What would we do without the Engineers?

Are you talking about NPC's or PvP. NPC's are still extremely easy to get rid of. I dispatch any NPC in my lightly engineered Vulture. None of them are bullet proof.

As to PvP, well that is always a grind arms race not matter if there is engineers or not.

Easy is a relative term, it depends on the player, and of course it depends on the loadout. Similarly to a really capable and daring player that finds it all too easy in a maxed out ship, there are plenty of players that struggle to compete with a non-engineered ship.

Once a particular engineer has been visited once (and levelled up with a mod) you can pin a useful blueprint (increase FSD range from Farseer for example) then you can use the remote workshop to repeat that upgrade on any other ships (albeit without secondaries).

Many of the grade 1 blueprints only require a single sulphur or similarly common material, meaning all your ships, even temporary ones can be engineered at a basic to intermediate level.

If you want to max out a single ship sure it's still a chore, but if you want that level of comfort zone you should be prepared to put the effort in. Engineers post 3.0 really is very accessible.
 
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dudes, i'm busy atm (reconfiguring my whole controller thing, learning to fly from scratch), but looking forward to some player initiative / private group / whatever to play WITHOUT engineers. let's do it!

From the top of my head: first off you'd need a martyr like Mobius to spend his time managing the group. Secondly, if the only rule to the group would be no RNGineers (the rest would be just as Open), then you'd need some indicator that people are running an engineered ship, a flag of some sort, so that you can catch offenders with video evidence and get them removed from the group. I've been away for so long, I have no idea if anything like that is in the game.
 
I give you credit for admitting you're using engineered ship.

I do use engineers from time to time. But I do not grind them out as there is no need to, and have enjoyed the few engagement I have had with the engineers content, probably because I don't grind them out. I can imagine though if that was all I did, I would end up hating it too.

What I have found though is that the new system is even easier to engineer modules.

But as to engineered ships I did no engineering for over a year apart from the FSD boost, But as that was an absalute doddle to open up (no grind involved), I already had the materials for a grade 5 (I have no idea how I got them) i had a enough for a few grade 5 FSD drives. The grade 5 FSD boost module on my courier is especially rubbish though.

I think my Vulture has only Grade 1 engineered weapons (haven't used it for a while). But again that was a doddle to get and no grind involved.
 
Easy is a relative term, it depends on the player, and of course it depends on the loadout. Similarly to a really capable and daring player that finds it all too easy in a maxed out ship, there are plenty of players that struggle to compete with a non-engineered ship.

Once a particular engineer has been visited once (and levelled up with a mod) you can pin a useful blueprint (increase FSD range from Farseer for example) then you can use the remote workshop to repeat that upgrade on any other ships (albeit without secondaries).

Many of the grade 1 blueprints only require a single sulphur or similarly common material, meaning all your ships, even temporary ones can be engineered at a basic to intermediate level.

If you want to max out a single ship sure it's still a chore, but if you want that level of comfort zone you should be prepared to put the effort in. Engineers post 3.0 really is very accessible.

I completely agree. I find it incredibly easy now. Anyone saying otherwise I don't get. They are either lying, do not understand how it works or are grinding out materials to get grade 5 on every component on their ship in one go.

And from what I gather Navigare hasn't even tried it out with the new version of engineers. Maybe Navigare should try it first before judging it.
 
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From the top of my head: first off you'd need a martyr like Mobius to spend his time managing the group. Secondly, if the only rule to the group would be no RNGineers (the rest would be just as Open), then you'd need some indicator that people are running an engineered ship, a flag of some sort, so that you can catch offenders with video evidence and get them removed from the group. I've been away for so long, I have no idea if anything like that is in the game.

no, i'm afraid there isn't. dunno ... honor system? :D
 
I completely agree. I find it incredibly easy now. Anyone saying otherwise I don't get. They are either lying, do not understand how it works or are grinding out materials to get grade 5 on every component on their ship in one go.

And from what I gather Navigare hasn't even tried it out with the new version of engineers. Maybe Navigare should try it first before judging it.

I tried 2.1 - it was enough of a disincentive to put the game down. To get me playing again they'd need to add some exploration business. The rest I pretty much consider beyond salvage.
 
I may be a little late to the thread so I may be repeating others, but the way I see Engineers is that they're an extension of credits:

Example:

I want a bigger/better/faster module; well the first steps are to buy the A-rated/larger class module. The next way to "improve" it is the Engineers.

