The (Re)Engineers

A hot topic here - there's love and hate on both sides when it comes to the Engineers.

I'll be the first to say, I was pretty excited when I read:

Engineers.jpg


So I quickly set about trying to find and make use of these Engineers.. it didn't take too long for me to get the go-ahead to land at Farseer Inc. Then imagine my surprise...
Yeah, Felicity has a little history burb. I can't tell you what it said, because it really didn't make any difference.
And she did choose to help me, because I hauled a pair of meta-alloys all the way from Maia for her.

So then I set about to find this "loot" that would "change my game", and I suppose it did - I wasn't running missions, or shooting down bad guys for bounty money - I was searching for Specialized Legacy Firmware, and scouring planets, becoming the Scourge of Rocks, in search of Arsenic.
I'd not smuggled anything to any of these Engineers, and in the end, I crafted a ship JUST LIKE EVERY OTHER.

I'd been Casey Jonesed, and it was a sad day in Mudville indeed.

A brief skim through these very forums doesn't take long to figure out we're all crafting ships just like every other ship out there. There's not a whole lot of variance, because every possible combination of every possible upgrade has been made, tested, proven or disproven, and in the end, there are only a few things anyone really uses. And our Engineers are sadly lacking as any kind of actual crafting system. As a lottery, as a roulette wheel, they're spot on though.

But it's not too late - we can rebuild them. We have the technology. We can make them better than they are.

And we can do it without having to remodel and rebalance combat through another 50 iterations.

Where to begin...

Let's start with Loot...

The random bits and pieces we find for making basic upgrades are fine, even the hard-to-find, less-than-rare ones (like CIF).
But the method currently used - insert materials and pray leaves far too much to be desired. A progressive approach would be far better. How would that work?
So, let's start with Felicity and her Increased FSD Range, because let's face it, it's the only FSD upgrade anyone does.

At Rank 1, you currently get a random result which includes:

-5%-0% change in Drive Integrity
0%-5% increase in FSD module mass
4%-10% increase to Optimized Mass (one factor of range increase).
and a 0%-4% increase in power draw.

I propose a different method.
At Rank 1, with no FDS modifications, you receive a flat -1% decrease in integrity, a 1% increase in FSD mass, a 2% increase in Optimized Mass, and 1% increase in power draw.
After that, add the random misc. effects, the possibility for additional fuel consumption (also increases range), or a bonus/penalty to power draw, module mass or integrity - kind of like what we have now, but don't touch the Optimized Mass.

This would require 5 such upgrades to reach the height of Rank 1 FSD engineering, which so happens to be the exact number of Rank 1 Upgrades required to unlock Rank 2 upgrades.
These would become progressive upgrades, with the former upgrade applied on top of the previous, until you reach

-5% Integrity, +5% Module Mass, +10% Optimized Mass, +4% Power Draw (sans any secondary effects magic), and begin progressing through Rank 2, and then Rank 3, and so on, until Felicity can no longer upgrade your FDS any longer, or you bring in a new ship for new upgrades.

Now this is where things get interesting.. you now have unlocked up to Grade 5 upgrades.

This currently gives you a range of effects as well:

-12%-25% Integrirty
+20-45% Mass
+20%-50% Optimized Mass
+10-20% Power Draw

We know heads would explode if we had to repeat the above process, spending countless minutes gathering materials to work through upgrade after upgrade, and even just starting at Grade 5, having to progress through the upgrades, even though it would take only a few minutes of click-click-click-click-click to complete. Instead, Felicity would simply apply the highest level of upgrade you've already worked your way though - so if you've made that handful of Grade 5 upgrades to produce:

-25% Integrity, +45% Mass, +50% Optimized Mass, +20% Power Draw (and then Secondary effects magic), that's upgrade you get.

It still has some random element in the secondary effects, but the base outcome is predictable, desirable, and makes the effort feel more worthwhile. It might still be painful, but far less so.

This same progressive methodology could be applied to every and any upgrade, allowing for a lot less Spin The Wheel, and a lot more crafting.

Which then brings us to the next ReEngineering bit:

Salvage

The addition of a "Salvaged Module Components" item, dropped by blown up ships, or found in wreckage on planets can be used to curry "Favors" with engineers. Rather than just being a Repeat Customer award as it is now. Find one of these, take it to an Engineer, and Donate it, much like we do with the various things Engineers ask for when unlocking them (such as Felicity's 2 Meta-Alloys) to earn favors and unlock Special Effects.

