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But yes, for liberating stations, you'll want to keep retiring and rotating in new blood.
It seems like a strange design choice to me.
There are weapons that come up occasionally for hundreds of credits. I saw one for 750.
To grind out that sort of money from a single character, I'd think that you'd have been making little to no liberation progress long before you could afford something that expensive.
So what would be the incentive for grinding for that kind of expensive tech?
Usually you wouldn't bother even trying to buy that. However, for characters that have as their personal mission "go steal a device", that can pay over 1000...
Still, you probably wouldn't want to buy one specific hyper-expensive device unless it were, say, a self-charging high-capacity slipstream or sidewinder. Even with 1000+ credits, you'd probably be better off blowing it on Mystery Crates for maybe 50-80 or so a pop. Sure, you'll get some orange-tier stuff that is not terribly useful, but you can also get self-charging items, and for 1000+ you'll quite possibly get multiple.
Like the Toaster said, though, the prices are often ridiculous enough that gambling away 50 credits at a time is often more likely to pay off. But also as they mentioned, there are personal "steal the expensive thing to do something that I could probably pay for without stealing the thing given how well some of the other jobs pay in this line of work" missions which can give you a big enough chunk of money to buy things like that. Then have to settle your debt some other way.
I said in an earlier thread, I play through a match and try to use onlyy gear that I find in a run... unless i need something specific for a mission, like a pistol to blow a window (altho most missions usually end up with plenty on the ground)
Also, playing with different characters is part of the game design. Don't look at it like other games where "new character" means you're starting over from scratch.
Because you aren't.
Every three ships is a slight exageration, but you very quickly get to a point of zero progress or choosing to start with a new character.
It's a really weird game loop that is ultimately disatisfying. You can see what he was going for, but it just isn't executed well. It's meant to make progressioin more intersting but it just turns it into a tedious grind. Maybe he should have added loot box micortransaction...?
I got 30 hours out of this game, so I can't complain about value. But I got maybe half way through the map and I can't imagine I'll ever bother playing it again, and I would not recommend it to other people. Maybe a quarter of the time I was really enjoying myself with this game, but the rest was too tedious and frustrating to make up for it. The high points did not ultimately justify the low points.
But if you don't agree, good for you there.
If you have a self-charging EMP grenade launcher, an armor piercing shotgun, Fiasco's Facepuncher and a rechargable SlipStream and a rechargable high capacity key cloner, you're unstoppable. XD
Sure.
But that's just bad level design.
Unless you like the power fantasy of being able to get to that point and learning to be at that "unstoppable" level with less gear.
Right.
In a normal game, with better design, that would be called "hard" mode.
Ummm... wut?