Engineers are just not paid in credits, but stuff, and results are not 100% predictable, but aren't they just another layer on ship configuration management, which, lets face it, is one of the areas with a huge and welcome amount of potential and depth?

So without them ship configurationing would be a whole lot simpler... all I know is when I - Clipper aficionado that I am - heard about DD5 thruster mods, I couldn't get on that journey soon enough.

o7
 
I may be a little late to the thread so I may be repeating others, but the way I see Engineers is that they're an extension of credits:

Example:

I want a bigger/better/faster module; well the first steps are to buy the A-rated/larger class module. The next way to "improve" it is the Engineers.

Engineers are just not paid in credits, but stuff, and results are not 100% predictable, but aren't they just another layer on ship configuration management, which, lets face it, is one of the areas with a huge and welcome amount of potential and depth?

So without them ship configurationing would be a whole lot simpler... all I know is when I - Clipper aficionado that I am - heard about DD5 thruster mods, I couldn't get on that journey soon enough.

o7

Sure if you like to play lego or spacecar mechanic. But if you just like doing your thing in ED it's just getting in the way with some overhead work to do until you can resume doing your thing again.
 
Sure if you like to play lego or spacecar mechanic. But if you just like doing your thing in ED it's just getting in the way with some overhead work to do until you can resume doing your thing again.

Whether unlocking an engineer gets in the way of your normal activities or not is just a matter of perspective. Lots of Players don't like unlocking them, I just do one or two every so often (call it a side-quest) when I have nothing better to do.

If you haven't unlocked any the first is easy (in Solo or a PvE group at least), visit maia, pick up a meta alloy from the planet base near Obsidian Orbital (or get one from a barnacle), and take it to farseer, if you only do one engineer it's a good one to do (grade 5 FSDs, grade 3 dirty drives). Once there upgrade your ship with whatever you have on board to unlock her to grade 5 (not essential but makes subsequent upgrades go quicker), pin the blueprint for increase FSD range then return home.

In another ship, visit any system with a remote workshop to upgrade that (without secondaries) and bingo, all your ships can now have slightly better fsd range at minimal effort once the blueprint is pinned.

I have around 15 or so engineers unlocked, and post 3.0 I did a trip around all of them to pin a single blueprint for each (one for shields, one for engines, one for armour etc). I have a couple of heavily engineered ships but most of them are grade 3 or lower just to make them a little more useful, a little tougher.

Use the materials factors to swap around between stuff you have loads of & stuff you need. It's only a chore if you focus on it.
 
dudes, i'm busy atm (reconfiguring my whole controller thing, learning to fly from scratch), but looking forward to some player initiative / private group / whatever to play WITHOUT engineers. let's do it!







There is no mode of game play without engineered ships. Even if we choose to play without, there are still going to be NPC engineered ships. Even when we players cannot land on planets(playing the non-horizons version from the launcher) there are still NPC ships that are engineered. I've already tried it, and there is no escaping those ships.


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And for those saying "well, NPC's are easy".....maybe to YOU, but they certianly are not for me. At 51, reflexes slow. Heck, I can look back just ten years to 41 and notice a very visible decline in my own reaction times.

I would dearly love to be able to keep playing the game, but unfortunately with engineers...EVEN IN THE NON-HORIZONS VERSION OF THE GAME.....I cannot match even dangerous rated NPC ships that are engineered. So yes. I'd like a version that has no engineers. INCLUDING NPC SHIPS. As it stands now, the only non-engineered ship in solo play mode is mine. And it sits at a station mothballed because of power creep.
 
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The same thing I'm doing now.

Playing the game.

Have yet to do anything related to RNGineers, and don't feel like I'm missing anything important.
 
There is no mode of game play without engineered ships. Even if we choose to play without, there are still going to be NPC engineered ships. Even when we players cannot land on planets(playing the non-horizons version from the launcher) there are still NPC ships that are engineered. I've already tried it, and there is no escaping those ships.

i might be wrong but afaik the only npc present now with engineered modules are wing assassination mission main targets (not the escort). these can be avoided by ... not doing those missions!

don't get me wrong, i find engineers are detrimental to the game on several different levels, and the way they are wedged with the requirement to purchase horizons is just obnoxious, but my point is there is still plenty of room for fun while ignoring them (even pvp, if you manage to set it up).
 
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