Why not "both"?
For example the current heavy RNG approach should be available anywhere. It's done by run-of-the-mill drones and thus quality will vary.
A low-RNG option offered by veteran technicians that you will be able to get access to when you either hire one at your own shipyard or get enough standing with a faction to be allowed access to them. This will cost more.
The "gold ticket" NO-RNG option offered by virtuosos of their field. They might be black market specialists that will only be found on hidden away bases or a tech that usually works on top shelf secret projects for governments. Unlocking one will be quite the task and finding one that is "free" to work for you might be even harder.
So for your armies you might only want to use a hackjob technician and you tell him "every ship built here WILL come with a speed booster mod"...and he will do as you ask but you can't expect the best results.
And once your have become a faction to be reckoned with...the best of the best might want to work for you and from then on you get to turn every single fighter into a monster of metal...for a cost.
Edit:
A fourth variant would be the "Dark Tech" upgrades which feature even higher RNG with a risk of outright destroying capabilities of your ship, but if it works it is going to elevate your ship past any other method. This would be something you could use as a money sink lategame for players that want the "ultimate" HQ that can do it all. Access to these would be highly restricted as these upgrades as seen as illegal since ships with one of these upgrades will no longer pass the TÜV (lol).
Ship mod update, 5.0 beta request, an easy win
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Re: Ship mod update, 5.0 beta request, an easy win
Seriously, what "I WIN" button are you keep talking about? Making mod crafting less like gambling and more like actual crafting wouldn't make it one bit more overpowered than it already is. Nobody asked for reducing resource requirements. What people are asking for is actually some meaningful crafting system where it doesn't require you clicking a hundred times or savescum until you grow tired of long loading times if you want at least a bit consistency between your mods. Most of us are not masochists or gambling addicts, and most of us are not completely forgiving and apathetic to clearly underdeveloped mechanisms and poor game design, you know. Game mechanisms should be motivating, fun, engaging and interesting, not demotivating, tedious, annoying and frustrating.
Re: Ship mod update, 5.0 beta request, an easy win
Sorry, but you are wrong, when you are to shell a ship with mods, your are prompted if your are sure to shell the ship because it is modded.Maebius wrote: ↑Mon, 24. Jan 22, 13:47Yeah, modded ships NPC are not too rare.
I've boarded and gained several and I usually only notice it if I want to refit them. If you just sell them, you won't notice.
Some mission rewards randomly have ships with mods on. I have 6-7 magnetars and a hokaido with some preinstalled exceptional(!) mods.