Summary of Engineers Beta Livestream: Part 3

Hello
wow some change log. This may temp me back to Elite.
But looking at the power play bubble it's not changed in 3 months, since I gave up playing the game.
I thought it would of expanded more
What stopped me from playing elite was that I spent a lot of time to get our power to expand into a new part of space. Expansion was successful
No it wasn't. Undermined on the next cycle because it wasn't fortified and got cancelled out. It made me depressed so stopped playing the game.
So they need to sort that out on PP you expand its successful end of story.

Will have a play of it not flown my ships in ages.
see you out there, have a safe one

I agree, Power Play feels like it was such a lost opportunity, & it needs a major overhaul. It should be much more dynamic, with minor factions being able to automatically rise to powers....& vice versa. Also, current system state & controlling faction (& their current influence) should play a major role in how easy or hard it is to control or lose control of a system in Power Play. Also, the whole thing needs more or a Mission focus, as an adjunct to the tasks currently performed to achieve control of a system (or undermine it). For instance, undermining should be more determined by doing specific smuggling, assassination etc missions. Oh well, I can but dream.....though Michael has indicated such changes as being on the agenda.
 
Thanks for the summary OP!
I like the idea that these Engineers are elusive and you need to be invited. There was much teeth gnashing about the CQC one, but I imagine it will be near impossible to curry favor with all of them. It going to be great. Can't wait to see the variety!
 
Funny that in 9:43 they give the example of a better shield generator but later we get to know there will be no such mod...at least not yet.

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For the "Shift Lock Canister" mine - didn't they say something about 10 seconds?
 
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People getting excited about FSD and maneuverability upgrades. Ships like the Cutter will still have just as much agility deficit vs Fed Cvt, and Fed Cvt will still have crappiest FSD range, because EVERY ship can take those upgrades as well. Upgrade agility on your Cutter, Fed Cvt upgrades theirs, Upgrade FSD range on your Cvt, you're still slowest kid on the block, because everyone else has upped their jump range too.
 
Has there been confirmation in any of the streams that if you sell a modified weapon you will be able to re-buy the modified version? If not, the lack of module storage makes me very, very sad. If you can re-buy, it only makes me a little sad. :)

Excellent summary TheSisko!
 
Taking into account, common sense, the fact that they said quite a few times its not entirely random and very controlled, and the fact that the secondary effects can also change the base effects I'm fairly certain to say that the sliders wont all be to the left or all to the right or anything like that. There definetly wont be all blue rolls as they have said the mods are trade-offs and will have red ranges
 
Taking into account, common sense, the fact that they said quite a few times its not entirely random and very controlled, and the fact that the secondary effects can also change the base effects I'm fairly certain to say that the sliders wont all be to the left or all to the right or anything like that. There definetly wont be all blue rolls as they have said the mods are trade-offs and will have red ranges

Exactly. From what they showed in the video there are very specific, visible ranges of where the stat changes can fall between. You're not going to get an "all red" or an "all blue" module. You are guaranteed to fall within the specific ranges shown, which you can view before committing your resources to the modification. There are clear trade offs, which also means that stock modules aren't necessarily going to be awful either.

I don't get why so many people have been crying about this lately, considering that only a week or two ago we were under the impression that each engineer would only offer one or two of the "special effects." The rest of it is an unexpected bonus, and a pretty large one at that.

Edit: I would like to request a way to "opt out" of getting one of the "special effects." I don't want to mod my FDL's class 4 beam laser for some extra damage, and end up having it turn into a healing beam. :p
 
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Not keen on the wheel of fortune slot machine RNG . They could have tied overall module quality to your rank or rep or stats but just a lazy RNG system the same for all players regardless of rank or achievement.
 
Is this a joke? 1000m/s Sidewinder has been confirmed? If so... AWESOME

Not quite, i think they said 1000m/s if hit with multiple force cannons at once! [wacky]

If I remember correctly, they were speaking about wanting players to try and break the game as much as possible, finding edge cases for the custom mods.
 
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Not keen on the wheel of fortune slot machine RNG . They could have tied overall module quality to your rank or rep or stats but just a lazy RNG system the same for all players regardless of rank or achievement.

It's sort of tied to your rep with the engineer. Every upgrade has 5 different grades you can unlock by improving your rep. Each successive level has a progressively more favorable range of stat modifications that go with it. So if you do a level 1 upgrade to your pulse laser, the upper bounds of improvement are lower than they would be if you did a level 2 upgrade, and so on.
 
probably that 300 in ship mat and syth

not much mention of automatic colonisation or dynamic population shifting in the background sim though, pioneers collective will be disappointed
 
Cheers for this! Haven't restocked enough rep yet so +1 :)

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Here are some quotes & timestamps I dug out...


Looting: [8m30s]

Sandro: We want to add to what already exists. So gathering resources, they can occur from a number of different activities. You can salvage them from ships that have been destroyed, so from combat. You can get them as part of data from scanning various things, like data points in settlements, beacons in space. And you can get them from mining... No matter what you're doing you're never too far from getting some resources. You're double-dipping in what you're doing.


Sandro: So also they've got context, the different materials and resources. Though context which is used in both where they're found but also what they're used for. Although there is an amount of chance in terms of when you get resources and what's generated, because of this context if you focus your efforts you can improve your chances of getting the materials you want. It's not just a big free-for-all, do anything and get a random chance. They're actually reasonably constrained in terms of where they are and also what they're used for. The context should be reasonably clear.


Mark Allen: So if you want, for example, a better shield generator, you probably want to go and hunt bits of things that have shields on them and that kind of thing.


Sandro: Frame Shift Drive, if you start scanning wakes of ships then...


Sandro: ...Another point in resource gathering, is some of them are commodities.... Materials you don't trade, but commodities you can. You can seek these out for yourself, some are easy to get, some are harder. The more people you're friendly with maybe you can swap commodities with them. Or sell them.


Sandro: You can also get them from missions. I think there's a few of them only come from missions.

SCB mods: [48m30s]

Mark Allen: You can definitely change things like spin-up time, heat-generated, cool-down between shield cells, amount of shields they restore (I think although I'm not a hundred percent sure on that one)

Sandro: They're one of the modules that have quite a lot of stats that we can nibble on. And we do like a nibble.
Powerplay mods: [38m15s]

Mark Allen: To take an example there's the Retributor laser, which is a heat-adding beam... which now also stacks with Thermal Shot.

Ship manoeuvrability: [29m35s] - can mod the new Class 2 & 3 faster engines to create something 'absolutely terrifying'

Module storage not coming in 1.6/2.1: [47m30s] - being bundled with ship & module transfer down the line

Shield mods coming later: [28m30s] - some 'crazy' ideas being played with

Security ships having more mods than average NPCs: [51m30s] - (MA believes)
 
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So, the "wheel of fortune" arcade style animation is already gone at the special modification screen? great! that was really a bad idea. I would like to see some scientific scifi animation which is at least somewhat plausible instead :)

Apologies if someone else answered this but no, I think your interpretation is wrong. They've only got rid of the wheel of fortune where there is no special modification to be had at the end (as in the first example in that video).
 
. I really hope it will be a single roll for the entire mod and the stat distribution follows an algorithm - e.g. no "all blue" rolls, but always trade-offs.

To each their own but (possibly as a lone wolf /co-op MP type player) I am totally the opposite. Constant sidegrades do not interest me in the least. If I am "working" for hrs at getting something I want an objective upgrade. Tradeoffs do not always need to be there in my book. But as I said I accept this is due to a different play style to others
 
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