PERKS - Tooltips and Disabling


Hey Everspace Community and Rockfish Games,
A couple simple little suggestions today, so let's get into it. As always, these are cataloged ideas stemming from my own experiences; if you agree, disagree or have additional thoughts, please feel free to comment.
Perk Upgrade Information
On the Perk screen, it's not possible to see the previous tiers of the Perks after you've upgraded them. I'd love to compare my starting hull versus how much each upgrade has granted, or what new ability my drones gained on the Gunship. This feature could be done using some kind of tooltip pop up, or including the information to the right (via scrolling up/down). While this feature is not dire, being able to visibly see player progression gives me a little more clarity.
Disabling Perks
I'm a huge fan of the self-imposed challenge known as the No-Perk Run, which is exactly as it sounds: You complete a run without any Perks purchased. These runs are typically without Blueprints because they're attempted at the very start of a game wipe. I would find a lot of use out of a Disable Perks button; I'd love to keep a save file with everything I've unlocked while also having the ability to attempt No-Perk runs as well.
I'd love to hear what you all think about these suggestions. Would they be nice to have? Am I asking for too much? Are they excessive? Absolutely perfect? Let me know below; don't be shy!
Let's have a discussion!
Giraffasaur
A couple simple little suggestions today, so let's get into it. As always, these are cataloged ideas stemming from my own experiences; if you agree, disagree or have additional thoughts, please feel free to comment.
Perk Upgrade Information
On the Perk screen, it's not possible to see the previous tiers of the Perks after you've upgraded them. I'd love to compare my starting hull versus how much each upgrade has granted, or what new ability my drones gained on the Gunship. This feature could be done using some kind of tooltip pop up, or including the information to the right (via scrolling up/down). While this feature is not dire, being able to visibly see player progression gives me a little more clarity.
Disabling Perks
I'm a huge fan of the self-imposed challenge known as the No-Perk Run, which is exactly as it sounds: You complete a run without any Perks purchased. These runs are typically without Blueprints because they're attempted at the very start of a game wipe. I would find a lot of use out of a Disable Perks button; I'd love to keep a save file with everything I've unlocked while also having the ability to attempt No-Perk runs as well.
I'd love to hear what you all think about these suggestions. Would they be nice to have? Am I asking for too much? Are they excessive? Absolutely perfect? Let me know below; don't be shy!
Let's have a discussion!
Giraffasaur
0
Comments
I personally like the perks and it makes the games more playable for me.
With that being said, in a non linear game like this or just in general OPTIONS are always a welcomed Addition.
But for those of us who likes to challenge themselves from time to time or just loves a good self-sabotage.... It would be a welcomed Addition.
Regarding the "disable perks" option - We could do this, but we'd rather like to put in the hardcore mode which would be close to a no perk experience.
Another possible solution to this would be to allow any obtained Credits to be added-subtracted before a run, only locking in the Perk purchases once the next run is started. Though I'm sure this is another item that would take time to implement, so there's that. It seems like I'm going to love Hardcore mode once it makes it's way into the game! Thanks for the informative response, @ROCKFISH_Andi.
Do you think the resource costs are too low, or you're just amazing at gathering resources early? Or, perhaps, there aren't desirable items/upgrades you wish to spend resources on?
How about being able to sell back some perks with a penalty.....?
And yep, the more options the better, especially for the more hard core (and better) players, of which I am most definitely not, to keep things interesting for those that feel they've exhausted the game are surely a great idea?
Do you have all Blueprints unlocked? The Mk3 mods can get very expensive, and Im usually starved for crystals well into the mid/late game.
Do you have all your trade perks? Traders will offer to buy your extra resources, sometimes for $2-3k
Though I do usually end a run with excess plasma and ore
I think I'm really good at collecting resources as I use the perk that displays all items in the sector. So I pretty much pick up every resource on every level. This is important to me so I can do upgrades fairly early on in the game.
I just have all this loot by the end of the game, like literally 200-300 quantities of many components. It just feels like the trading system in the game is not truly a trading system due to only having the ability to sell maybe one type of resource at the trading posts,... and usually only a small quantity at that. It would be really good if you could sell any resource at any time (even if it is at a significant discount). In turn, I would love to sell the loot and buy more access keys (which are extremely limited).
@Packetloss
I play on medium. I don't have all the blueprints unlocked but most of them. I pretty much do all the MK3 mods on my Beam Laser M3, Shield MK3 around the start of sector 4. By the end of the game I have also made all MK3 components. I've unlocked every ship perk.
But to the main point, I think it would be fantastic if every single Trader in the game (not necessarily Service Stations) would buy ANY resource from you, but the prices could vary. So, you may encounter one where you could sell 10 Dark Matter for 2k Credits, but the next one you run into will only give you 1k for it. You would not be able to buy any resource, however. Instead, the only resources available would be what they are actively selling from their list (along with weapons / secondaries / devices / consumables / nanobots / access keys), which should really be the highlight of these vessels).
I think it's also important that, if this always-sellable ability were implemented, that the resources would not yield a large amount of Credits in return. At most, a single resource should only exceed a value of 100 Credits, where some of the greater ones (Dark Energy, Dark Matter) would cost no more than 250 Credits.
At most, the bonus Credit total for having collected as many resources as possible during a run shouldn't catapult a player to an extreme. For instance, it shouldn't be possible to gain 60k Credits worth of resources. Something like an additional 10k-20k (after a run of collecting 120k) would be far more appropriate, as any more than that would feel awfully excessive and devalue Credits themselves.