Make a change to Space RE chance

Make a change to Space RE chance
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Bake in the 1% RE bonus when REing/ Reduce the amount of RE chance you need to get the 1% bonus / Or add +10 RE chance to the SW master box
Justification
Why do we need so many suits? So many exotics, so many layers of potential failure.
Motivation
SEAs/Arm/Pup just to get a bonus that in all accounts and measures should be actually imbedded into the game in the first place. Will actually reduce the "oops" It also has nothing to do with "crafting"
Add +10 Reverse Engineering Chance to the Shipwright master Box
 
Adding everything exotics are needed for to one or any profession doesn't quite sit right with me. Id be more inclined to nerf to costs of exotics for crafters sinse the money input is already such an investment but thats niether here nor there. Commenting to be able to downvote. I understand where youre coming from, but that isnt how the game currently works.
 
Adding everything exotics are needed for to one or any profession doesn't quite sit right with me. Id be more inclined to nerf to costs of exotics for crafters sinse the money input is already such an investment but thats niether here nor there. Commenting to be able to downvote. I understand where youre coming from, but that isnt how the game currently works.
Non-SWs can obtain the bonus and RE their own stuff. Its not like a non master armor smith can successfully craft armor. Thats the difference. & its only about REing. Its not making anything obsolete like you are suggesting it does. If I got SEAs, power ups, an arm of some sort, but i don't have the armorsmith profession, I shouldn't be able to do what armorsmiths do. Which I cant. Thats not the case with space REing.
 
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Correct me if im wrong, im open to change my vote if im simply ignorant.
SW RE requires -only- the +10 RE from the seas, arm, or pups in order to get 1% bonus on their RE. If they get a +10 like, for example, master armorsmith gets (albeit a hidden stat), wouldnt they no longer need the extra stats or pup? And if they just rose the cap needed to 20 wouldnt that just be unneeded dev work at that point?
 
I think this is a reasonable idea.

Shipwrights handle unique loot to mix for RE. If they miss having their pups up, they can absolutely mess up long term projects for clients, requiring excess CSR input to were to redo. Ground RE has no such risks associated with incorrect use. The RE Cybernetic is still useful for a shipwright as it's BIS for Opportune Chance on an arm.

Lets eliminate this hazard. Adding +10 RE really doesn't add depth to the gameplay. I've been a victim of this kind of error. It's pretty frustrating for the player, and rough on the shipwright. Shipwrights really don't make money off RE work.
 
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Non SW can not do space RE, only SW can.
On NGE servers the the bonus for RE is an expertize option. Resto does not have expertize, but has figured other ways to get players those bonuses. The whole purpose of ground RE and SEA making is to sell bonus items to other players. I'm not sure why the OP of this PV thinks SW should not have to buy +10 RE Chance? Sure I'd rather get it for free than have to pay, but I'd rather get all crafting SEAs for free too.
Downvoting.
 
A big issue with adding RE chance into MSW, is it would now become required as part of the ground RE profession build.

Another issue is this removes space REs need for any suit/buffs, which would make it an abnormality among crafters. Stats like this is what forces crafters to engage, albeit lightly, with the gearing ecosystem.

The argument that pups are dangerously missable is true… which is why there are SEAs, bakes, cyber arms, and jewelry. The stats for SW RE are just as missable as experimentation suits for other crafting, yet there’s no PV to bake those in obviously.

Downvote due to at least the two above reasons.
 
A big issue with adding RE chance into MSW, is it would now become required as part of the ground RE profession build.

Another issue is this removes space REs need for any suit/buffs, which would make it an abnormality among crafters. Stats like this is what forces crafters to engage, albeit lightly, with the gearing ecosystem.

The argument that pups are dangerously missable is true… which is why there are SEAs, bakes, cyber arms, and jewelry. The stats for SW RE are just as missable as experimentation suits for other crafting, yet there’s no PV to bake those in obviously.

Downvote due to at least the two above reasons.
SW already have to have multiple suits for crafting unlike all other crafting professions that just need one. I don't see an issue with throwing SW a bone and letting them RE space parts without needing a suite or pups.
 
SW already have to have multiple suits for crafting unlike all other crafting professions that just need one. I don't see an issue with throwing SW a bone and letting them RE space parts without needing a suite or pups.
This is exactly what I was going to write. If you want to argue fairness between crafting professions, SWs all ready have that crazy handicap in number of crafting suits.
 
I’d argue that crafting resources are not as unique as RE loot. My personal project that was messed up was a very high end e8. I didn’t ask for support at the time. I don’t even know if they have any fix.

Support can simply refund a schematic in almost any other scenario.

The concern about non-SW picking up SW for 10+ RE might be legitimate. I don’t know enough to speak about that.
 
