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Post by Kitsunenotsume on Oct 27, 2018 15:28:47 GMT -5
Currently, Armor and Weapons start out Empty after upgrading or crafting, but Gadgets (well, Defibrillator) start out full. This means that upgrading an item with full fuel usually results in a loss of all the fuel, since it can't be removed.
I would like to suggest that items with fuel capacity should start out full after crafting or generation, assuming they have one fuel suitable, because it makes the item immediately functional, upgrades cannot be performed in combat, and for most gear the relative cost of a tank fuel is negligible compared to the general player inconvenience. It also means that looted gear would be immediately available for experimentation.
This is obviously trickier for things like Aspergillium, which have multiple fuel options, so could either be avoided, or have one default fuel type for multi-fuel options.
The other, 'simpler' option would be to refund any fuel currently in the item when they are upgraded, but clearly doesn't help crafted or looted gear.
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Post by Psionic-Entity on Nov 17, 2018 9:30:47 GMT -5
Next update found items in loot will have full fuel, and fuel will be preserved between crafts when appropriate.
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