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Definitely recommend this one for anyone perusing for a scenario.
But that aside - really digging the scenario so far. Actually playing it coop and it's giving us a good challenge. That AwwScrap really changes how you approach... well, everything, too.
As for Hostile Takeover, the basic gist is you equip the grinder and it highlights the things that prevent you from controlling the grid. AI control units, pilot cockpits, etc that would theoretically be how something is controlled. Also, interestingly enough, warheads (I assume the idea is they prevent a takeover by offering a self-destruct possibility.) Remove everything that controls it/prevents a takeover and then it basically becomes owned by nobody and you can take control or change things from a terminal.
It feels kind of logical to me anyway, though there is validity to both.
You can make all the components in survival kit to make a basic assembler, power will be your problem and only power option will be solar, which getting enough silicon to start with can be challenging in this scenario, but that's your basic vanilla SE game start. It's not an easy start without the ability to refine stone, have to be a little more creative where to find things, but it can be done.
I gave up and cheated in a basic assembler. To me this seems to strike a decent balance. I'm a little confused about how metal grids will ever be done though. I hope the full assembler can handle them, but I noticed the basic assembler didn't even have a scrap tab like the survival kit does. I would hope the full assembler does, but don't know yet.
BTW this scenario might be a good one for the "Hostile Takeover" mod. Worth a thought anyway since it centers so much around salvage and fight off defenses.
Are we supposed to rely solely on random spawns, many of which are basically past the point of no return anyway? I saw a trade station, but the script seemed to be bugged (the consoles weren't responding to any of the buttons.) Are we supposed to find something with an assembler and take it over? I haven't seen anything like that yet though up to the point of no return from the station.
I love the basic premise of this scenario, but really think it would be more fun if there was a basic assembler and a cargo container at the station. Thus we could salvage and build the minimum and store enough to get started (so the game won't delete our blocks.)
It is only a minor problem, though, as I said. I only mentioned it so you can fix it if you want to. It's pretty obvious that taking the shells would be an exploit, and players already have to choose to follow other rules that aren't enforced, so they can also choose not to exploit this oversight.
Also, the player starts with roughly 3500 credits instead of the usual 10000. This may be intended, but I kind of doubt it with how little the difference is and with how you just reset your credits when starting your second season of this series on YouTube.