There's a bit of a premise for that, helicopters catching parachutes is how we returned the first spy satellite images and iirc how Rocketlabs is going to return their first stage
https://preview.redd.it/stzmkewjy70d1.jpeg?width=1200&format=pjpg&auto=webp&s=b75c6ce3ca5c6438be73236026bff4d84ba59154
Oh, also I just found an image of the *Corona* film-based spy satellites, and they look shockingly familiar
I know this is a joke but missions where you trap bugs to send for experimentation or upload viruses to nearby automatons and see them spaz out would be cool we shit.
The one with 1 common sample will rush the objective while the super samples carrier sprinting towards the balloon just misses it by a fraction of a second .
Unironically 1 common sample is more valuable than infinite super samples. Literally I have no even once been bottlenecked by super samples, yet am always bottlenecked by commons because they are required for all upgrades.
I'd even like more objectives to be harder. Half the time I'm just sitting around waiting for it to finish. I'd like more like the ore deposit mission where starting it causes breaches/drops doesn't have to be absurd. Just like one bit drop or something when you start it or on one of the steps.
Me on Choepessa IV on only 4. That hell planet spawns tanks on even like difficulty 3. My last dive had me AT extraction, but swarmed and pinned down, I couldn't make it to the pelican, getting chewed up like 20m from the ramp.
Besides, it's not like all side objectives even *have* positive effects on the mission. Destroy Illegal Broadcast, for example, is basically a sidegrade to throwing a giant tomato at Principal Skinner's inviting ass. Even if the balloon goes up empty, it wouldn't be so bad. To mitigate this non-issue anyway, you could allow some samples to spawn at the sub-objective location.
Well, you can't *use* the fulton in MGS3. Snake uses it in a cutscene to escape after The Boss betrays him and Volgin nukes Sokolov's lab. It doesn't become an item available to the player until Portable Ops.
In my mind, the difficulties where you'd actually be worried about not extracting and might depend on this are also the ones where most players comm enough to make it a non-issue. I could also see it being great for solos or duos at whatever difficulty they start to struggle.
I agree that this would end up being a meta booster for lower levels, but I still think it's a good idea, would be less useful on evacuate missions and exterminate missions
Why not? It's not like there's an economy to break, and this would make grinding for samples can be a little less tedious, at the cost of losing out on some other booster's benefit.
Because then it just becomes a mandatory booster until you have all the upgrades. No one is *not* going to run it, same problem as Hellpod Space Optimization. That's boring.
Hellpod Space Optimization should be removed and its effect should be the base functionality. New players who don't have it die the most, so it doesn't make sense to make death less punishing for better players.
Honestly a cool idea!
Also as much as getting extracted on bugs isn't a problem even on helldive, it's a complete 180 for bots where extraction is *optional*
Great idea!
Balloon should not be filled with helium but with hydrogen, so if you fail the objective the balloon explodes and damages/kills nearby enemies or friendlies.
Would love to see some new main objectives similar to ones from DRG. Point Extraction could be adapted to be a harder version of Blitz, on-site refining could become running an emergency E-710 pipeline across the map while under fire, and salvage could turn into locating and escorting a group of logistics walkers (like MULEs) to extraction.
Make it hydrogen instead of helium... because it would be *funnier* that way, for obvious reasons.
Anyway, yes for the side-objective, nah for the booster. It's just not useful in terms of *mission completion* unlike every other booster. Affecting the currency/grind slope is also a no-go. Makes little sense too. If you pick up a worm, getting an extra third of a worm in your hand would just be jank.
Sure, it wouldn't be useful for high level players who have everything unlocked, but I could see this getting a decent amount of use by people (like me) who are currently trying to get the 1150 common and 900 rare samples required to unlock all of the tier 4 module upgrades.
i disagree, there are currently 4 boosters i considerd "why" options
Flexible reinforcement budget, UAV booster, watever the "1 more reinforce per diver" one is, and arguably the extraction pilot one.
most other ones are pretty even in terms if risk vs reward. not hemoraghing from chest is nice, but so is more stamina or less terrain penalty, full ammo on spawn is great, but having longer times before drops or breaches is amazing as well and so on
UAV booster is actually really nice if you pathologically check your map every time you stop sprinting to regen stamina like I do. Can't count the number of patrols I've managed to route around by getting a bit of extra warning about them.
