01.12.2017, 08:48 UTC
Coś w tym jest.
Szczególnie patrząc na to ile im zajęło zaproponowanie zmian do Inżynierów:
(na podstawie podsumowania po Livestreamie)
Szczególnie patrząc na to ile im zajęło zaproponowanie zmian do Inżynierów:
(na podstawie podsumowania po Livestreamie)
Cytat:no more secondary effects, to counter the loss of positive secondaries the base rolls of a blueprint will be slightly better (142 dirty drives here we come)
always get better rolls with subsequent attempts, there will still be negative effects
penalties of a blueprint will be fixed and not within a range anymore
pinned blueprints can be crafted anywhere where is outfitting, meaning you don't have to fly back to an engineer's base after collecting materials for one pinned blueprint
experimental effects on weapons will no longer be randomly applied and can no longer be bought for favours, instead you pay extra materials to get these effects
there will be "preset rolls with effects" to buy, no upgrading or rng involved (not sure if i understood this correctly)
no more losing reputation with an engineer
there will be a material trader at starports, trading specific amounts of materials for other materials with a little mark-up (grades of materials still apply) , meaning there will be less grinding for a specific thing you search for because you can just trade in stuff you don't need atm
old rolls will persist after update (= legacy modules confirmed)
STORAGE CAP INCREASED! probably 100 per material YAY
module storage may be increased as well, but there has to be a cost for that (probably credits for rental)
blacklist / ignore list for materials that you don't care for (i.e. they won't show up in contacts)
G5 mods can only be reached by subsequently improving lower grade mods, meaning you have to go through the progression of G1 -> G2 -> ... -> G5 and can't straight out mod a module to the highest possible grade
