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2. Why? If you have everything, you don't need the stuff anyway! And if something new comes out, you can just buy it directly!
The caps seem to exist so we don't burn through new content the instant its dropped and factually it makes no difference how high the cap is. Even if it was 10 times as much, it wouldn't change the fact that the amount of resources you stockpile have no value.
Keeping the cap relative small means that there could be an expansion or something that puts you at a point where you actually have something to work towards again. Compared to when you have millions of resources and no way to wipe them.
If number go up is the only reason you play, then it's probably time to move on to another game.
Same goes for req slips
As for medals, it is this way by design to ensure that players need to play some games to complete a new warbond, rather than being able to buy it all instantly.
I would do the same if I was the devs
I proposed for a while now that we should be able to invest sample batches into labs to get experimental stratagems for ourselves that then run out after a few missions. Then you could buy another random one and that gives you something to do with the samples.
It needs to be something repeatable. They can't really just add upgrades to the destroyer endlessly.
Like a stratagem in game with the exact reverse code of reinforce, which, when entered, deducts "X" req slips from your account, and adds 1 reinforce to the budget
When the new warbond drops tomorrow, I'm looking forward to unlocking a decent chunk of it at once, then start collecting medals from missions again so I can unlock the rest of the warbond over the coming days/weeks.
Same thing when Arrowhead eventually releases new upgrades to be bought with samples: It'd feel rather lame to unlock everything immediately.