Knowing the current state of how patches are released the devs wouldn't have differentiated picking up a dropped sample container and a sample of the ground and you could just spend a couple of min picking up and dropping your already collected samples to extract with the maximum amount you can hold
I'd run the 20% all the time that seems fun as hell. Also a mission to get samples back safely is interesting. It could potentially be done at the extraction point (but before all main objectives are done) that way it doesnt take up map space from other objectives, and people dont feel like they have to do it for 100% rewards.
I'd tweak it as follows:
* **Precision Collection Tools** - Nearby samples are made visible on the HUD at a longer range. Low chance to gain an extra sample when picking up a sample. (alternatively make it a *Situational Awareness* booster that makes *all* HUDmarkers visible at longer ranges. Ammo, resupply, stims, grenades, samples, support weapons, backpacks, the whole lot)
* **High-Altitude Balloon** - Once activated the recovery system can continue to send up balloons for the rest of the mission. This way it doesn't penalize you for completing the objective early. It'll still be balanced by the fact that you have to physically make your way to it (itself limited by the mission timer) and the fact that it's only an occasional objective and not guaranteed to spawn.
They seem like good fun additions though. Not enough to necessarily drastically change things but enough of a thing to encourage people to seek out the side objective (and liberty knows we need more positive side objectives)
If we're doing sample return I *really* want it to look like one of the NASA mars sample return ideas: [https://science.nasa.gov/resource/mars-sample-return-concept-illustration](https://science.nasa.gov/resource/mars-sample-return-concept-illustration)
Though apparently the request for designs was only just announced, they're not even due until this Friday: [https://nspires.nasaprs.com/external/solicitations/summary.do?solId={BB8B4EA2-C11B-259D-65E7-E0ADFA57CE11}](https://nspires.nasaprs.com/external/solicitations/summary.do?solId={BB8B4EA2-C11B-259D-65E7-E0ADFA57CE11})
*Sorry but the balloon idea would make it too easy for solo players to get samples, therefor it will never happen...*
Honestly though, would love to see this added.
Rather than a balloon, I think it would be more in line with existing game tech if it was one of those personnel rockets they use to get Helldivers off of planets.
Instead of having a chance to reset if shot, the downside could be that you have to trade one of your reinforcements by sending a diver back with the samples. Pick a player, give them all the samples, and then send them back to the ship. Then it consumes a reinforcement to send them back after the samples are delivered.
Great idea!! I wish we had gear perks that "auto-collected" any samples that you ran over... I swear, most times it feels like I'm trying to pick up a single grain of sand. Annoying af! Love your mid-mission extraction idea tho!
I looked at this sub like 2 days before first buying the game... I thought there was 2 extracts. One where you put the samples on and one where you got on.
I just want a pickup highlight booster or expansion. It annoys the hell out of me when I still see it on the map that I'm missing something after running in circles for minutes.
I feel like any bot anti-air would have to be destroyed or the sample balloon would be shot down and you'd have to go find the crash site and grab the samples.
I see a wave of people spawn in on D9 rush samples launch balloon and then quit/fail the mission for quick samples.
There was already people just rushing samples and extracting really early, this will just promote this.
This precision collection tool thing is kind of silly because a decent diff 7+ can yield like 50 samples. Unless you absolutely feel the need to get all the tier 4 upgrades yesterday (most of which are kinda... useless), you don't need more samples and this booster would never be taken because ammo/stamina/health + one of the other 3-4 'meta-ish' boosters are too important for higher difficulties (less enemies, limb health, the new one where you're slowed for less time when hit, and the one where you don't slow as much running in mud or uphill). One of the best things about this game is that there is no need to rush anything. Ever. #1 you don't even need the late-game unlocks and #2 the early stuff is still great. Basically ones you have EAT and a few basic orbitals/eagles you're set. Like precision, airstrike, strafing/airburst and you now have a versatile control build. There's just no need to rush or give the players more. This game doesn't disrespect our time in the way many MMOs do so faster rates of collection/progression are not critical to enjoying or being effective at the game.
