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Kinda disagree on the compute shard one as that has the bonus of more void matter which is used to get more crew skill. it means you can have another bonus going when trying to push your crew skill after a prestige.
I think everyone would be more excited if the salvage shard was something else (looking at the shards, pretty much anything else would have been a bigger benefit), but it is still a benefit.
And the same for my void matter, it's around a 10 OOM difference there.
Without crew bonuses, these vshard bonuses should as well not exist. Because needing 10 years to reach my current level is pointless.
Frankly the 720 crew rank upgrade of no longer having maluses for your black T3 crew skills is way more impactful since I can push compute along with salvage/void on a prestige. Not that it matters that much tbf, but it's a least a bonus.
Battle shard otoh since it's basically a must have after awhile, it having it's own slot is great, especially with all its bonuses.
Though I guess once Fleet comes out we'll probably either need to reinforce more often like how often we used to prestige so these shards and their bonus of keeping them on reinforce would then become a great QoL instead of an almost pointless one currently. You know, since you can only really get them on R4. And maybe we'll get better key shards, OD or crew shard might be too much to wish for, but having a power and/or flex shard key shard would be great for QoL while not being OP.
But speaking of how battle shard is necessary, I wonder if we'll ever get key synth modules or something, since the first 2 combat modules are basically you must run them tier.
Calculate, started out resetting every run.
Then it maxed out.
Then it became a new system.
Research, started out as a list of things.
Then it went unlimited.
Then you didn't even have to select them anymore because focus was on all of them.
Then the new system shows up and it fades into the background behind the new system.
Shards showed up.
More and more of them showed up.
Then links and complications.
Now some of them lock into place, easing the complications and making the system simpler.
Reactors.
Started as something you turned on, one at a time, for small boosts.
Then you could suport multiple.
Then they gain levels.
Then they gained charge bonuses.
Then overcharge gave you everything, at max, from the old system, and started to add it's own small stacking boost.
Utilities.
Started out with one, that you'd rotate with respecs.
Then maxed out at three.
Then R2 comes along and you've got all of them, all the time.
Then crew quarters show up and you've got a new tier of them.
The only system that hasn't gone through a complication and simplifaction system over time, are the cores and bases.
in the fleet update base 6 will be added and base 1-4 capped