Some more Pre-Engineered modules for tech brokers?

Can we get some of the past pre-engineered modules as unlockables at tech brokers?
Specifically I mean the following ones that have not yet been seen again.

The Brewer pre-engineered Power plants sizes 3 and 4 (not the size 5 one pls too OP, but the size 3 and 4 ones definitely helped breathe more life into smaller ships by giving them a touch more energy to be able to combat medium ships, especiallly now with so many new high-performance medium ships arriving)

The Hudson pre-engineered Kill Warrent Scanner (with long range and fast scan, it had a ridiculous power consumption so totally useless for most, but honestly it was incredibly convenient to be able to scan quick and at long range for bounties to really maximize bounty hunting profits.)

the size 3 shield generator (I can't remember which CG it was from again) that had Thermal resistance AND Kinetic resistance. (a fantastic choice for small ships that rely on speed for survival, they don't need to worry much about getting hit with absolute damage as they can dodge plasma, but will get hit a lot by thermal and kinetic weapons.)

the Multi Cannon with phasing. (which also had rapid fire and high capacity) from that CG that (if I remember correctly) was a empire vs federation CG. (just on the novelty of a kinetic weapon with phasing! But I can't quite remember its other stats, looking at what is listed on EDSY it might be... OP if allowed to mount them on mass? So maybe a slightly nerfed variant for the "public released" version?)
the Railgun with long range and high capacity (honestly probs incredibly OP in the right hands but if I remember it wasn't fantastic due to increidbly high power consumption. Maybe a no.)(if I remember this was the other weapon in the empire vs federation CG)

The alternative pre-engineered Seeker Missile Rack with High Capacity and Rapid Fire. (I love missiles. That's my justification for it)
Plus the pre engineered point defence (can't remember who's CG that was from) and the pre engineered ECM (from the CG Winters hosted against the Hudson CG which gave the KWS)
Those two as they would be nice counters to the use of the pre-engineered v2 seeker rack. I can't remember if the pre-engineered point defence was any good against pack hounds...

These could be added as tech broker unlocks in Community Goals during periods where there is no story happening and/or no community goal for the week.

I used to have some of these modules but sadly lots them all when I deleted my save and started new. Plus some of them I was never able to get due to IRL commitments.

There is an argument of "no these are toooo OP to allow everyone to get, noobs will get ganked" but if only older players own these items then noobs will be ganked by older players using these items anyways... plus last I checked a cutter can still gank a sidewinder even without the cutter having pre-engineered modules.

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Alternatively
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I was mumbling over an idea that... instead of making some of these available for tech brokers... making them obtainable in some kind of mission?
Maybe on foot you could find datapads at high security settlements with "mysterious encrypted messages" and if you give them to a bartender they could hook you up with details and it gives you a mission to go to a crashed ship that you then kill scavangers then plug in a power regulator into the crashed ship. then once you leave the instance you then receive a pre-engineered module in your storage.
Kinda like a treasure hunt! or salvaging mission!
And would help bridge some on foot content with space content. ((even though its just doing on foot content to get a spaceship part))
And the items could be made to hint on what item they might give, IE "brewer corp private cargo manifest"

Plus wouldn't need too much new assets to be added, just a item that spawns at existing high security settlements and the existing odessy crashed ship models which have a power regulator slot.

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lastly
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I admit I am just a solo player, so can't vote on how these modules will "ultimately ruin any and all balance in PVP"
And am just a casual, who deleted her save and started again.
I also am terrible at communicating thoughts or ideas so please excuse me if I misstyped or maybe forgot to say something or didn't consider something, please be patient with me.
(My real agenda with all this is really I just wanna rebuild my imperial eagle with the special power plant and special shield and special kws. it was a silly build but I miss it. And I would haul a million cargo it get it back! Or cash in a trillion bounty vouchers to get it back!)
 
Still hoping to see the other modules and the kws become tech broker unlocks. Preferably with a high material cost to make it more worthwhile to do a cg to get one for free than unlock it.
Reduces the FOMO aspect a lot more.

Plus from an income perspective a player might find a build they like on a small ship whilst experimenting with some of these smaller or neiche modules, and then seek to buy a cosmetic for said ship.
 
hoping to see more of the modules return. Preferably via tech brokers and not 2 week long CGs.
Putting the modules as once off every 200 years does not solve all of the FOMO baiting.
 
Makes sense to think future CGs will contain the old modules - less work for the devs to make new ones, and all the old stuff will reappear on rotation eventually. You just have to keep grinding the game forever, and ever and ever, mouhahahahahahaaaaaa.
 
Honestly... I'm just happy to get some of them back.
And small community goals every 2 weeks that are just "gives an item" will be fun to pass the time whilst bored.

Ages ago people complained that community goals were worth nothing only credits then complained when they dissapeared.

Making random pointless CGs with module or even ships as rewards sounds nice actually. A distraction from the usual things. And a different type each week.

I still don't like it. But it would be better!
Still would prefer them in tech broker availability.
Maybe even both!
With the tech broker unlock horribly expensive and as such it would be easier to pick one up during a cg.
 
there is still the idea of making the CG modules available via scavanging (like I mentioned in the OP at top)
And if Fdev do put them in weekly rotations it will be still somewhat FOMO predatory. But less fomo than the option of never bringing them back and letting veteran players hold a stats and module advantage over newer players.
 
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