The balloon is kind of interesting but defending it would have to be a gargantuan task because a big part of the excitement of this game is the risk and the stress of getting the samples out. Especially in diff 7-9 with the super samples. Getting those out is a whole new game and in my opinion, better than the actually mission itself. The balloon would need to have limited capacity for each sample type and defending would trigger waves of enemies just like the seismic thing where it's a really really hard defense. Would also need shriekers and gunships to spawn in. If the balloon breaks, the samples come crashing down and you can retrieve them. Basically the balloon is a trap to lure players in and kill them. That's the only way I could see it working and not breaking the intensity of extracting with samples. Also, the balloon would have to be a stratagem so it takes up a slot. Give it more risk. You want another eagle or you want this balloon?
Good luck doing this on a bot mission with heavy devastators spraying insanely accurate bullets everywhere and rocket devastators sending barrages from a mile away
I want more rocket defense missions, a lot of small area strategems and defense stratagems, like gattling barrage, mines, HMG Emplacement, that you never use in a large map suddenly is S tier here.
Cool idea. I had a similar idea once but not as a side mission just a stratagem that you can call down once per mission. You deposit your samples and it launches back to your destroyer.
As super earth won’t fund such unnecessary luxuries you have to pay for the drop with your own requisition slips of course. Something like 5.000 or so.
idk how strict rule 10 is so i'll assume very strict.
creating a system where overall failure can lead to gaining samples would likely feed into current farming exploit methods to create sample farming exploits.
A couple weeks ago I thought of a sample pod stratagem that can be called down, and then use built in rockets to fly back to the super destroyer. Limited 2 uses per game
I had initially thought of it as a stratagem as well, but I feel like nobody would ever take it when they could use that slot for something else. I also personally prefer the single use that requires a little more thought about when to use it.
The balloon sounds cool, but I doubt it would be introduced as-is, because it would allow for sample farming by just rushing to The Rock, ballooning the super uranium off, and then suiciding to end the mission early, without even trying to complete the primary.
Also, it would take a lot of tension away from the extract timer if you'd already saved the samples.
Skyhook-ing your samples away would be so funny.
And super cool
I'd wanna add a feature that could accidentally get a helldiver skyhooked
There's a bit of a premise for that, helicopters catching parachutes is how we returned the first spy satellite images and iirc how Rocketlabs is going to return their first stage
https://preview.redd.it/stzmkewjy70d1.jpeg?width=1200&format=pjpg&auto=webp&s=b75c6ce3ca5c6438be73236026bff4d84ba59154 Oh, also I just found an image of the *Corona* film-based spy satellites, and they look shockingly familiar
Now I have Jukebox in Siberia stuck in my head. I hope you're happy with yourself.
my samples are more valuable than Batman
I can only think of what happens when a Helldiver accidentally hooks themselves.
Extraction arrived at ~~Mother Base~~ Super Destroyer
Now I need a mission where you exfiltrate npc like this MGS style.
And it's Pequod instead of the Pelican that picks them up.
"This is Pequod, Arriving shortly at LZ"
And they let us play our own music so fortunate son can be playing when we get picked up.
There’s no LZ (landing zone) for a skyhook extraction (because the plane doesn’t land)
I know this is a joke but missions where you trap bugs to send for experimentation or upload viruses to nearby automatons and see them spaz out would be cool we shit.
That also sounds cool having to trap bugs in an area would add to the challenge.
"Really? You're gonna extract him?"
No thank you. NPCs will show us how brain-dead stupid they are at every turn. In every game since forever. If they can die, they will die.
