Boidster
Refugee
We finally got far along enough in a single playthrough* that basically all of our needs are met for eternity and we are all-but-invincible**. Now we are just doing completionist things, exploring all the weird and wonderful Compopack POIs, and spot-landing our gyrocopters on zombies' heads as we wait for A20. BM is on 3 days +/- 1 to keep us busy and provide an ammo sink. My co-op partner, unbeknownst to me (the engineer of the group), maxed out Int just to get the max bartering perk and with that the ability to see the deepest bowels of Trader Rekt
's Secret Stash. Lo and behold, solar panels started showing up at most traders.
Okay great, we bought a solar bank and a couple of panels to play around with them and...what are they for? Is it just for the relative silence and to avoid refueling? At 41,000 dukes per solar panel, it seems like they are a bad investment. We stashed away ~400,000 dukes and stopped selling all but the most expensive loot to the trader. We just didn't need money from selling leather armor and redundant schematics. Well now if we're going to kit out a few solar banks @ 246,000 dukes each we better get back into the trading game!
Our base is fully electrified, powered by three generators deep underground. I struggle to find an incentive to go solar, except as a late-game money sink. Have we missed something crucial that makes solar banks worth the investment? Just silence + no refueling?
* We've played probably 30 or 40 maps stretching back to 7D2D Console Edition, but we play slowly and restart so often that we've never really made it to what passes for "end game" until this playthrough
** Relative to our hard-but-not-nightmare difficulty settings, of course; we like a good fight and the occasional hasty retreat, but mostly we explore & build
's Secret Stash. Lo and behold, solar panels started showing up at most traders.
Okay great, we bought a solar bank and a couple of panels to play around with them and...what are they for? Is it just for the relative silence and to avoid refueling? At 41,000 dukes per solar panel, it seems like they are a bad investment. We stashed away ~400,000 dukes and stopped selling all but the most expensive loot to the trader. We just didn't need money from selling leather armor and redundant schematics. Well now if we're going to kit out a few solar banks @ 246,000 dukes each we better get back into the trading game!
Our base is fully electrified, powered by three generators deep underground. I struggle to find an incentive to go solar, except as a late-game money sink. Have we missed something crucial that makes solar banks worth the investment? Just silence + no refueling?
* We've played probably 30 or 40 maps stretching back to 7D2D Console Edition, but we play slowly and restart so often that we've never really made it to what passes for "end game" until this playthrough
** Relative to our hard-but-not-nightmare difficulty settings, of course; we like a good fight and the occasional hasty retreat, but mostly we explore & build