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Much of the fun to me is tied into the Captain creation, similar to how much of my TCG fun is in deckbuilding. So I don't like being told that a fair portion of the options now, and many more options later on, are barred behind "challenge" runs where a specific difficulty+ and specific tunnel-vision objective is required.
I'm fine with unlocks that come organically by playing the game. Wizard of Legend, Enter the Gungeon, etc that unlock things in an order I choose, with a currency I earn through doing better at the game - regardless of which play style I use. Here, I have to look at a list, go "Okay, I need to be at this difficulty or higher and spend 1-2 hours on a throwaway run that may or may not get me my unlock by tunneling on a specific objective type X times". Mobile users probably love that sort of system, but I already have one mobile time-sink and don't need another.
Also, for most of the unlocks, we can't even see what will get unlocked, so it may be too soon to judge. Most people would probably agree that cosmetics behind unlocks are less objectionable than even a ship which is a minor upgrade over other ships. Would that be more acceptable?
Their motivation behind the sprint unlocks is that pursuing the unlock will teach you something about the game and make you a better player. I play on normal difficulty, 250+ hours so far, and I have tried several of the unlocks requiring hard difficulty. I have mixed feelings about this. Mostly the skills I feel I have learned are how to optimize for this particular thing while letting other things degrade "just enough" that they don't get in the way. For example, pursuing the unlock to explore 50 times, I pretty much ignored upgrading the ship and almost ran out of money. It isn't clear that these are skills applicable to other parts of the game.
Some people love them, some people hate them, but when the unlocks are fully populated we can see how it turned out.
In-game credits, rep with contacts/faction, or some rank in a faction.
Everything else is some stupid meta-gameplay.
This game doesnt seem to be a rogue-like where a campaign is counted in minutes.
I'm not that far into the game yet, I bought in just a couple days ago and am on my first run on Challenging/~2600ish turn. I'm slowly getting punished for having too few friends, but I've been able to fend off every drought of fuel/healing/morale so far via skills and more piracy, so its been a fun run. Upgrading to a pair of Lv5 *O*-- missile launchers and a single Lv5 O*--- torpedo (and a Lv4 Weapons Locker that I rarely use) made early game ship combat a breeze, but the enemy ships are slowly catching up to me, so I've been saving my first 100k+ bundle towards something big, and I've picked up a number of +Accuracy/Fuel/Atk/Crit/Shield/Armor stat mobules along the way.