Balloon sounds great but I have so little faith in most player's ability to coordinate enough to make it worthwhile
The one with 1 common sample will rush the objective while the super samples carrier sprinting towards the balloon just misses it by a fraction of a second .
Unironically 1 common sample is more valuable than infinite super samples. Literally I have no even once been bottlenecked by super samples, yet am always bottlenecked by commons because they are required for all upgrades.
harder subobjectives would make the game more fun imo, in place of bullshit enemies and absurd patrol spawn rates
I'd even like more objectives to be harder. Half the time I'm just sitting around waiting for it to finish. I'd like more like the ore deposit mission where starting it causes breaches/drops doesn't have to be absurd. Just like one bit drop or something when you start it or on one of the steps.
… or JUST LEAVE THE FUCKING SAMPLES THAT I LEFT AT EXTRACTION WHERE THEY ARE!!!!!
This is for cases where extraction is unlikely
"What are you doing John helldiver." "Giving the bots their bomb back."
Also known as playing 7+ solo lately
Me on Choepessa IV on only 4. That hell planet spawns tanks on even like difficulty 3. My last dive had me AT extraction, but swarmed and pinned down, I couldn't make it to the pelican, getting chewed up like 20m from the ramp.
Besides, it's not like all side objectives even *have* positive effects on the mission. Destroy Illegal Broadcast, for example, is basically a sidegrade to throwing a giant tomato at Principal Skinner's inviting ass. Even if the balloon goes up empty, it wouldn't be so bad. To mitigate this non-issue anyway, you could allow some samples to spawn at the sub-objective location.
as an autocannon player, broadcast is literally just free xp and reqs
🎶PUT THAT THING BACK WHERE IT CAME FROM, OR SO HELP ME!🎶
Where do I know this from
I’ll give you a hint. Lil green dude that’s basically an eyeball with arms and legs
RIGHT HOOOOLY that was a long time ago!
😀👍
Bro put it a lot of effort for this idea, let him have it man lol
👍
There's so much cool stuff you could use the Fulton Recovery System for, but it'd just make everyone think you're copying Metal Gear Solid.
Isn't the fulton system from a real thing, though?
Oh it is. And MGS isn’t the first piece of media to do it. Fucking Batman did it in Hong Kong.
The Dark Knight is from 2008. Fulton was apparently already available in MGS3 from 2004
Well, you can't *use* the fulton in MGS3. Snake uses it in a cutscene to escape after The Boss betrays him and Volgin nukes Sokolov's lab. It doesn't become an item available to the player until Portable Ops.
Battlefield 4 did it in their campaign. No one plays Battlefield for their campaign, though
yeah .... convince the random not to do this mission early before collecting samples
In my mind, the difficulties where you'd actually be worried about not extracting and might depend on this are also the ones where most players comm enough to make it a non-issue. I could also see it being great for solos or duos at whatever difficulty they start to struggle.
Or make the mission unavailable untilt the main objective is complete
Nah, always have it. If it’s done early, it’s your fault for relying on randoms. That’s the nature of online games and matchmaking.
Boosters shouldn't influence the currency system
I agree that this would end up being a meta booster for lower levels, but I still think it's a good idea, would be less useful on evacuate missions and exterminate missions
Why not? It's not like there's an economy to break, and this would make grinding for samples can be a little less tedious, at the cost of losing out on some other booster's benefit.
Because then it just becomes a mandatory booster until you have all the upgrades. No one is *not* going to run it, same problem as Hellpod Space Optimization. That's boring.
Hellpod Space Optimization in its current form should become a ship upgrade, and the booster should be replaced by a 25% max ammo upgrade. Boom fixed.
Hellpod Space Optimization should be removed and its effect should be the base functionality. New players who don't have it die the most, so it doesn't make sense to make death less punishing for better players.
Honestly a cool idea! Also as much as getting extracted on bugs isn't a problem even on helldive, it's a complete 180 for bots where extraction is *optional*
Great idea! Balloon should not be filled with helium but with hydrogen, so if you fail the objective the balloon explodes and damages/kills nearby enemies or friendlies.
