This is the first of two posts with suggestions to changes to the Engineers. The main issues with the Engineers seem to be the lack of player control and that they represent extraordinary modifications to components with no small changes available at local shops.
A better name than Tuning Shops could be considered. These workshops should be located where ships are sold, with services available for ships sold at each individual station. Could be limited in scope for outposts. As stated above, they are in addition to the Engineers, but represents only light modifications of off-the-shelf components.
There should be only credit costs for these modifications.
Engineer-type modifications will be available for main internal modules. They should be on sliders with limiters based on preset specs. There could be green-yellow-red zones to push the sliders into increasing the chance of failure. Failure should mean a failed attempt (pay again for re-roll), or in yellow or red zone attempts, chance of ruining module (customers responsibility). The actual applications should include a bit of randomness (5 – 10%) both on coveted stat and on the detrimental counters.
Animation-wise, the interface should be no-nonsense. The shop may warn if the player pushes slider into yellow or red zones. The actual roll should be quick, with just a list of gains and losses and maybe a comment from the shop based on the net gain/loss. A player in good standing with the owning faction may get a free re-roll if the gain is negative on a virgin component.
Similar shops can be made available for non-essential component modification, including weapon modifications. They can either be part of the same shop, or themed as separate shops at military or research facilities, for example. There can even be elite shop at the ports where the ships are originally built.
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A better name than Tuning Shops could be considered. These workshops should be located where ships are sold, with services available for ships sold at each individual station. Could be limited in scope for outposts. As stated above, they are in addition to the Engineers, but represents only light modifications of off-the-shelf components.
There should be only credit costs for these modifications.
Engineer-type modifications will be available for main internal modules. They should be on sliders with limiters based on preset specs. There could be green-yellow-red zones to push the sliders into increasing the chance of failure. Failure should mean a failed attempt (pay again for re-roll), or in yellow or red zone attempts, chance of ruining module (customers responsibility). The actual applications should include a bit of randomness (5 – 10%) both on coveted stat and on the detrimental counters.
Animation-wise, the interface should be no-nonsense. The shop may warn if the player pushes slider into yellow or red zones. The actual roll should be quick, with just a list of gains and losses and maybe a comment from the shop based on the net gain/loss. A player in good standing with the owning faction may get a free re-roll if the gain is negative on a virgin component.
Similar shops can be made available for non-essential component modification, including weapon modifications. They can either be part of the same shop, or themed as separate shops at military or research facilities, for example. There can even be elite shop at the ports where the ships are originally built.