If people are so worried about players min-maxing by picking up master shipwright for the +10 to RE then we could just change the base RE percentage to include the 1% bonus that +10 Re chance gives you. lvl 1 parts = 2%, lvl 2 & 3 = 3%, lv 4 & 5 = 4%, lvl 6 & 7 = 5%, lvl 8 & 9 = 6% and lvl 10 = 7%. Then remove Re chance affect on space part REs
 
I don't see it being a big deal about a 'meta change'. It is moreso that a SW who doesn't need to buy a crafting suit is now a lost sale of 750k-900k depending on the SEA Exotic cost. Before getting into slotting other pieces just for Opp Chance. I could see it getting -something-, sinse every other REer, ground or not, gets something. Maybe a +5? Meaning they can grab an Exotic or the Arm. But giving them it for free? I see Scotias point, especially with PUPs, but PUPs are a cheap risk people take knowingly in a punishing game that will rip your 7m+ investment in armor apart. It's just apart of the game and economy.
 
Making it so a SW doesnt need to worry about a PUP, + suit + a bunch of other things, JUST to RE a piece of gear isnt ground breaking. This isnt meta changing, this isnt economy reworking, this has nothing to do with crafting anything, resources, quality of gear, this doesnt need to be over analyzed, or convoluted. The only "No" thats even relevant here would be.. Sorry , I want to keep everyone in multiple suits, and thats just how the game is - OR - the dev time it would take to do this would be too much. Bake the 1% bonus into all RE projects, and get rid of the silly mechanic in the first place - Lower the amount of RE chance you need to get the bonus - Or add more RE chance into the master box , one of these solutions should work without effecting ANYTHING else int he game.
 
Making it so a SW doesnt need to worry about a PUP, + suit + a bunch of other things, JUST to RE a piece of gear isnt ground breaking. This isnt meta changing, this isnt economy reworking, this has nothing to do with crafting anything, resources, quality of gear, this doesnt need to be over analyzed, or convoluted. The only "No" thats even relevant here would be.. Sorry , I want to keep everyone in multiple suits, and thats just how the game is - OR - the dev time it would take to do this would be too much. Bake the 1% bonus into all RE projects, and get rid of the silly mechanic in the first place - Lower the amount of RE chance you need to get the bonus - Or add more RE chance into the master box , one of these solutions should work without effecting ANYTHING else int he game.
SW don't need to buy anything from a ground RE maker to do space RE. A master SW already has all the skills necessary to do RE.
If a SW wants a 1% bonus to RE, well then you need to spend some credits. That's the way a complex game economy works.
 
First, theres already a credit sink for SWs to craft.

Second, your mind is stuck on this being a bonus. Why is it a bonus? If the community deems it as a required trait to RE millions + credit projects. Or even average to low end projects.

Third, If this was implemented correctly in the first place, and not a separate stat entirely, I should I be able to put a standard SW crafter suit on, and ADD to it, if it was a bonus. This isnt a luck stat that everyone needs. This is a shipwright specific stat (originally) that isnt even on the SW skill boxes. "Hey so get this and this to craft stuff... okay cool. Oh wait, SW? Yeah you need that and also this other red headed step child stat, on some other items. " - Talk about confusing to new players. We make that argument all the time.

Fourth, This stat is REQUIRED, (+10 to RE), yes I said REQUIRED to RE. Making an argument you can do it without the bonus is reaching imo. NO ONE is doing RE projects without the bonus, and if they do its an accident. Yes, you CAN. But the community would laugh at you.. yeah Im going to RE gear without the bonus... why? and before you make the argument that other crafters craft without a crafting suit, just stop for a second, this isnt crafting. It doesnt resemble crafting. I have no crafting skills, no crafter suit, and havnt crafted anything other than the heavy scyk when I was grinding to master SW. Im taking raw components, and throwing them in an analyzer. Never once opening up a crafting tool, or standing by a crafting station.

Typically when somthing is deemed basically required, in nearly every instance, it just becomes an annoyance, or hinderance, and gate keeping. Their shouldnt be a credit gate keep, behind somthing that is used on everything, and deemed standard.

If your argument is - this is how the game is, and I dont want to change it, fine. I get it. I respect the heck outta that. But when i can do it, by buying a cheap 300 use PUP, for 100k, the credit sink idea also goes out the window, and now its just a stupid small annoying thing out there, that could cost me potentially HUNDREDS of hours of grinding, or MILLIONS of credits if I forget it. "Well Letts, dont forget it then." - If thats the end stance, which is all thats left - then I disagree. Remove the need for it.
 
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It's a payer driven, game economy issue. The credits to buy the 1% bonus are not a "credit sink" they go to another player.
You don't want to pay another player for a bonus item to Space RE, you want it for free? There are tons of things I pay other players for so I can do my SW business. Do I need to list them? This boils down to, "I want something for free. I don't want to pay for it."
 
idk Savacc, I think youre missing the point. This is different than all other "crafters" - it also isn't crafting. And 100k for a 300 use PUP is hardly a dilemma of wanting to "pay for it" - youre the one bringing up the credit stuff in this , not me. At 100k for a 300 use PUP isnt going to shake the economy into tornado. I already dispersed the economy argument in the previous reply.
 
If the credits aren't the issue, you're perfectly willing to pay, then what is your beef? Do you honestly think that space RE occupies some unique place in the game that bonuses to it should be free of charge, while everything else in the game pays for bonuses?
Apparently I am missing the point.
 
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