Did anyone else feel like in Sunless Sea, they never got any stronger? Even after spending hours saving money, upgrading my ship, and powering myself up the only difference that it made was that my ship was now slower, cost more fuel, and my crew went through supplies faster. I never felt like I was getting anywhere, which really killed my spirit for the game.
Will Sunless Skies handle this any better? I don’t want to spend so long grinding away at something if I’m not going to feel rewarded for it. I want to be able to gear up and move on to fight stronger enemies or go to more dangerous places.
It would be nice to have more of a ship progression. It took a lot of Echoes to get to a ship with extra storage space and a forward mounted weapon, so I didn’t get to do a lot of things until a bunch of cash grinding.
They’ve specifically noted that they intend for Sunless Skies to be “respectful of the player’s time” in a way that Sunless Seas is not, which I take to mean that they’re aware of how grindy things were.
[quote=753]Did anyone else feel like in Sunless Sea, they never got any stronger? Even after spending hours saving money, upgrading my ship, and powering myself up the only difference that it made was that my ship was now slower, cost more fuel, and my crew went through supplies faster.[/quote]I can’t really say I find that replicable. I’m very sure I noted a big difference with freshmen’s starting stats and gear compared to a frigate with Bandersnatch, Suppressor, Impeller and the cap’s Iron and Mirrors above 120… :) The former ships mummies around the zea and runs from Mt. Nomad, the latter not only ̶̶fa̶̶r̶̶m̶̶s̶ hunts that but also Companions and all kinds of Flukes by the dozen…
What I would really like to see is more diversity in ‘ship’ equipment - with Sunless Sea you were just upgrading everything as you could, the specific pieces for the ship’s slots only being different in plain unadulterated power. Stuff for the aft slot was pretty much useless (if it was not the Suppressor), the only real difference in choices was with the auxiliary slot - and once you’d determined your favourite stratagems’n tactix for your current rig, that one was pretty much set in stone also. I would prefer it the other way around - having enough diversity in equipment’s effects to actually determine the tactics you might use, depending on what machinery you actually have access to.
(yep, am currently playing Binding Of Isaac again… that, and FTL, do a great job with exactly this)