All they had to do was increase the material storage, and make every subsequent role an improvement over the previous one, and I’d be more than happy. There’s a few things that worry me though:
You will need to maximize benefits from an upgrade before you can start applying higher rank versions to a module. We still want to reward the process of upgrading modules
This is just increasing to the grind. Why do we need to waste materials on lower grade upgrades? We unlocked grade 5, and I want grade 5 damnit!
We will introduce a per material storage cap, probably around the 100 mark, to remove inventory shuffling
While the idea (increased storage) is great, this basically eliminates the option for fleet-wide engineering sprees as I do now from time to time (gather enough mats to roll, for example, G5 increased FSD 300-400 times so my entire fleet can benefit in one go). Not the most common problem I’d reckon, but still.
All penalties in blueprints are fixed and only applied once per rank
Does this mean G1 blueprints get negatives too? Cause if so, that sucks. Great thing for me now is to build my ship that way that I can get away with a godrolled G1 overcharged PP at most. It’s easy to gather mats, so I can easily spend plenty of rolls getting it to where there’s no heat increase, but a 15% power increase for example.
In my opinion, G1 blueprints should always be straight upgrades, with no downsides. Not major boosts, but no negatives either. G5 should be go big and go home, big numbers both ways.
e are removing all hidden statistical variables from the upgrade process. Whilst there is still a range of success when you craft, you will be able to see the range before you commit
One cool thing that secondary hidden statistical pros and cons did was ensure variety. Because we are losing this, we will try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways, hopefully ensuring that there are a number of different options to aim for
Finally, I hope they are going to set up the current secondaries behind a similar system as they’re alluding to for the weapon experimentals. As in, if i want a massive distributor draw decrease on my long range beam, I ‘pay’ more mats for it. It would really, really suck if they removed such effects completely.
Final note btw:
Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.
In general, we will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).
Does that mean the current grades get shifted downwards in terms of power? So like, what is now considered grade 5 dirty drives (30% increase) becomes grade 4 in the new system?