No, this isn’t a complaint about the outrageous cost to build and level up the alien ships. No, this is about the actual levelling restrictions.
I suggest that the passive bonuses and such be independent of active nodes. As in once you have reached and unlocked a node you may apply it at any rank, for its given number of “Evo Points” or whatever.
This would mean that I could sacrifice a hull slot for a second engine slot and still be in rank 9, and not tipping it over in to rank 10. Or that I could do away with both and have the -25% missile reloading time bonus in rank 9 etc, but have no hull slots. This would unlock a whole world of customisability options and make the whole process feel much less restrictive.
Oh also remove 100cr loot and reduce the cost of alien ship passive unlocks.
May i just add that they should consult a very good russian player that can explain what they released in tactical terms, which parts of the ships should cost less or more and why and how. It’s not about the numbers alone here, theres that playstyle that also playes a big role.
No, this isn’t a complaint about the outrageous cost to build and level up the alien ships. No, this is about the actual levelling restrictions.
I suggest that the passive bonuses and such be independent of active nodes. As in once you have reached and unlocked a node you may apply it at any rank, for its given number of “Evo Points” or whatever.
This would mean that I could sacrifice a hull slot for a second engine slot and still be in rank 9, and not tipping it over in to rank 10. Or that I could do away with both and have the -25% missile reloading time bonus in rank 9 etc, but have no hull slots. This would unlock a whole world of customisability options and make the whole process feel much less restrictive.
And current system is actually making player think, instead of just throwing all the best bonuses together at w/e rank.
1 hour ago, ORCA1911 said:
May i just add that they should consult a very good russian player that can explain what they released in tactical terms, which parts of the ships should cost less or more and why and how. It’s not about the numbers alone here, theres that playstyle that also playes a big role.
Something in russian so i wouldn’t know 
Still, with this kind of modularity and everything i cant help but think it’s expensive. I’m too lazy to name them individually atm.
We still have no idea on how easy/hard and with what means resources will be obtained after event is over, so we can only assume on how expensive or slow progression is. Look at it from a perspective as this single ship replaces and represent the whole tree of r5 to r15 craftable gunships for each rank.
The concept surely is better written then the dart/gargoyle duo but then again those are a completely different story. I do like it all but the prices seem steep when they pile up, indvidual parts not so much and there’s that modularity making other ships obsolete in a way. Personally, i need more time and resources to see it all for myself in more detail but i do think they will soon come into the “grindable in os” section. Who knows maybe the os rework hits the spot together with these ships, the year is still young lol
I mainly just wanted this so I could swap one of my hull slots for an engine a lot. Hull slots aren’t very useful to me on this ship, and I genuinely hate anything above rank 9, so that would be great for me.