I looked through the hub and was surprised there wasn't more Hercules content. I thought for sure it had a good chance this year!
Planetur
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Based on how many monkeys Elon has killed, I'm not sure he'll have too many volunteers.
I like playing pretty much all game mechanics, but I know I'm going to get most of my money from Trading, so that's what I'm looking forward to the most.
Unfortunately, we won't get a real taste of trading until CIG adds multiple other solar systems. True space trucking across multiple systems is going to be a lot of fun.
Honestly, I wish they would just show stuff like this every week. This is the kind of development sneakpeak that I love.
MvP for this week: https://www.youtube.com/watch?v=78QBHScx37A&
Give them a vote on the community hub:
https://robertsspaceindustries.com/community-hub/post/overclocked-absolution-episode-8-eVW6RDamqdmkS
I've been having fun helping reclaimer crews do hammerhead salvage missions. They'll usually pay a decent amount (250k or so) per ship. You don't have to buy any new ships since other people are always looking for people to help crew theirs.
Finding a ship that can make good money, and then purchasing the other ships you want in-game is a decent option. The most profitable thing changes from patch to patch, so you can either just keep exchanging your ship for one that can make the most money is an option. Otherwise, just find the role that you can enjoy while grinding. Bounties are always a stable way, but that gameplay loop can get stale real quick (same with bunker missions). Salvaging is good money right now. Pulling cargo off the salvage ships using a freelancer/cutlass/hull-a is pretty decent and a quick source of aUEC. And mining is always an option if you enjoy that. The mining mechanics have improved a lot over the last couple years.
That's how I do it. Grind some cash, expand your fleet and then fly what you enjoy based on what you're trying to do that play-session. You just have to decide which grindy gameplay loop you can stomach to get to that point.
First I've heard of it. I wonder if this is something they're primarily building for SQ42, which is why it's never been on the roadmap.
If that's the case, I can see it being used in Star Marine, where the damage doesn't have to persist long-term. But I don't see it working for the PU.
Avenger One followed up this video with is feedback: https://www.youtube.com/watch?v=e0OcXvQzCHc
I think his input is solid. This is a good change, but SCM needs to be raised a little higher.