Before I begin, this isn't a rant or whine about the current, or beta Engineers. It's just an idea I'm sharing, despite it being most likely impractical. Lol
(I don't even have beta...)
The Engineers already give us unique modules, but let's pretend they didn't exist yet.
Special Modules
Special modules are essentially normal modules, but they have varying amounts of subslots (aka sockets), in which you can install "Upgrades".
You can buy modules with a single socket slot, but they cost considerably more than the standard one, with no sockets, and are harder to come across. Other than a socket, they are identical stat wise to a normal module.
But you can't buy modules with 2+ sockets. These need to be earned, upgraded or found.
You can sell socketed modules, and you'll get a good price for them too.
Upgrades
Upgrades are essentially just a fixed and balanced tweak to the stats of a module. Some upgrades won't work in some modules, some are universal.
You can stack some upgrades, and not others.
I won't get in to what you can and can't do, because that's too much to type. Lol
Upgrades are stored in your magic pocket (same at materials) and can be found, earned, or engineered*.
Upgrades can be added and removed at will, but only during outfitting.
Upgrades come in grade 1-5, just like current modifcations.
This allows for a very flexible system, for trial and error, and maximum customisation.
All of the above is available to non-horizons users, except engineered upgrades.
Engineers (Horizons only)
Instead of working directly on modules, and messing them up, Engineers now more or less just work on upgrades to go in the modules.
They can also upgrade modules to have more sockets, but this process is expensive both money and materials wise.
They work more or less as they do as of 2.4 (no idea how beta works. Lol), except upgrades are fixed, not RNG sliders.
Engineers allow you to have more control over what upgrades you have.
Non Horizons users have to rely on finding or earning upgrades, where as Horizons users can ask Engineers to build the ones they want, and what grade they want (providing they have unlocked the requirements, and have the materials).
Engineers can increase (or decrease) the grade of an Upgrade, but can not change it to another type.
Then, you have a fully customisable upgrade system, that is probably actually easier to balance in some ways, because if something isn't very good, or overpowered, you can just adjust whether it can stack with an identical upgrade or not. Or just tweak the upgrade stats. Leaving the base module untouched.
For example, if 4 cooling upgrade on a +4 socket railgun is too OP if stacked, simply don't allow stacking. But installing 4 ammo loader upgrades might not be OP, and just very handy. So it can be allowed (probably. Lol)
There is no RNG in this system, except for the RNG behind spawning of Special Modules, and upgrades (and materials and data of course).
It also allows access to the upgrade for non Horizons users, if somewhat limited and RNG dependant.
Thoughts?
CMDR Cosmic Spacehead
(I don't even have beta...)
The Engineers already give us unique modules, but let's pretend they didn't exist yet.
Special Modules
Special modules are essentially normal modules, but they have varying amounts of subslots (aka sockets), in which you can install "Upgrades".
You can buy modules with a single socket slot, but they cost considerably more than the standard one, with no sockets, and are harder to come across. Other than a socket, they are identical stat wise to a normal module.
But you can't buy modules with 2+ sockets. These need to be earned, upgraded or found.
You can sell socketed modules, and you'll get a good price for them too.
Upgrades
Upgrades are essentially just a fixed and balanced tweak to the stats of a module. Some upgrades won't work in some modules, some are universal.
You can stack some upgrades, and not others.
I won't get in to what you can and can't do, because that's too much to type. Lol
Upgrades are stored in your magic pocket (same at materials) and can be found, earned, or engineered*.
Upgrades can be added and removed at will, but only during outfitting.
Upgrades come in grade 1-5, just like current modifcations.
This allows for a very flexible system, for trial and error, and maximum customisation.
All of the above is available to non-horizons users, except engineered upgrades.
Engineers (Horizons only)
Instead of working directly on modules, and messing them up, Engineers now more or less just work on upgrades to go in the modules.
They can also upgrade modules to have more sockets, but this process is expensive both money and materials wise.
They work more or less as they do as of 2.4 (no idea how beta works. Lol), except upgrades are fixed, not RNG sliders.
Engineers allow you to have more control over what upgrades you have.
Non Horizons users have to rely on finding or earning upgrades, where as Horizons users can ask Engineers to build the ones they want, and what grade they want (providing they have unlocked the requirements, and have the materials).
Engineers can increase (or decrease) the grade of an Upgrade, but can not change it to another type.
Then, you have a fully customisable upgrade system, that is probably actually easier to balance in some ways, because if something isn't very good, or overpowered, you can just adjust whether it can stack with an identical upgrade or not. Or just tweak the upgrade stats. Leaving the base module untouched.
For example, if 4 cooling upgrade on a +4 socket railgun is too OP if stacked, simply don't allow stacking. But installing 4 ammo loader upgrades might not be OP, and just very handy. So it can be allowed (probably. Lol)
There is no RNG in this system, except for the RNG behind spawning of Special Modules, and upgrades (and materials and data of course).
It also allows access to the upgrade for non Horizons users, if somewhat limited and RNG dependant.
Thoughts?
CMDR Cosmic Spacehead