[Suggestion] Adding ways to tweak Engineer Upgrade results

So, in keeping with my recent theme of improving on the core elements of Engineers (without ditching anything already there) I offer up the following thread.

One complaint I often hear in these threads-& not entirely unjustified-is that the player has literally zero control over the final upgrade result.

Now, though I don't want a system in which players can merely 100% select all their module upgrade stats (the so-called "Min-Max" system), I do believe there is some middle ground the developers could reach.....as follows:

Repeat Business Bonus: Although Engineers can't 100% guarantee the outcome of a module upgrade, constantly working on the same ship could help the engineer become more confident with their upgrades in relation to that vessel. In role-play terms, this might be a case of "Ah Commander, I see you've brought back The Avenger to work on again. I'm gettin' to know the inside of this old FdL like the back of my hand" (you could even have that kind of text/speech).

In game terms, a player would get a +x% bonus to all upgrade stats for each time you bring back the same ship for an engineer to work on (up to a maximum of +y%). For example, you've come back to Todd McQuinn 5 times to get your old Cobra MkIII upgraded, this might amount to a +25% bonus to *any* upgrades Todd does this time around....across all stats.

Better (Worse) materials/data: Blueprints have 1 or more units of materials and/or data required to get final stats within the parameters set before you agree to the upgrade. However, if a player can provide materials/data that are better (rarer) than what is laid out in the blueprint, the maximum & minimum stats would be improved accordingly. For example, a module upgrade might call for focus crystals. However, you could provide Refined Focus Crystals to get a bonus to all the stats for your upgrade....up to a maximum of +x%. Conversely, a player could offer up flawed focus crystals.....but with the expectation of a worse outcome overall.

Call in a Favour: At the moment, calling in a favour with engineers can only be used to alter weapon special effects (personally, I think favours should be the *only* way to get special effects.....and that is speaking as someone who has yet to get a random special effect on his weapons.....but that is another story). However, I believe that calling in favours should be a way to make minor adjustments to 1 or more stats for your completed module upgrade.....rather than just trashing it because there is one thing you don't like about it.

For example, Lets say you get a weapon upgraded. You're happy with everything except the DPS. You could click on the DPS stat, call in a favour, & get just that one stat "re-rolled"-using the current result as the minimum, this guaranteeing you a better result.

All of the above suggestions retains the underlying RNG element of Engineers.....but gives more weight to player agency, thus helping to create a middle ground!
 
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