Largely right now Special Effects are limited to Weapons, but there's no reason each and every module couldn't have a Special Effect. Since we've been talking FSDs, we'll stick with this. What would be a suitable FSD Special Effect? How about "Interdiction Resistance", which has the effect of slowing the Escape Vector's movement, as an example. By finding a "Salvaged Module Component" item, and hauling it out to Felicity, she can then research this Component (which can take place in real-time and generate a pop-up message, much like we do with Ship Transfers). Each of these turned over for Research gains a Favor, which can be applied AT ANY TIME, not just when the initial Engineering is done, and that Effect stays with the Module, even if it is Re-Engineered later.

Applying these Special Effects can still have the same Secondary Effects, so applying an "Interdiction Resistant" effect to an FSD might have the secondary effect of Increasing the Heat produced by an FSD, or raise it's mass, or even decrease its integrity - again, these secondary effects can be applied randomly.

But this would make our Engineers feel much more like Engineers, and would, I believe, greatly improve the entire Engineering system, and allow for both greater levels of customization and personalization that is sorely missing.


Thoughts?
 
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Some of your ideas here would fit in well with the "Salvage Career" thread. I personally wouldn't mind having some kind of "salvage laser" that will allow you to carve up a ship into more managable pieces (scrap metal & modules), though all but the largest ships should probably only be able to carry one module at a time. Also, without a permit, being caught carryjng the salvaged module should carry a fine outside of Anarchy & Lo-Ssc systems.
 
For me, the changes I want to see to Engineers, at least initially, are:

1. A "ship familiarity" bonus to upgrades (with some ship specific flavour text to explain it).

2. The ability to swap out 1 or 2 materials (or data) on a blueprint, for materials/data of higher/lower rarity, in return for a bonus/penalty to the upgrade outcome.

3. Nearly complete replacement of the current "craft & trash" rank progression method with a system that is more specific to each engineer.

4. The ability to Call in a Favour in order to tweak a single stat on a module upgrade.

5. Make special effects (for weapons & other modules) a purely favour based system (1 rank gets you a random special effect, 2 ranks gets you one of your own choice).

6. Give each Engineer a "one of a kind" upgrade that you can get via their outfitting area (like Palin's Cargo Racks).

If the 6 things above were done, with enough flavour text to sell it, then I think the Engineers would become a substantially more enjoyable experience.
 
hmm, this was a year ago, mr. where have you been? i'm sure you have a lot of adventures to tell.

here we've kept going with our life at the frontier. and posts just like yours, with good ideas, have been made at a rate of a dozen a week for months now, to no avail.

anyway, welcome back! :p

A year ago, on this day... I was playing The Witcher 3. I didn't come to Elite until July of 2016, and only because by then Horizons had been released and planetary landing was a thing, otherwise I was waiting for No Man's Sky.
And yes, I'll freely admit, I happen to like No Man's Sky, because it's everything Elite isn't, and a few things that would be great if it were. The seamless transitions from Ground to space to docked at a station or freighter are impressive.
Planets to walk around on, life forms to scan (and rocks and trees, and things I can't even identify to scan)... it's an Explorer's pastel dream come true. And I don't miss PVP there either. I don't do it here either, so not a thing for me.
 
6. Give each Engineer a "one of a kind" upgrade that you can get via their outfitting area (like Palin's Cargo Racks).

Oh, is that who sells those? I've always wondered but never looked.

I know Felicity sells the Enhanced Thrusters. So that's two... anyone else have anything neat I've never looked for? If not, then I agree - they should.
 
User adjustable sliders (that are linked, so you pick your gains and sacrifices).

Engineers sell ALL sizes and grades of stuff they mod.

Because buying and storing thrusters at Jameson Memorial, and then flying to Palin, and waiting for all those thrusters to arrive to mod... Is just pointless.

Z...
 
User adjustable sliders (that are linked, so you pick your gains and sacrifices).

Engineers sell ALL sizes and grades of stuff they mod.

Because buying and storing thrusters at Jameson Memorial, and then flying to Palin, and waiting for all those thrusters to arrive to mod... Is just pointless.

Z...

That is where we clearly differ. I like the RNG element, I just think that player actions should weight it one way or another.
 
In addition to the engineering system I should like to see a market for data and materials that could use a similar (or exact) system to the commodities market, the current idea of spending millions of credits or indeed any credits on a mining ship just to spend hours looking for common elements in order to make basic ammo or do low level research is absurd.

Obviously its just a badly thought out mechanism to add a time sink with little thought to immersion or common sense and I know I'm not voicing anything not already said many times in this regard, but surely a materials and data market will allow Commanders to offload their useless items, make a few credits and make room for more select materials.
 
