Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Plants are also reasonable to sell because you don't need thousands of them for anything as far as I've noticed. I bank a whole bunch because I'll cycle short term combat deployments (usually plant gathering etc.) while I'm in game and art up the longer duration ones (for staff) before I log off.
I would not sell other primary resources as you'll probably find yourself short of those for platform construction, nor would I sell gun emplacements or vehicles as they contribute to your defense rating in PF battles.
I usually have at least 100k excess bio compared to everything else.
I am also seeing all these weapons I didn't even know about like a rocket launcher that fultons people or a stun arm that has AOE on Twitch streams . I feel after 70 hours I should know these things. Why is the ability to do a hold up 'hidden' for example?
Anyway, the development sim is quite difficult to work with, but i'm finally; after 70 hours, getting the items I need to play how I want (tranq sniper rifle, wormhole fulton, zzz weapons, etc) and I enjoy how this opens up further avenues of gameplay opportunities. Especially as it makes mission worth replaying as you can get those extra tasks achieved as your upgrade your character.
Thanks for the comments. I have decided I will not sell any of my resources right now unless there is a cap.