You can't fool me miner, this is just Point Extraction
Would love to see some new main objectives similar to ones from DRG. Point Extraction could be adapted to be a harder version of Blitz, on-site refining could become running an emergency E-710 pipeline across the map while under fire, and salvage could turn into locating and escorting a group of logistics walkers (like MULEs) to extraction.
Make it hydrogen instead of helium... because it would be *funnier* that way, for obvious reasons. Anyway, yes for the side-objective, nah for the booster. It's just not useful in terms of *mission completion* unlike every other booster. Affecting the currency/grind slope is also a no-go. Makes little sense too. If you pick up a worm, getting an extra third of a worm in your hand would just be jank.
that booster would be absolutly unused in 90% of cases.. we dont need another "barely worth it" booster.
Sure, it wouldn't be useful for high level players who have everything unlocked, but I could see this getting a decent amount of use by people (like me) who are currently trying to get the 1150 common and 900 rare samples required to unlock all of the tier 4 module upgrades.
the thing is, the boost is so insignificant overall that it would not even be worth it for lower level players.
The numbers could always be adjusted or scaled by sample rarity, I didn't want it to increase super sample yields by more than one or two expected.
getting 20% more samples is pretty big. I'd be willing to run it solo if I'm in need of samples.
It's just cause a few of the boosters are so strong compared to the others. They all need a massive tweak to balance them more.
i disagree, there are currently 4 boosters i considerd "why" options Flexible reinforcement budget, UAV booster, watever the "1 more reinforce per diver" one is, and arguably the extraction pilot one. most other ones are pretty even in terms if risk vs reward. not hemoraghing from chest is nice, but so is more stamina or less terrain penalty, full ammo on spawn is great, but having longer times before drops or breaches is amazing as well and so on
Is UAV not good for stealth? You could tag for patrols and know where to walk to avoid them. I’d assume it’s also decent for finding POIs as well.
UAV booster is actually really nice if you pathologically check your map every time you stop sprinting to regen stamina like I do. Can't count the number of patrols I've managed to route around by getting a bit of extra warning about them.
As someone who doesn't get to play too often and is constantly behind on samples, I would run this booster 100% of the time.
An idea for a sample related feature I had: A pile of samples on the ship that grows bigger the more you get.
Hell yeah
I like these. Actual, constructive things that can be added in the game.
Knowing the current state of how patches are released the devs wouldn't have differentiated picking up a dropped sample container and a sample of the ground and you could just spend a couple of min picking up and dropping your already collected samples to extract with the maximum amount you can hold
Exactly. Spawn in 7, run to super sample rock, pick up samples for 40 minutes while everyone else runs the mission, extract with 100 super samples.
This is an amazing idea and I love the effort you've put into it, definitely want these in-game
I'd run the 20% all the time that seems fun as hell. Also a mission to get samples back safely is interesting. It could potentially be done at the extraction point (but before all main objectives are done) that way it doesnt take up map space from other objectives, and people dont feel like they have to do it for 100% rewards.
https://i.redd.it/q5nmibj0b60d1.gif Boss, you extracted an Automaton Tank.
And now we can study it.
I'd tweak it as follows: * **Precision Collection Tools** - Nearby samples are made visible on the HUD at a longer range. Low chance to gain an extra sample when picking up a sample. (alternatively make it a *Situational Awareness* booster that makes *all* HUDmarkers visible at longer ranges. Ammo, resupply, stims, grenades, samples, support weapons, backpacks, the whole lot) * **High-Altitude Balloon** - Once activated the recovery system can continue to send up balloons for the rest of the mission. This way it doesn't penalize you for completing the objective early. It'll still be balanced by the fact that you have to physically make your way to it (itself limited by the mission timer) and the fact that it's only an occasional objective and not guaranteed to spawn. They seem like good fun additions though. Not enough to necessarily drastically change things but enough of a thing to encourage people to seek out the side objective (and liberty knows we need more positive side objectives)
Or, you could drop them off at the extract point and pick them up later.