In addition to the engineering system I should like to see a market for data and materials that could use a similar (or exact) system to the commodities market, the current idea of spending millions of credits or indeed any credits on a mining ship just to spend hours looking for common elements in order to make basic ammo or do low level research is absurd.

Obviously its just a badly thought out mechanism to add a time sink with little thought to immersion or common sense and I know I'm not voicing anything not already said many times in this regard, but surely a materials and data market will allow Commanders to offload their useless items, make a few credits and make room for more select materials.

They have already said that they don't want people to be able to *buy* materials/data.....but that they are working on a brokerage system where players can exchange more common materials/data for their rarer counterparts, probably using some kind of exchange rate.
 
Uh, I'm just near the core scanning black hole after black hole and while reading this I completely forgot to check my fuel. Jumped in a system with a scoopable star by accident and only then realized how lucky I was as it would probably have been my last jump...

Well, I personally wouldn't prefer a predictable engineering outcome. I think some variation also in the primary effects is quite welcome. With enough material you can always go there and try to get a better uprade.

As for the favour part I totally agree. When they introduced the favour system I even considered it a big mistake because getting special effects became too easy. Commodities were no longer needed as requested by most cmdrs, which I understand because it was a pain in the bum without commodity storage. Materials per find were tripled which was a bit of overcompensation in my eyes (need some Imperial Shielding? Just find the suitable High Grade Emissions uss, which is not too hard, and with some luck you have enough for 15 rolls at once... I would've left it 1:1 as I find this 1=3 a little odd anyway but instead raise the spawn rate of the rarer materials somewhat. This way our material storage wouldn't get clogged with common stuff all the time, either). I know, the time people can spend in Elite differs greatly and this is hard to balance but imho experimental effects should be something special. Now I'm pretty sure most of the engineered weapons out there have a special effect on them. What's so special about them then? I once went to Tod McQuinn in an FDL with 5 vanilla multi-cannons and left him with 5 G5 engineered mcs, all with the special effect of my choice and I was still at grade 5 when I left him. Of course I (like everyone else, I guess) wouldn't want to give them away now as I still had to grind for them and it would be somewhat unfair for future cmdrs now to make it considerably harder again but I still think getting special effects is too easy.
I also think it's a good idea to separate the experimental stuff from engineering the main stats so you can go to an engineer with an already engineered module that you like and ask for an experimental effect. I think, depending on the desired effect, it could even require some additional material (it just makes sense that the engineer needs other materials to perform an experimental effect than he does for a plain upgrade) plus a favour. But you wouldn't get the favour just by losing ranks, you would have to earn them and it shouldn't be too easy (here again, tricky to balance, I guess). Favours could be earned by special sophisticated missions for the engineers and/or bringing them really special stuff (like your "Salvaged Components item" idea but even exploration could benefit if there was some stuff out in the void the engineers can experiment with.). This way you could also accumulate favours for an engineer. When upgrading modules every now and then the engineer could tell you that he does a favour for free for a good friend or customer or whatever. This way you could still be lucky without the need for the odd roulette wheel.
All in all I think a little more interaction with the engineers would benefit the immersion. At the moment it feels more like a slot machine. I know there are always countless requests and suggestions and FD certainly have enough in their pipeline and actually I'm one of those who consider it more important to fix things before adding new ones but having said that, the whole engineering process could be improved a lot graphically. I haven't further elaborated on this but spontaneously I'm thinking about a schematic view of the module to be upgraded, maybe even performing some tasks while a display shows some diagnosis first and then the stats changing. Just a little more technical stuff that helps to put you in an engineers workshop. This could be especially interesting with experimental effects... I wouldn't even stop here but go on with the outfitting screen but as I said, I know there would be a lot of work involved...
But apart from all this what really would be helpful if we saw the actual changes an upgrade does to a ship prior to applying it. For example I want to improve my Asp's jump range. I roll an upgrade that has slightly less Optimal Mass but an increase in Max Fuel per Jump. How am I supposed to tell if it it increases or decreases my jump range? But I guess this has been requested many times before.

Well, finally a friend comes around and prevents me from further text-spamming :)

c u guys and fly safe!
 
An idea just popped into my feeble brain while reading all the good ideas above so I'll share it as an exercise in brainstorming.

Wouldn't one engineer want to learn about a modification (aka, blueprint) crafted by another engineer? Instead of removing a modification or selling a modified module you no longer want/need, how about being able to sell its blueprint (or multiple blueprints to make it more the grind) to another engineer and earning a favor from them?
 
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