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Edit: Oxygen use does seem variable, because thinking about it, sometimes I can get away with shift ending with like 30 oxygen left after a single resupply. And no I'm not damaging my suit.
There's very little point in having a fuel meter, oxygen meter, and shift timer. They're effectively three different things all doing the same job. The fuel meter is entirely irrelevant, as you never run out. I've never dropped below 50%. The O2 meter is basically just half a shift timer that you can refill. The shift timer.. well, that's just annoying, pointless, and arbitrary.
Personally I think they should drop the shift timer entirely. The O2 meter could go too, as it's basically just the same thing except refillable (for free, or at a slight cost). The fuel meter.. well, there are at least arguably gameplay benefits to having that. If fuel was actually relevant, then players that moved more tactically would get better results. Wasting fuel would lead to.. well, I don't know. Does it end your shift? Do you simply have to pay for more fuel? Do you just have to go pick up more? If you want to have that remain and push more tactical movement, then there needs to be a stick to make that tactical movement rewarding. Of course at that point you've basically just got a stick, and the carrot is not getting the stick.. which isn't good design. So maybe all three should just go out the window and we shouldn't need to worry about such things?
Whatever the case, if they remain then they need to serve some purpose. They need to have a stick AND a carrot, and the player's actions should be the determining factor when it comes to which result happens if they want these systems to be interesting from a gameplay perspective.
I occasionally end my shift needing to get more oxygen with like 2 minutes left in the shift. Other times I have like 30 seconds of O2 left when it ends.
I think the reason is that sometimes I grab a new bottle and it doesn't entirely refill my meter. If I leave like that, then I'll run out again. If I grab a second (wasting most of it), then my meter will refill completely and I won't need another before the shift ends.
(Sorry for the absence, I had to go to work)
Yes, I meant on gekos. There's usually half a dozen bottles of O2 lying around on these ships, so I try to spare them for multiple shifts. So what I meant is it's simply much quicker to refil on the spot than to go back to the main jack. With all the upgrades, you get 800s of O2, which almost cover one shift entirely (900s), so only have to refill once with an O2 canister. You can probably also do it with the upgrade before, but I guess it would be a little tight? (The timer seems to get quicker when you get below 100s.)
Anyway, all I'm saying is the more upgrades you have, the slower you spend the avaiable O2 canisters and the more shifts you can rely on the canister instead of going back to the main jack.
(The 100k credits is just a number at the top of my head. I guess it really depends on what you're currently doing and what's left to salvage. The point is you get more salvage time.)
If you time it correctly then you can easily complete a shift without a refill at the shop.
You don‘t burn oxygen in pressurized areas and can refill your tank with the filter upgrade while preparing the ship for faster disassembly once its decompressed.
I don't know how to spell this out any more simple but I will try.
The only way to finish an entire shift without an O2 refill at the shop is to get an O2 refill somewhere else. If you are getting an O2 refill somewhere else than you only need the 500 O2 tank upgrade because that upgrade lasts over 7.5 minutes and that means you will only need to refill one time because a shift is only 2x7.5=15 minutes. If you refill by sitting in a pressurised area, or using an O2 tank in a ship, you still need to do that if you have an O2 tank of 500 or an O2 tank of 800 because neither of them last 15 minutes. If I can make it 7.5 minutes into my shift before I need to sit in a pressurised area or use an O2 tank, or I can make it 13 mintues into my shift before I need to sit in a pressurised area or use an O2 tank, I still take the exact same amount of time to go sit in a pressurised area or use an O2 tank or go refill at the shop, I just have to do it at 13 minutes instead of 8 minutes.
1 upgrade means 1 trip back.
2 upgrades means you can get by with a single oxygen canister and never go back. You can last all the way to the 5 minute mark.
Seems pretty beneficial to me, but if you always go back for oxygen, then yeah, pretty worthless..
You made a mistake. 2 upgrades still means you need 1 trip back.
The largest tanks don't last 15 minutes, unless you're doing half your shift in a pressurized area. I spend approximately 30 seconds in a pressurized area on each gecko, and maybe 5 seconds on the small ships. Those upgrades aren't even worth buying.
I think you should test it out. i just tested it again. It works exactly as I stated. Although it might also be play style. I finish the small ship with nearly 2 minutes to spare. I also spend a lot of time without O2 and just run out the clock as long as I can before entering the habitat. Letting my tethers pull things in as I'm dying.
I do dumb things to pass the ranks by.
Is it ideal, no, but it is possible with only the second upgrade. the 3rd upgrade will work like I mentioned for everyone without using every drop of o2.
What is there to test out? The final upgrade gives you 800 seconds of O2. That's 13.3 minutes. A shift is 15 minutes. The final O2 upgrade won't get you through a shift, nor will any other.
As the OP stated, the first upgrade means you only have to refill one time. Every other upgrade after that doesn't actually do anything with the way the shift timer works.
I could see removing the thruster fuel, because I've literally never run out during a shift, and it seems like it refills on its own now between shifts. The o2 is purposefully meant to give you a pressure to break what you're doing and refill, be it from a ship bottle or a masterjack purchase.
The o2 upgrades just need some rebalance really, because right now the breakpoints are off and it doesn't seem as immediately rewarding to get later upgrades. It also doesn't make much sense to get the regeneration upgrades, since I think most players don't have a play style that's condusive to leaving the ships pressurized for any meaningful amount of time. I struggle to think what you could be doing in that time, except maybe detaching chairs and computers ahead of time. But then they're a hazard once you depressurize, given the current state of not being able to completely and safely depressurize a complete gecko in sync.
I imagine the larger ships that are not yet in the game will make the O2 regeneration upgrades a little more useful, but already I can get a cargo geko where the only pressurised rooms are the airlocks and the cockpit, so I imagine on the larger ships there will be a chance that most of it is already depressurised as well.