Halt my game until the next version.
Good experience overall but I have to say that the USO spawning is problematic and makes a turbulent game experience. I have reached the bionic laboratory and runned through two months to see how the tech progressed. I believe I hit the wall tech until "Naga city".
In my current game I have more or less world coverage, sitting on 60-80 Millions. Several barracudas with Ajax torpedos/gauss and some morels with kraken/gauss (I can tackle up to large). Gauss and heavy aquaplastics weaponry gives me the firepower to tackle more or less what I encounter.
The problem of USO overspawning (like 50 a month) gives the following issues (taking out of the picture the balance/difficulty topic, which you can solve if you play safe):
- Frozen tech: Because you require several hours of combat to finish each month, you fight again and again with the same tools and the game seems to slow down incredibly.
- Repetitive missions: While the custom missions are excellent in terms of diversity, playthrough and lore, they become buried in the USO landing and crashsite missions you do during the month (also, these missions spawn only in the first week of the month and the rest of the month are USOs). The fresh air these missions bring is blocked by the quantity of USO missions.
- Static enemies: After the first Naga terror mission, I've seen like 250 USOs before ecountering them again. This is somewhat problematic if progression is heavily blocked by it.
- Tons of unused money: Considering the tech progression is slowed, most of the recovered items go directly into the black market due to store overflow. This generates a ton of money that you can use to push a lot the world coverage and base building, which is ok but seems "unbalanced" as money do not becomes an issues quite fast.
Sincerely, seing the nice custom missions the mod has, I would suggest to encourage more activity on this behalf rather than invigorating the USO spawning, for a more round experience in terms of gameplay.
Then I would suggest a revision on the magnetic navigation costs to Gauss weapons (such as manufacturing batches of weapons, i.e. 1 magnetic navigation = 4 pistols = 3 rifles = etc) or to be able to craft it using mollecular components. The single unit for everything makes it very restrictive to use this technology (for example, I have two tritons, several interceptors and several bases with defences that requried a lot of USOs to cover their needs).