[Suggestion] "Off the Shelf" Module Upgrades

One of the gripes that some people have about Engineers is the RNG element of the upgrade process (I don't mind it myself, though I think it could be more nuanced).

So my thought was, what if Engineers had-in their outfitting area-"off the shelf" module upgrades, that can be purchased with Favours (not credits). The better the module (in terms of grade &/or upgrade level) the more favours it costs.

These "off the shelf" items could be just pre-rolled versions of the upgrade(s) the Engineer normally provides, or they could be "one of a kind" modules-with special effects-akin to the corrosion proof cargo racks provided by Professor Palin.

These kinds of modules would not only reduce the frustration felt by some players, but also add another benefit for gaining rank with Engineers.

As a side note, these kinds of module upgrades could also turn up as a reward for doing missions with Allied Factions or in high ranked military missions.....& could also be available via the Outfitting Screen if you are prepared to "Call in a Favour".

For example, imagine you go to a station in an anarchy system, where you are allied with the Criminal Faction that controls it.

In the outfitting screen, amongst the Wake Scanners, Point Defenses & ECM suites, you see an ECM module with the special ability to disable ship communications (thus preventing them from reporting crimes against them), a module that requires you to call in 2 favours with your faction-which would drop you from Allied to Cordial.

This not only gives us new ways to personalise our ships, it also adds new depth to our relationship with Factions & Super Powers.
 
I like the concept and agree some form of this would be a fine addition to the game.
However, I believe it should be a something that can be purchased with in game credits (similar to the enhanced thrusters):
  • Grade A modules only
  • Only mods that the engineer actually performs
  • Fixed mod level at least level 1, but cap it to less than the maximum level otherwise (ex: engineer can do level 3 dirty thrusters, but purchased modded thrusters are capped at level 2)
  • Be a flat average roll with no side effects (positive or negative), or specials effects. No option to add special effects.
  • Can be re-engineered, but as with other engineered modules, it replaces instead of augments the base level
  • Perhaps have a mission board from the engineer, with the payout including a token good for one visit to the special items outfitting at that engineer. Or each 'token' being good for items on a 1:1 basis. 1 token = able to purchase 1 average engineered module.

Thanks for any consideration to the original idea, or this tweak.

edit: I meant to include but failed to do so: The engineers still do what they currently do. that would be the only way to get possible side effects or special abilities. Also, the engineered modules for sale are available only at the engineer ports. Perhaps at an affiliated station in the same system, but access to that should be metered by the same access requirements as the engineer that can make it. Not unlocked = no access. or use the powerplay style faction access once the engineer is unlocked.
 
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I like the concept and agree some form of this would be a fine addition to the game.
However, I believe it should be a something that can be purchased with in game credits (similar to the enhanced thrusters):
  • Grade A modules only
  • Only mods that the engineer actually performs
  • Fixed mod level at least level 1, but cap it to less than the maximum level otherwise (ex: engineer can do level 3 dirty thrusters, but purchased modded thrusters are capped at level 2)
  • Be a flat average roll with no side effects (positive or negative), or specials effects. No option to add special effects.
  • Can be re-engineered, but as with other engineered modules, it replaces instead of augments the base level
  • Perhaps have a mission board from the engineer, with the payout including a token good for one visit to the special items outfitting at that engineer. Or each 'token' being good for items on a 1:1 basis. 1 token = able to purchase 1 average engineered module.

Thanks for any consideration to the original idea, or this tweak.

Nope, the whole point of Module Upgrades is to move *away* from in-game "pay to win".
 
I agree with IPL Victim, credits would be better, but it could be a mixture. I'd like to see it as different companies sell modules with different rolls. One company might sell exploration helpful module upgrades. Another might sell enhanced thermal weapons. They'd all have their own company name and logos, advertisements at station entrances if they're sold there. Factions and engineers might have exclusive units you need to earn. Make it feel more real rather that the same 5 uniform types in varying sizes.
 
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Pre-engineers (way before we even knew it was coming), I suggested ships and modules have various manufacturers, each with their own unique stats, some open to all, others require a certain level of rep with a faction.

But the Engineers more or less do all that.

I would still like some faction specific modules though. Kinda like PowerPlay modules, but without PowerPlay.

But I doubt that will ever happen now.
 
I should wander along to this forum more often...

I agree some standard module adjustments/upgrades would be a good addition to the engineering roster.
I'd go further and suggest that you should also see engineering shops in many more stations that could provide these standard modifications, perhaps cash only.
The Engineers proper would probably then keep the current sort of mechanics, the idea being you can play the RNG game for better/different sorts of upgrades or pay cash for fairly limited 'standard' modifications.
 
I should wander along to this forum more often...

I agree some standard module adjustments/upgrades would be a good addition to the engineering roster.
I'd go further and suggest that you should also see engineering shops in many more stations that could provide these standard modifications, perhaps cash only.
The Engineers proper would probably then keep the current sort of mechanics, the idea being you can play the RNG game for better/different sorts of upgrades or pay cash for fairly limited 'standard' modifications.

If they become something you can buy with credits, then they lose their special nature. Paying for them using Favours (going from Allied to Cordial with a Faction, for example) or as a very high end mission reward makes them retain their special quality.
 
Pre-engineers (way before we even knew it was coming), I suggested ships and modules have various manufacturers, each with their own unique stats, some open to all, others require a certain level of rep with a faction.

But the Engineers more or less do all that.

I would still like some faction specific modules though. Kinda like PowerPlay modules, but without PowerPlay.

But I doubt that will ever happen now.

This right here. I've posted it before. Why can a Faulcon de Lacy ship take a Zorgon Peterson module? ED has corporations and tech that need to evolve to a deeper level. What company has the most power efficient pulse laser? Is it the same company that has the highest DPS for the same class? Etc.

I don't really like Engineers as they are too many and too influential for millions of players. Really? One engineer will service a million players plus NPC in a year with upgrades? Ha ha ha ha ha ha. So much immershun.

Tech levels need to be a thing. Also, module ratings need to start at 0 and go up and the A, B, C rating junk needs to go away.

Co-incide with this a revamp of the ship buying and outfitting screens to allow better comparisons of current modules and free slots. As-is and to-be super clear 1:1 comparo. Also applies to the shipyard, which is in sore need of an update. I want clear knowledge of what a ship can do and take at its lowest development and it's highest modification.
 
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