Engineers Suggestion to fix the engineers in an intelligent way

Just limit the number of modules with special ability a player can fit on a ship to 2 or 3 and suddenly all the problems are gone. Why would i need a specialeffect on every part? It's a SPECIAL-effect afterall, right?
I think 2 or 3 specials per ship are more than enough. Otherwise those players who grind the hardest end up overpowered. It's no fun for them and no fun for the rest of us.
Just put in a limit and be done with that. Also easy to deploy.

edit: or maybe better one special per category, so one special hardpoint, one special core, one special optional. That's three. It's enough.
 
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Otherwise those players who grind the hardest end up overpowered.
I disagree with your idea for a couple reasons:
1. Variable/multiple specials allows for customization. Under your system, I wouldn't be able to have a thermal vent beam and a regeneration beam. Is that overpowered? Stacking scramble spectrum and corrosive is a fun way to play. Why remove that?
2. Every online game I've played that allows modifications to a character/ship/etc, reward time spent in game. They all have their grinds, raids, camping. Why should ED be different? Of course I want my ship to be powerful if I spend time legitimately upgrading it; just like I would playing an RPG or online card game.
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Upgrading to become more than you began is one of my favorite aspects of gaming. While I do agree the Engineers need work, I don't think limiting our options is the best way to go about it.
 
I disagree with your idea for a couple reasons:
1. Variable/multiple specials allows for customization. Under your system, I wouldn't be able to have a thermal vent beam and a regeneration beam. Is that overpowered? Stacking scramble spectrum and corrosive is a fun way to play. Why remove that?
2. Every online game I've played that allows modifications to a character/ship/etc, reward time spent in game. They all have their grinds, raids, camping. Why should ED be different? Of course I want my ship to be powerful if I spend time legitimately upgrading it; just like I would playing an RPG or online card game.
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Upgrading to become more than you began is one of my favorite aspects of gaming. While I do agree the Engineers need work, I don't think limiting our options is the best way to go about it.

What was my inspiration for this thread was reading people on reddit how some of them seem to see it as mandatory to grind everything to special ability and they complain about the grind. They don't want that grind but at the same time say they have to do it to be able to compete. Now that quince made everyone an anaconda-pilot people have only the armsrace with the engineers going. It seems some kind of sport for 'the angry kids'™ to just overpower their quince-ships with engineers to the point of it being stupid for them and everyone else.
I see you make a valid point about combos, well then maybe let's use two on the hardpoints, but 'angry kids'™ don't use it that way. They will sit there for days on end and grind out all their weapons, shields and every part of their anaconda to special ability and even complain about it on the forum. They don't want the grind; they want it easier! (lol)
Got me thinking: me, i play it normally and mid-game i'll have 4 or 6 modules with special effects unless i grind it like them but that's not my intention. How do i compete as normal player who just rolls the dice once or twice with someone who's whole existance in the game is about that overpowered anaconda for PvP?
They eventually arrive at a point where they pretty much oneshot most small and even medium ships while wearing super heavy shields on that quince-conda. Since said quince-condas never even played the game (they didn't fly most of the ships, they didn't explore or trade and don't intend to) and all we can expect from them are ambushes with overpowered gear on relatively underpowered ships of other cmdrs i thought maybe that could level the playingfield somewhat for those who simply don't want to sink the time into grinding every part of the ship to special and would also relief them from the duty to do such a thing.

Now, it was only a suggestion and not ment to take away any depth from the game.
Now do you gain more tactical options if you can fit 3 different special modules on the hardpoints instead of 2? I see, one is too few, but do you need three? Do you need 6 or 8? Really?

Where is the skill in all that?

Have you been one-shot from behind and from outside the no-fire-zone while entering a spaceport in a heavily armoured T7 with good shields? I have. I don't trade in open now.


I'd prefer to ditch the magic spells, and have player adjustable sliders, personally...

Z...

depending on how it's implemented could be potentially interesting
 
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