
Goodbye XSR900.
Traded my XSR in today for this.
Gotta say, it's an upgrade.

Traded my XSR in today for this.
Gotta say, it's an upgrade.
This is more of a rant than anything.
Honestly, its actually INSANE how much they have raised prices this week. It genuinely feels like they are taking advantage of Texans' willingness to spend a little extra to shop local.
I went to go buy the typical 3 energy drinks and got hit with $13 dollars at the register. Whaaat?
All of the buy x get x deals are locked behind an app now.
(I mean, dude, if you are making me download an app, give me BETTER DEALS, don't just remove all of your normal "deals" and then go "Oh download the app it soo good"
Fountain drinks are 3 DOLLARS for a large. (after tax)
They always were pricey, but now they are basically not worth visiting unless you have to use the restroom.
Anyway, silver lining, I guess that makes cutting convenience purchases out a lot easier.
I want to start off by saying that I love the new update, and I love the services block.
That said, ship repair - in its current state - is functionally useless for anything outside of minor repairs. A couple of small hits are easily touched up and fixed, and that's great. But that was never really the main issue.
The main issue is major damage to a ship. Missing blocks several layers deep that you have to cut and grind to get to.
I watched the developer livestream, and they didn't want ship repairs to be a replacement for the very real engineering challenge of ship manufacturing.
I agree. I 100% do not want a ship printer for credits.
So, how do you reconcile this?
I personally would like to be able to repair a grid as long as at least 70% of the grid exists. If I flip on my repair projector, add the missing blocks to the cost. If the missing blocks exceed 70% of the total grid count, throw an error.
You could even throw this on a slider scaling from x value to x value.
Thoughts?