What would we do without the Engineers?

People complain about the engineers but without them what else is there to do? Without the grind its an empty universe.

Personally, I am grateful for the engineers. If it werent for the engineers when ever i feel like banging my head against the wall, and thankfully that happens rarely, i can just fire up ED and save the drywall repair and medical bills.

Seriously tho, i am grateful for the engineers, because of them i have discovered several great games i might not otherwise have gotten to play.

So i repeat my question, what would you do in ED if there were no engineers? The game is the grind and the grind is the game.
 
People complain about the engineers but without them what else is there to do? Without the grind its an empty universe.

That is SO true.

Now that I have finished engineering all of my ships that I care about, now what? Missions are sparse and hollow. Planets are bland and generic. Waiting around in SC for 15 to 20 mins for some "mission target" to randomly appear gets old fast. Experimental effects don't affect NPCs, ...

Makes me that much more eager for Star Citizen, Battlescape, Dual Universe, etc.
 
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I think your confusing engineers in general and the implementation of engineers.

I dont see a lot of people having problems with the engineers being in game,its the grindy RNG implementation they have a problem with.

From what i see on the forums anyway.
 
I'll just do what I've done since the Engineers were introduced.

View them as a pointless mundane semi-in-game dross and try to forget they even exist :D
 
I'll just do what I've done since the Engineers were introduced.

View them as a pointless mundane semi-in-game dross and try to forget they even exist :D

You're missing out on a 55 ly Diamondback Explorer and a 60 ly Anaconda...to each their own.<snicker>

I think your confusing engineers in general and the implementation of engineers.

I dont see a lot of people having problems with the engineers being in game,its the grindy RNG implementation they have a problem with.

From what i see on the forums anyway.


That was what kept me away from them....having to grind out RNG mats....for rolls that were so RNG that you could actually roll worse higher level items than lower level items....once they got rid of the latter, the former didn't bother me.
 
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How Engineered mods affect gameplay 101:

Consider three playstyles: Solo, Co-op & PvP.

Playing alone (PvE), if you are good at combat, you can ignore Engineers, if you are less good you can use mods to improve your survivability & DPS.

Playing Co-op, you have a similar situation, and with special effects like healing it gives choices & allows each player in a wing to potentially specialise.

For PvP it is still viable to either agree certain rules on allowable mods or simply agree to not use any mods, the issue is more one of trust than anything else. For non-consensual, or free-form PvP there is an issue of escalation & the apparent desire to keep up with whatever the current meta is. This is where the Engineers creates issues, for any other play style one can either ignore mods altogether or they can be used to increase your options & variety of choice.

For any playstyle mods like lightweight components, or increased jump range can make a multi-role loadout more viable, or a specialised loadout even more optimised. It's a great addition to the game in many ways, only non-consensual, or freeform PvP has any downside at all really.

The way the Engineers have been implemented means that it 'encourages' you to explore aspects of the game that you might not have tried (eg mining, or travelling long distances), which is both a pro and a con, and the dice throw mechanism allows min-maxers to endlessly optimise to their hearts content while the regular player can simply have, more often than not, a straight upgrade in the direction they want.

My personal feeling is that if you are wanting to min-max your meta loadout for freeform PvP you should be prepared to put the effort in, just as you do with practising your skills, and if you just want to play the game, you can.


This imbalance of freeform PvP all started with SCBs, not Engineers. For all other play styles you simply have options to cover your particular short-comings as a Cmdr with extra equipment.

Originally posted here:
https://forums.frontier.co.uk/showthread.php/340480-2-1-holding-the-game-back?p=5336494&viewfull=1#post5336494
 
Engineers initially didn't change anything about the way I play except adding a pitstop to upgrade some mods every few weeks when my materials capped out.

Now, the results have completely changed how I play. Because of Engineers, I can now do 200+ LY neutron jumps for relatively quick access to the far reaches of the galaxy. I can also traverse any system with confidence that NPCs will burn if they tangle with me. No mission is beyond attempting. Interdictions are an opportunity to melt some pirate hulls. Bounties are just bait. Notoriety is just something other people are afraid of...

Engineers. Good stuff.
 
Engineers initially didn't change anything about the way I play except adding a pitstop to upgrade some mods every few weeks when my materials capped out.

Now, the results have completely changed how I play. Because of Engineers, I can now do 200+ LY neutron jumps for relatively quick access to the far reaches of the galaxy. I can also traverse any system with confidence that NPCs will burn if they tangle with me. No mission is beyond attempting. Interdictions are an opportunity to melt some pirate hulls. Bounties are just bait. Notoriety is just something other people are afraid of...

Engineers. Good stuff.

So basically - you're indestructible, everything is easy - you have no challenge left at all? Odd definition of good.
 
So basically - you're indestructible, everything is easy - you have no challenge left at all? Odd definition of good.

Depends what the player wants out of the game. Choice is good, you can do it or not. Only when the player feels they must upgrade does it become a chore, and even then some players enjoy the process.
 
Take a bit longer getting from A to B, the only thing Ive engineerd is a few FSD's one pair of drives and a shiled booster or 3. The whole enginer slog for me was a no go, not touched it since its changed as 1, im out in the black and 2 not logged in since before 2.4 dropped, the new changes might make me look at the again but wouldnt care if FD took them out and they were never seen again.
 
Fly to Beagle Point, visit Sag A*, find brain trees and guardian sites, look for vulcanism. I fly a 30ly T6E, the only mod it has is a level 1 FSD mod, nothing else at all. So what we would do without engineers is exactly what I do, play the game.
 
Do everything I do now except without the engineering part.

Before engineers, everyone would have a choice of buying the different grade modules, no need for engineering, all grades were the same as at the end within their class.

Now we have the same results, all grades are the same at the end, within their class, after we finish with engineering and special effects. We go through the engineering to achieve the same ends, if you desire.

And there was a grind, for the locked ships and rank, and it was time-consuming. Now we can get the rank for the locked ships in little time but accumulating the capital has been nerfed.

Which is better? User experience may vary.
 
Complain that it's too many hyperjumps to go anywhere, that it takes too long to grind credits for modules and ships, and that combat is tedious. Pretty much the same as now.
 
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