Static cargo upgrades are useless. They do nothing but disappoint the player, waste cargo space, and make research frustrating. The static cargo upgrades are so useless that the wiki page doesn't even bother telling how much cargo space they give you. The +300 cargo (or whatever it is for a legendary) is miniscule, effectively zero, by the time you've actually achieved purple tier upgrades and your ships can have tens (if not hundreds) of thousands of cargo capacity.
Another mod that is similarly useless and only serves to ruin upgrades via research are hyperjump modules that don't increase jump range. Every jump module should increase jump range, and then have a random distribution of cooldown, recharge, and radar upgrade (or remove radar from the pool entirely because it's the only upgrade type that currently has cross-coverage with another [off the top of my head, but any other instances of overlap should be fixed as well IMO]).
While we're at it, another upgrade issue is legendary tier upgrades that are the same as their exotic tier. For instance, the C43 Object Detector; purple tier is same as red. Maybe let legendary tier detect sectors with detectable loot within a X sector radius, with a third color blip on the map? Require permanent install for balance.
And finally, implement Systems RNG values derandomizer mod into base game. All the non-stacking upgrade bloat fills the inventory too quickly, making players spend more time than necessary going back to research stations. Less trips to the research station means more time actually flying and building and fighting pirates and aliens.
Sorry if this comes across as negative, it's just hyperfocused on a few of these pet peeves of mine surrounding upgrades. Love the game, can't wait for 2.0!
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OmegaConstruct
Static cargo upgrades are useless. They do nothing but disappoint the player, waste cargo space, and make research frustrating. The static cargo upgrades are so useless that the wiki page doesn't even bother telling how much cargo space they give you. The +300 cargo (or whatever it is for a legendary) is miniscule, effectively zero, by the time you've actually achieved purple tier upgrades and your ships can have tens (if not hundreds) of thousands of cargo capacity.
Another mod that is similarly useless and only serves to ruin upgrades via research are hyperjump modules that don't increase jump range. Every jump module should increase jump range, and then have a random distribution of cooldown, recharge, and radar upgrade (or remove radar from the pool entirely because it's the only upgrade type that currently has cross-coverage with another [off the top of my head, but any other instances of overlap should be fixed as well IMO]).
While we're at it, another upgrade issue is legendary tier upgrades that are the same as their exotic tier. For instance, the C43 Object Detector; purple tier is same as red. Maybe let legendary tier detect sectors with detectable loot within a X sector radius, with a third color blip on the map? Require permanent install for balance.
And finally, implement Systems RNG values derandomizer mod into base game. All the non-stacking upgrade bloat fills the inventory too quickly, making players spend more time than necessary going back to research stations. Less trips to the research station means more time actually flying and building and fighting pirates and aliens.
Sorry if this comes across as negative, it's just hyperfocused on a few of these pet peeves of mine surrounding upgrades. Love the game, can't wait for 2.0!
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