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That said, keep in mind they only added one new Faction as enemy having "Endgame" blocks because a lot have asked to have a reason to continue playing once all is done.
Endgame blocks = It's made to use our Warship once we are Rich having all the needed ships, stations and completed all contracts.
+
They are still working on adding more PVE and more exploration so the right time to create new Portal Feedbacks.
I was playing the game with a friend, and the notion of stealing an Industrial Hydrogen Tank from the SPRT Stronghold planetary encounter seemed unnecessarily cumbersome for an inexperienced player. Pistons, Rotors, Hinges, and Merge Blocks being more advanced concepts.
While at the same time, my friend was talking about "hitting a wall", and struggling with creativity. Having more blocks in the base game perhaps opens up the creative potential, perhaps in giving more freedom to draw from different inspirations.
I did steal an angled light from an SPRT Salvage yard, before I owned the "Contact" DLC.
Still trying to figure out how to integrate it into my base.
I understand your point because I am a creative player and I went creative mode right away because the Prototech blocks are free :)
First thing I did was Prototech space Drill and Prototech Jump Ring in creative mode :
https://steamcommunity.com/sharedfiles/filedetails/?id=3353365291
https://steamcommunity.com/sharedfiles/filedetails/?id=3354325656
Instead of steal/salvage, set up a reasonably difficult challenge for yourself, with the reward being a predefined prototech block (not the prototech assembler though) along with some repair parts. You complete the task and admin spawn in the block and the parts. I excluded the prototech assembler to prevent you from making more repair parts.
In my games I'm not even looking for prototech. If my ships get damaged, then I won't have the prototech parts to repair. Not worth it for me. The blocks themselves don't have enough benefit.
I don't cheat anything in; like at all. I prefer to earn what I get the way it was intended; though I do like the way you think, as technically; if I reach that hypothetical goal, then I would be "rewarded" with tech; though not really in the way as it was intended.
I was thinking that perhaps they could make then available through regular progression; albeit with the caviat that you need a "special mineral" or some other in-game item, so it's still tough to find, but manageable without the steal/salvage.
Buying it via the economy would also be good; especially if you are a player who does missions etc... and earns a lot of credits.
I was also thinking; that every player has their own unique way to play; to leave it as a game option when starting a game to have them unlocked; so we don't have to do anything at all to build them; or just unlock the ability to build the components for them so we might build them the regular way; without any special minerals, but with an increased need for traditional resource (150% the resources as a "non-prototech" piece of equipment.)
At least that would allow players easier access to gear without having to PVP a faction.
Any economy model where you can just buy them means the NPCs guarding them are worthless - Its akin to buying the loot from a Boss encounter, the price isn't going to be high enough let alone that now the encounter reward is akin to a credit payout.
The blocks themselves are meant to be a reward for engaging in that content, rather than just being casual upgrades that involved nothing but regular mining.
Perhaps other blocks could be introduced instead alongside, that are from the Economy system instead and are special in a similar fashion.
That way, each system rewards in their own way rather than making prototech undermined in value and becoming just a replacement of stock.
Having a "similar thing" based on economy would be a good addition; but that would still not address the issue that players are basically being forced to jump through "these hoops" to get the new tech, players who don't like PVP.
What if the Factorum simply didn't exist; or perhaps already became extinct, if you turn them off? Then it stands to reason that the tech would still be there, but without the need to actively attack/ransack ships and stations.
The whole Factorum update was created for those players who were quite vocal about having something more to do after the end-game stuff, something to do beyond having everything in the solar system under their control, being rich, and having all of the economy missions done. I get it, they want to continue a "beloved" game that they have sunk dozens/hundreds of hours into; but not everyone plays that way.
For this reason, I feel that it should be optional. Maybe by checking that box in the options menu, it disables the Factorum missions; and makes it part of the economy instead, or simply means I have to go salvage it from a derelict Factorum station/ship; which means I would still have build a ship with a skipdrive to get there, go through all the stuff to do it without actually having to deal with the PVP stuff that I don't find particularly enjoyable.
Plainly, you don't mind/enjoy the PVP aspect of the game, and I respect your playstyle; and any others, as all are equally valid. I personally (and I would think many others as well) DO NOT like/want PVP; and forcing me(us) to do it to get the new gear takes away from my (our) enjoyment of the game. I have always stated such a thing should be optional; and that I simply do not even bother getting the prototech gear. I feel players should have more choice in how to customize their game to fit their own preferences; as stated before, all playstyles are equally valid.
I haven't even bothered with it, in all honesty.
So, Short of a mod, I will likely never engage with prototech content. 'Cause while I might curiously try the salvage and attach gameplay loop to see if it's more fun than my initial impression, the have-no-choice-but-to-fight-for-it aspect leaves me shrugging my shoulders and just ignoring that aspect completely. I have a signal that's been waiting for me for almost 15 hours now, and it'll keep waiting cause I have no interest in the combat aspects of SE.
I could see earning a ship or station with that prototech gear already installed; but if you were to intentionally destroy it for the purpose of collecting the gear, it would negatively affect your reputation (moreso than it normally would because in essence, you are betraying them by trying to steal their tech). The idea would be to just leave the tech alone and where it is; and adapt it into your existing arsenal.
Now, if the ship/station happens to be destroyed/damaged, then you could salvage and repair said tech with only a minor hit to reputation.
The Economy Missions don't seem to be a "quick" method. You need a jump drive capable ship for both Factorum Heist Scenario Encounters, and for Economy missions like Hauling contracts between different Trade Stations. I don't see a difference, really.
Honestly, the entire idea of Factorum only blocks is stale. I see no qualitative value of an endgame block unlock.
Splitsie's Scrapyard Survival makes more sense. One could buy all the DLC, and then disable the DLC once one is a more competent player such as to be able to recover DLC blocks from encounters.
I slapped all of the available Factorum blocks on my ships in Creative, and I was disgruntled. I no longer have any interest in pursuing or "farming" Factorum blocks.
Factorum provides a combat challenge, regardless. Why do I need Prototech? Can't the combat be rewarding in its own right?