Unnamed Space Idle

Unnamed Space Idle

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Key shards after battle seems kinda useless
Mainly because you want to focus your crew on those things anyway to actually take advantage of what those provide, and once you remove the crew, they kinda suck. Like I'm at e106 salvage and the compute and salvage key shards active only gives me less than e90 of salvage production. And lets not even talk about the compute bonus.
I suppose they'll be more useful once we get Fleet and might need to actually Reinforce occasionally, but since we're supposed to move into a more open or something style in Fleet, I wonder how that works.
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Showing 1-9 of 9 comments
Enigma Oct 18, 2024 @ 7:21am 
I mean, I guess its "useless" in the sense that you dont actively need to go after salvage and compute, but its a free bonus that you no longer need to worry about. that means you can have something else in your pink slot and still getting a salvage bonus.

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.
RaptorSolutions Oct 18, 2024 @ 7:32am 
But that's precisely my point, I have a 16 OOM difference between what I have now in salvage and it's production, it's bonus is basically non-existent.
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.
phenir Oct 18, 2024 @ 9:16am 
Damage target shard would be good for key shard.
RaptorSolutions Oct 18, 2024 @ 10:00am 
Yeah, though that isn't that necessary now. But it would be nice, though it'll just make every content scaled to needing that anyway and make things a little harder to calculate with the multipliers and all that.
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.
Sylv  [developer] Oct 18, 2024 @ 3:08pm 
The primary point of key shards is to not have to re-farm them and have them active early in reinforces. Having it also be a static bonus once up to your current position is just a side bonus really.
Last edited by Sylv; Oct 18, 2024 @ 3:13pm
RaptorSolutions Oct 18, 2024 @ 3:10pm 
Originally posted by Sylv:
The primary point of key shards is to not have to re-farm them and have them active early in reinforces. Having it also be a static bonus once up to your current position is just a side effect really.
I assume it's prep for fleet where we'll reinforce more often? Because considering you can't get them until R4 anyway, we can't really get to enjoy it.
Sylv  [developer] Oct 18, 2024 @ 3:14pm 
I wouldnt call it prep for fleet, its "prep for the content continuing" though :P
ICountFrom0 Oct 19, 2024 @ 8:26am 
It makes sense in the larger scope of the game.

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.
76561199215865625 Oct 19, 2024 @ 5:15pm 
Originally posted by ICountFrom0:
The only system that hasn't gone through a complication and simplifaction system over time, are the cores and bases.
core seems to keep getting more complicated(except utility)
in the fleet update base 6 will be added and base 1-4 capped
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Date Posted: Oct 18, 2024 @ 7:07am
Posts: 9