Engineer Blueprint Balance
There are one or two focussed changes to reduce the power where blueprints are overpowered or too prolific, the changes here are primarily about buffs to make making a lot more blueprints into competitive choices for players, and defining roles for some where their intent wasn't clear. Note that while there are a lot of buffs, we're not intending to increase the maximum power of engineered vessels (it's actually shrinking slightly compared to base ships), but there will be a lot more ways to reach that power. None of these changes are final until they've been tested in Beta, feedback welcome!
Where Blueprints have been modified this will affect existing items, which will be updated as if they had been always rolled with the new recipe removed attributes will be stripped off, new ones will be rolled, existing ones will be mapped into the new range (for example if you previously got an 8 on a 0-10 attribute, and the attribute is now 5-25 you will get a 21). These changes are based on discussion from Sandro, mike & myself, comments in Italic are explaining the rationale behind each set of changes.
New Recipes:
Unlock Grade 5 Burst Laser from Broo Tarquin.
Unlock Grade 5 Beam Laser from Broo Tarquin .
Unlock Grade 5 Mines from Juri Ishmaak.
Unlock Grade 5 Missiles from Liz Ryder.
Unlock Grade 5 Torpedos from Liz Ryder.
Unlock Grade 5 Railguns from Tod The Blaster McQuinn.
Unlock Grade 4&5 Hull Reinforcement Thermal/Kinetic/Explosive resistance Blueprints from Selene Jean.
Unlock Grade 4&5 Armour Thermal/Kinetic/Explosive and Advanced Blueprints from Selene Jean.
Unlock Grade 4&5 Shield Booster Thermal/Kinetic/Explosive Blueprints from Didi Vatermann