i was thinking about another system to make every build special and at the same time something like an endgame investment.
The Module Invention System
As a prerequisite for the system, all modules require only one factor for each individual parameter. The default value is 1.0.
To make you and your build unique and flashy, you can start an “Invention” job for a module.
This costs time, money, and a few new materials. When the job is complete, there’s a chance for each parameter to change the factor of 1.0 by a certain value, either positively or negatively. This means all values can improve, but they can also get worse. With a little luck, you’ll get a module that deals 10% more damage and has 5% more range, but at the same time, you could also end up with -15% damage and -8% range. Either you’ll get your dream module, or—in the worst case—junk^^. Perhaps this could be linked to the Registry to increase the number of parameters that change and also (slightly) increase the chance of a positive change. Note, however: for energy consumption, “positive” means less, for example!
Two new materials at different tiers:
1.) Trace elements, which can be found with a low chance while mining
2.) Module fragments, which drop with a low chance during combat with NPCs. (For reverse engineering during invention)
T1 modules require T1 trace elements and T1 module fragments for invention, plus money and time and same for T2 and up to T5. Maybe exclude the planned faction modules from invention?
As an example, I envision being able to invent a shield booster with higher healing and lower energy consumption.
The system combines existing elements (combat and mining), encourages trade, and boosts long-term motivation. Even better: not every build ends up the same.
Update: if this new system with each module could be entirely unique collides with the market maybe add something like a contract system in EO.