I think a potential way out to the current stand off between supporters of the current system and the new one would be to apply a much more pronounced aspect of diminishing return when advancing your modules from G1 to max G5.
For instance, under the new proposed system you can consider that there are (nearly) fixed number of, let's assume, ~20 discreet steps of progressions (from 1.0 to 1.4, to 2.0 to 2.4, etc.. to 5.4) that you have to go through to attain the max level for a given module, each of which requiring a roll and appropriate mats.
Now let's assume that in the old system, if you do 3 to 4 G5 roll you can expect to end up on average with a module that's maybe about 80% of the absolute maximum (that figure is entirely based on my subjective observations, probably not terribly accurate, but you get the general idea).
With the new system, if the bonuses scale linearly with the level of the module (on the 1 to 20 scale mentioned above), you'd need your module to be level 16 to attain that same 80%, and in turn that would take 16 rolls.
If the bonus amount scaled logarithmically however, you could expect to get that same 80% far sooner, with the same 3 to 4 rolls, while still have a large headroom for progression in order to reach to top.
That means that players wanting "god tier" modules could keep advancing until they reach the max, entirely in line with that "clear sense of progression" that FD have professed as their main objective with these changes, while it would only require a limited amount of grind from players content with "lower upper tier" modules.
Hopefully that makes sense (and it hasn't already been brought up on this threat already, apologies otherwise).
For instance, under the new proposed system you can consider that there are (nearly) fixed number of, let's assume, ~20 discreet steps of progressions (from 1.0 to 1.4, to 2.0 to 2.4, etc.. to 5.4) that you have to go through to attain the max level for a given module, each of which requiring a roll and appropriate mats.
Now let's assume that in the old system, if you do 3 to 4 G5 roll you can expect to end up on average with a module that's maybe about 80% of the absolute maximum (that figure is entirely based on my subjective observations, probably not terribly accurate, but you get the general idea).
With the new system, if the bonuses scale linearly with the level of the module (on the 1 to 20 scale mentioned above), you'd need your module to be level 16 to attain that same 80%, and in turn that would take 16 rolls.
If the bonus amount scaled logarithmically however, you could expect to get that same 80% far sooner, with the same 3 to 4 rolls, while still have a large headroom for progression in order to reach to top.
That means that players wanting "god tier" modules could keep advancing until they reach the max, entirely in line with that "clear sense of progression" that FD have professed as their main objective with these changes, while it would only require a limited amount of grind from players content with "lower upper tier" modules.
Hopefully that makes sense (and it hasn't already been brought up on this threat already, apologies otherwise).
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