Tutorial Mission: Include Engineering

After starting over and running the tutorial, and that I know many players who have not started working on improving their ships with blueprints; Like credits seems to be a crunch for them despite the multiple avenues to earn millions within hours over one or two playtime sessions.

HERE is my suggestion: I would like Frontier Development to include Engineering in the starting tutorials. A basic mission that navigates you to a rescue a stranded engineer for a ride to the space station; in which, he will introduce you to the remote workstation and explain how to pin blueprints. Doing this mission will pin FSD long distance blueprint (rank one) where the mission reward provides the materials. This will significantly help new players jump range starting out in the Sidewinder.

The overall purpose of the Engineering tutorial mission would be to introduce players on how to upgrade their ships. Highlight the difference in jump range on the before and after applying the FSD long range blueprint. Give them a tutorial on how to unlock other engineers. This is a "carrot" mission meant to teach an important feature to get the most out of their piloting experience, combat, trade or whatever activities they like doing.
 
Rescue a guy off a planet is not even a thing you can do in this game, otherwise that would be a welcome addition to the list of missions you should be able to do in this game. So I'd skip that part.

But yeah, in any other actual modern game, there would be a tutorial mission for this stuff.
 
Rescue a guy off a planet is not even a thing you can do in this game, otherwise that would be a welcome addition to the list of missions you should be able to do in this game. So I'd skip that part.

But yeah, in any other actual modern game, there would be a tutorial mission for this stuff.
What you could do is drop into a signal source and manually scoop an "escape pod" from a distress signal. Introducing the communication panel here on receiving the distress call mission.

The manual cargo scoop portion would introduce the option to pick up floating materials or cargo from destroyed ships. Anyone whose done ship combat knows their radar gets cluttered with white markers e.g. materials, cargo or escape pods. This is also introducing the new pilot to controlling speed and angle approach for picking items up in dead space e.g. encoded signal sources.
 
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