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Suggestions / Re: Fun gameplay idea for salvaging Nanoforges and Synchrotron Cores
« on: December 01, 2019, 03:26:45 PM »
@sqrt(-1)
Thinking it over, I'm changing my mind. Because I still have that synchrotron core. Meaning, I didn't need it's value in cold hard cash, but it's too rare to just let go, now that I'm starting to get enough money a colony is something I can consider. It's just sitting there taking up 1 cargo unit and I can't use it or dare sell it.
I'd say the rare high-value items are problematic in the early-game. I sold the first synchrotron core I found, because even as a new player, I recognized that - it was too early to be building a colony, therefore an item that enhances production in a colony is useless to the player at that early stage in the game. But the "seed money" from selling it is useful, early-game.
The only reason blueprints and mods don't suffer from the problem of being expensive paperweights to new players, is - they are used up when you learn them and disappear - so the decision can be made then and there for cash now vs. production capabilities later. Nanoforges and Synchrotron Cores ask the same question of the player, but if the answer is later, you have to carry them around all that time. Even 1% storage fee is an expense due to high value.
So I can see the logic of reconsidering the uses of these items, or changing the way they ask the short term gain vs. long term reward question.
If I'm honest, I think I've been - at least partially - arguing for the sake of defending an early-game achievement, but, Changing the rules of the game to allow some new types of missions does not change the experience I had with it already.
@Dread Lord Murubarda
I have that stuff now.* I learned the value of each of those things "the hard way", and acquired them one at a time. Which might be why I'm starting to have some success.
*...well, except for a 100 reduction in survey equipment. I'd not considered stacking the bonuses that high... but I will now.
Thinking it over, I'm changing my mind. Because I still have that synchrotron core. Meaning, I didn't need it's value in cold hard cash, but it's too rare to just let go, now that I'm starting to get enough money a colony is something I can consider. It's just sitting there taking up 1 cargo unit and I can't use it or dare sell it.
I'd say the rare high-value items are problematic in the early-game. I sold the first synchrotron core I found, because even as a new player, I recognized that - it was too early to be building a colony, therefore an item that enhances production in a colony is useless to the player at that early stage in the game. But the "seed money" from selling it is useful, early-game.
The only reason blueprints and mods don't suffer from the problem of being expensive paperweights to new players, is - they are used up when you learn them and disappear - so the decision can be made then and there for cash now vs. production capabilities later. Nanoforges and Synchrotron Cores ask the same question of the player, but if the answer is later, you have to carry them around all that time. Even 1% storage fee is an expense due to high value.
So I can see the logic of reconsidering the uses of these items, or changing the way they ask the short term gain vs. long term reward question.
If I'm honest, I think I've been - at least partially - arguing for the sake of defending an early-game achievement, but, Changing the rules of the game to allow some new types of missions does not change the experience I had with it already.
@Dread Lord Murubarda
I have that stuff now.* I learned the value of each of those things "the hard way", and acquired them one at a time. Which might be why I'm starting to have some success.
*...well, except for a 100 reduction in survey equipment. I'd not considered stacking the bonuses that high... but I will now.