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single contract limitation doesn't make sense

Dude shared this feedback 3 months ago
Under Consideration

Only being able to accept a single contract during the tutorial missions doesn't make any sense. In every game you can accept multiple tasks. As if you have to burn time flying back and forth to finish one contract and pick up the next one just to adjacent to where you just came from. That's busy "work", zero people enjoy sitting for minutes on end doing nothing while waiting for the ship to move through space.

Replies (4)

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Yeah, agree here, also these missions should not be a linear 'single rail' sequence. Hopefully eventually we get multiple missions at each step so you could pick any number of them.

I'd prefer that the 'colonization' steps be more of a faction earning with that specific station. None of the things that are happening seem like anything at all is being colonized, we're just going out and fixing stuff, which is maintenance technician work, not colonization. Your missions to fix stuff should essentially be 'proving yourself to the AI that you're an okay sort and not a renegade (i.e. earning faction points).

Actual colonization should involve helping your calypso passengers get off the ship at various sectors, perhaps even doing the shuttle work as additional (optional) missions. This should include you having to build settlements that have a basic infrastructure (power, oxygen, etc) to support people, then you need to help get the people to those places to actually start colonizing.

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Thank you for your feedback. It has been collected and passed on to the developers for discussion.

Cheers,

Arron CM

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I disagree; on early contracts. Background note: I have never played SE1 and am new to this franchise(which I think is one of their target demographics). Its my understanding (based on what info that they have publicly commented on) that the story mode (the current one) survival is based on teaching the gamer how the game works. Different contracts use different tools. I have noticed each contract uses a progression of tools from the last. I'm learning a new tool to complete a contract, while needing to know how the other ones work already for other areas of that completion.

Now, there may be other survival story modes where you come in as an experienced engineer... and its more about the survival challenge. There, I would agree with you.... unlimited contracts.

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The issue here is not the way the tutorial teaches a new tool or block for other purposes or later missions, those types of things can still be somewhat linear. The biggest issue is the wasted time for travel back and forth between missions. Take for instance, the mission to repair a mining ship and deliver materials to the base its parked at. Why couldn't we also do another mission that is "adjacent" to that? Such as the mission where you have to collect 50000kg of iron ore for the Vallation station at the same time? This would give meaning to the travel time that is being used as a filler space to keep people engaged. Make the time mean something.

As it stands now, its very much like early WoW progress and levelling. "run here, do this, come back. Then run another place, kill a bunch of monsters, run back." That type of logic and grinding is one of the reasons why I stopped playing WoW. Too time consuming.

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Agree as well... I was disappointed to see that I had 4 contracts to go to the planet and could only accept 1 of them.

If the fast travel wasn't in the game I would be more furious but again, that doesn't make it much better... i still have to go back and forth via fast travel, still have to get components on a ship etc.

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