Should we get rid of the pinned blueprint limitation ?

As it stands now, i don't really see the point of restraining remote engineering with the "pin" mechanic, given that it has already several major drawbacks:

- you can't apply experimental effects
- you don't gain reputation with concerned Engineer
- you can't go to the next grade if you complete the current one
- you can't change your current blueprint remotely (changing from long range to overcharge, for example), you have to stick with the one you've selected while visiting the Engineer

Removing the "pinning" mechanic would make the Engineers experience a lot more accessible and pleasant to the new or veteran player imo.
 
As it stands now, i don't really see the point of restraining remote engineering with the "pin" mechanic, given that it has already several major drawbacks:

- you can't apply experimental effects
- you don't gain reputation with concerned Engineer
- you can't go to the next grade if you complete the current one
- you can't change your current blueprint remotely (changing from long range to overcharge, for example), you have to stick with the one you've selected while visiting the Engineer

Removing the "pinning" mechanic would make the Engineers experience a lot more accesible and pleasant to the new or veteran player imo.

From what I gathered a pinned blueprint influences the chance of encountering the right materials.
In tonight's stream Sandy said it is important to pin a blueprint.

What I would like is the ability to pin any blueprint of any unlocked engineer.
FDev should add some kind of engineering screen comparable to those cool and informative Powerplay screens.
Once we have unlocked an engineer we should be able to look up all the module info and material info in there and be able to pin any blueprint from there, no matter where we are in the galaxy.
This would add great flexibility and convenience. Only being able to pin a blueprint when docked to an engineer is a very unnecessary constraining mechanic.
 
Quick question. Do you mean:

Removing as in: Not able to engineer anywhere
or
Removing as in: Can engineer anything anywhere

Engineer anything you've already started to modify.

If i have a G2 overcharged MC and G3 Dirty Drives, i want to be able to remotely progress with both modifications, without being limited by the pinning mechanic. (while keeping the other drawbacks of course)
 
Engineer anything you've already started to modify.

If i have a G2 overcharged MC and G3 Dirty Drives, i want to be able to remotely progress with both modifications, without being limited by the pinning mechanic. (while keeping the other drawbacks of course)

Perhaps I misunderstand, but...
Pinning a blueprint is about gathering the resources, not about the actual engineering.
For the engineering you need to go to someone who does the engineering and you need to bring the necessary mats.
Which is only logical I think.
 
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It's time to kill the Material Trader

Think it's time to kill the Material Trader. As Sandro said in the livestream twice, FD values our time. Therefore the services of the Material Trader should be available at every Engineer. Additionally the materials should be set free, such that any material is tradeable for any other material at a cost and not confined to any material group.

Material groups will still force players to spend additional time gathering materials if they're unlucky enough to not have the correct materials in the correct groups.

Set the materials free. Kill the Material Trader (but not his services).
 
Unless the OP happens to work for FD then there is no "we".

"We" don't code the game that's done by FD.

Please don't use inclusive language like "we" as not everyone agrees with a "we" poster..........
 
Perhaps I misunderstand, but...
Pinning a blueprint is about gathering the resources, not about the actual engineering.
For the engineering you need to go to someone who does the engineering and you need to bring the necessary mats.
Which is only logical I think.

Not anymore in Beyond, you have a new contact on certain stations call "remote workshop", that allows you to progress in your curently pinned blueprint while docked in another station.
 
From what I gathered a pinned blueprint influences the chance of encountering the right materials.


This is so wrong, on so many levels.

Instead of having clear indication on where to find the stuff we need *and* giving us the chance of gathering said material in a humanly acceptable amount of time (And god forbid, some challenge that requires a little bit of skills), the pinned blueprint now actively twists the RNG ridden universe.

Gorgeous.
 
I would like to see pinned set of recipes - So Overcharge Weapons means you have grade 1 to grade 5 Overcharged Weapon pinned. I think this would make more sense with the new system.

Simon
 
I would like to see pinned set of recipes - So Overcharge Weapons means you have grade 1 to grade 5 Overcharged Weapon pinned. I think this would make more sense with the new system.

Agreed. Right now it looks like the remote workshop feature will only really be a useful time saver if you ran out of materials during the crafting of a G5 module. It seems like a QoL tweak on the surface only.
 
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