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On top of that, some designs relied on the buffs to work, leading to issues when sharing designs.
It would have at least given you something to work for in the campaign, to level up and become stronger. It's always easy to say that the game is primarily about building stuff and somehow gameplay content doesn't fit but, what's the point in building all that stuff if there's no meaningful gameplay where you can put them to use? Once you've built all the stuff you wanted to build, what then? Zerg rush through a content-bereft campaign as quickly as possible? FtD is still a game and not just a mere vehicle design program. It needs to become more game again...
You now progress with design rather than just a funny number going up, so you get more craft and design better craft as you go to counter your foes or outmatch them. Having just an overarching level up system for the character that changes how all of the designs work without any need to actually design the craft differently to apply these just seems counter intuitive to the entire concept.
I kinda agree with you and kinda disagree. Sandboxes are, by nature, mostly empty or lack narrative and that really bores me too. But at the same time, the level up system didnt make any sense and also kinda annoyed me because i unlocked the powers but didnt have enough points to spraypaint my ships. So while the "Level Up" has a "Yay" factor, i think i would like more an active/reactive narrative from this game in particular.
i always did most of my playtime in QFN (yes, including design work- ADHD, and the interruptions/combat made it take a lot longer to burn out), and it was always comedic-ally stingy with resources other then capture/salvage as of last year >.<