an additional boost.
Weapon G5 effects for increased power, range, efficiency are scaled back to between G1 to G2 levels maximum.
All shield, shield cell banks, shield booster effects are drastically reduced down to G1 levels.
Hull reinforcement packages and armour are reduced down to G2 max.
Powerplant overcharging is dialed back to G1 max. The Guardian powerplant + distributor should be seen as a better single upgrade while engineering + experimental provides a greater spectrum of tuning. Outcome: you can't have ships with everything running- meaning more design choices are required. It will also make low power shields more important, as well as making G1 to G4 engineering valuable (i.e. you are engineering for a role and not mindlessly going G5 on everything).
Make power saving, heat reduction more important: in a power starved engineering 'world' these effects will be enablers.
Legacy modules:
These are kept until destruction, where you then have to craft using the new rules. So people far away from anyone exploring won't be affected until a star or high G planet kills them.
Considerations:
Outside C + P NPCs and ATR, 'new style' combat zones might need to have NPCs dialled back slightly (since they are considered 'bullet sponges')
I'm still going through trying to unpick the power creep mess Elite Dangerous is in- how this would affect PvP, Thargoid combat etc so I've missed out loads of edge case problems and consequences (such as 'meta' builds).
Engineering makes the game unbalanced and severely affects a lot of related parts of the game in a negative way. Examples:
Guardian modules:
Cannot be engineered, but advantages are eclipsed by G1 > G5 engineering. So they are next to useless except for real edge cases. Outcome: people don't use them bar the FSD booster.
Security:
I can tank security easily, meaning I can ignore security levels. I can kill anything with impunity even in High security systems and brush off ATR- which is wrong. Outcome: engineering allows ships that can break crime and punishment, with knock on effects for the BGS.
Tech broker modules:
Can't be engineered, but advantages again eclipsed by G1 > G5 on regular weapons. Outcome: no-one uses them.
Long range lasers allowing people to snipe from long ranges, making fights silly.
Game balance between Horizons and non-Horizons (Core) players- G5 engineering splits the playerbase with one half being impossibly powerful, while the other weak in comparison. From what is listed stat wise 50% of players have Horizons.
Engineering takes away hard choices- it removes considerations on power, heat and other subtle nuances ships had. Engineering does have a place but it should not make everything viable all of the time.
Suggestion:
What I suggest is that engineering is rebalanced for offensive, defensive and powerplant modules, while engine and range based engineering is kept. Lightweight modifications on everything are kept as they are (these would be balanced via powerplant output).
What I'd love to see is an almost reversal between the applied experimental effect and the G1 to G5 effects, in that the experimental provides the 'meat' of the engineering perk, and the G1 - G5 provides an additional boost.
Weapon G5 effects for increased power, range, efficiency are scaled back to between G1 to G2 levels maximum.
All shield, shield cell banks, shield booster effects are drastically reduced down to G1 levels.
Hull reinforcement packages and armour are reduced down to G2 max.
Powerplant overcharging is dialed back to G1 max. The Guardian powerplant + distributor should be seen as a better single upgrade while engineering + experimental provides a greater spectrum of tuning. Outcome: you can't have ships with everything running- meaning more design choices are required. It will also make low power shields more important, as well as making G1 to G4 engineering valuable (i.e. you are engineering for a role and not mindlessly going G5 on everything).
Make power saving, heat reduction more important: in a power starved engineering 'world' these effects will be enablers.
Legacy modules:
These are kept until destruction, where you then have to craft using the new rules. So people far away from anyone exploring won't be affected until a star or high G planet kills them.
Considerations:
Outside C + P NPCs and ATR, 'new style' combat zones might need to have NPCs dialled back slightly (since they are considered 'bullet sponges')
I'm still going through trying to unpick the power creep mess Elite Dangerous is in- how this would affect PvP, Thargoid combat etc so I've missed out loads of edge case problems and consequences (such as 'meta' builds).