Due to reason's im still on my way to Sag A. Next time though.
Well once Engineers come out, we may have plenty more options for deep space exploration. But that will probably mean that the Asp Explorer will also be that much better too! Which means that people will still have a hard time ditching the Asp even if the other are better than they are now. Unless they put a soft ceiling on FSD upgrades so that low range ships get a disproportional benefit?
In any case, I think the Asp will remain the king of exploration. If they scale the FSD upgrades by class so that lower class get a bigger proportional benefit, then the Asp may even be able to jump nearly as far the Anaconda. Which would be nice!
I'm very much intrigued as to how Engineers is going to work.
So am I. It could be special FSD, weapons, etc but I hope there may be special (adapted) Hulls (lightweight, armoured, more internal slots, different internal slots, combining internal slots, dividing internal slots, losing hardpoints / utility points and gaining internals the list goes on).
I have a feeling I might be disappointed and there won't be this sort of flexibility.
I find it a bit puzzling you come to that conclusion. You are leaping there from "material grind" to "smaller ships can now match bigger ships in specialized areas".
First of all, the type of grind is completely irrelevant.
Second, it is unknown to us what type of modification engineers will provide:
c) Upgrades with competing but smaller downsides.
I'm very much intrigued as to how Engineers is going to work.
If they simply add a given % onto all ships' jump range, it won't do much for exploration or long-distance travel.
And btw, they have already stated that it be option c), but it's early days and who knows if that will stay the case?
Have they? I can't remember them saying anything concrete in this regard.
I don't think it will be a straight % for the reasons stated above. It's either going to be a flat bonus, eg 5 LY boost, or it will scale by module class with diminishing returns.
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I find it a bit puzzling you come to that conclusion. You are leaping there from "material grind" to "smaller ships can now match bigger ships in specialized areas".
First of all, the type of grind is completely irrelevant. Whether it is materials we hand over to an engineer or credits, or whether an engineer is involved at all or just a regular outfitting service - you exchange currency for components and stats. And anyway, as always with these things, both materials and credits boil down to time as the actual currency. It matters not how many materials or credits it takes, it matters how much time it takes to earn the price of an item.
(And I must say a credit grind is the superior one because credits are universal and agnostic to the activity - lots of things earn you credits. This is one point I so hate about most MMOs - having so many specialized currencies to collect, all with their unique and narrow method of acquisition. You don't choose what you want to do, you have to choose what item you want to get, then the decision is already made for you what and how you have to play.)
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