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Lew_Wetzel

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  1. More mats and labor hours makes the most sense for reliably craftable purple and gold ships and modules/upgrades, which is my preference. Otherwise, I'd rather wait however long or use whatever mats needed for the quality ship or module I want to build. Something that important left to luck just means I'll get screwed. I'll probably have to build hundreds or thousands to get a purple, much less a gold ship. And without labor contracts, that just isn't going to happen. So far, I'm 0-7 on purples or golds, and now I can't craft anything but repairs and ships that don't require a permit. That craft level 50 looks pretty on that "Building and Crafting" window though. I'm relearning after being away for a long time, so I'm trying to keep an open mind, but rng doesn't make much sense to me. This is the first game with crafting that I've played, so it's kinda capped my imagination. I like sailing around looking for mats, enjoying the scenery, and setting up a trade/resource extraction/production network to build quality ships and components for my fleet, especially my trading fleet. I liked the additional components and multileveled refinement of raw resources. It gave additional items to trade. I only fought so i could get the xp to sail bigger ships. Now battle is a requirement to craft, and it's still a crap shoot (that I'm crapping out on so far) as to whether it was worth the extra effort. It was cool having a game where I didn't have to, once I attained the rank to build or sail any ship, to have fun. I didn't realize that had changed when I set my perks, either.
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