Synthesisizing Minerals

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Roger Wilco Jr
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Synthesisizing Minerals

Postby Roger Wilco Jr » Fri Dec 25, 2015 9:45 pm

Please excuse me if I slur my words. :lol:

So it seems that synthesizing minerals has fleeting effects. For example, if you brew an extra efficient SRV fuel, then if you refuel your ship at a station your SRV apparently gets its good fuel drained and replaced with the regular stuff. And if you're on a planet and repair your SRV hull to super strength, if you board your ship, even at 100% hull, when you go out prospecting again your hull will be regular strength. At least that appears to be what is happening to me. Any one else having a similar experience? I imagine you may have the same thing happen with ship's weapons. At least the FSD injection can't get messed up.
It's time to give this another go.

Dudley
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Re: Synthesisizing Minerals

Postby Dudley » Sat Dec 26, 2015 8:55 am

I guess they are something akin to "health pots or boosts" taken before you assault a base or something..? Whether this was FD's intention or this is how it's turned out at the moment, I'm simply unsure.
:(
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TorTorden
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Re: Synthesisizing Minerals

Postby TorTorden » Sat Dec 26, 2015 11:58 am

I suspect it's simply a case of resetting states.

Refueling at bases happen automatically, cannot NOT do it (which kind of suck, since you describe the perfect case for not wanting to)
Refuling at bases set the value for the buggy back to default.
It seems that hull strength on srv's aren't kept when entering, deploying from the ship, bit like back when, when shield value wasn't stored between normal space and cruise, so blinking in and out of cruise was an instantaneous way of regenerating shields.
I am kind of suprised since FD fixed that with ships in 1.3, they now go ahead and make the same mistake AGAIN with buggy's

"Frontier, you got a lot of fixing to do !"
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Hey I'm Thor -
People call me Bob.

Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.


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