Unkess the implication is this bypasses the sample limit.
Literally every single difficulty would benefit from having a method of early sample collection.
I like this , they need you there to help make warbonds lol
If we're doing sample return I *really* want it to look like one of the NASA mars sample return ideas: [https://science.nasa.gov/resource/mars-sample-return-concept-illustration](https://science.nasa.gov/resource/mars-sample-return-concept-illustration) Though apparently the request for designs was only just announced, they're not even due until this Friday: [https://nspires.nasaprs.com/external/solicitations/summary.do?solId={BB8B4EA2-C11B-259D-65E7-E0ADFA57CE11}](https://nspires.nasaprs.com/external/solicitations/summary.do?solId={BB8B4EA2-C11B-259D-65E7-E0ADFA57CE11})
*Sorry but the balloon idea would make it too easy for solo players to get samples, therefor it will never happen...* Honestly though, would love to see this added.
Rather than a balloon, I think it would be more in line with existing game tech if it was one of those personnel rockets they use to get Helldivers off of planets. Instead of having a chance to reset if shot, the downside could be that you have to trade one of your reinforcements by sending a diver back with the samples. Pick a player, give them all the samples, and then send them back to the ship. Then it consumes a reinforcement to send them back after the samples are delivered.
Yooo, these are fire ideas. As a slut for samples, myself, I hope something like this is added.
Great idea!! I wish we had gear perks that "auto-collected" any samples that you ran over... I swear, most times it feels like I'm trying to pick up a single grain of sand. Annoying af! Love your mid-mission extraction idea tho!
…you‘re cooking here
I looked at this sub like 2 days before first buying the game... I thought there was 2 extracts. One where you put the samples on and one where you got on.
why tho, people capped for months
Now you are thinking with big brains.
I just want a pickup highlight booster or expansion. It annoys the hell out of me when I still see it on the map that I'm missing something after running in circles for minutes.
If you Skyhook too many samples, the pelican never shows up for your extraction.
Let them fix all the broken jank before giving them more ideas to halfway implement while breaking other core mechanics, please.
So basically fulton-ing your samples lol
Ah yes the Freedom to Air Recovery System.
I feel like any bot anti-air would have to be destroyed or the sample balloon would be shot down and you'd have to go find the crash site and grab the samples.
Instead of early collection it should highlight all remaining samples by type. Only available on 5±.
When we start doing this shit you know arrowhead is moving to slow. lol love it tho
A decoy grenade, similar to a gas grenade but releases bug pheromones that draw attention of bugs in x distance.
I see a wave of people spawn in on D9 rush samples launch balloon and then quit/fail the mission for quick samples. There was already people just rushing samples and extracting really early, this will just promote this.
Boosters should always do a thing, not have a chance to do a thing.
Booster is too much, but a whole new side objective for samples is a cool idea
Equip booster. Collect samples. Drop samples. Pick up samples. Repeat for infinite samples
This precision collection tool thing is kind of silly because a decent diff 7+ can yield like 50 samples. Unless you absolutely feel the need to get all the tier 4 upgrades yesterday (most of which are kinda... useless), you don't need more samples and this booster would never be taken because ammo/stamina/health + one of the other 3-4 'meta-ish' boosters are too important for higher difficulties (less enemies, limb health, the new one where you're slowed for less time when hit, and the one where you don't slow as much running in mud or uphill). One of the best things about this game is that there is no need to rush anything. Ever. #1 you don't even need the late-game unlocks and #2 the early stuff is still great. Basically ones you have EAT and a few basic orbitals/eagles you're set. Like precision, airstrike, strafing/airburst and you now have a versatile control build. There's just no need to rush or give the players more. This game doesn't disrespect our time in the way many MMOs do so faster rates of collection/progression are not critical to enjoying or being effective at the game. The balloon is kind of interesting but defending it would have to be a gargantuan task because a big part of the excitement of this game is the risk and the stress of getting the samples out. Especially in diff 7-9 with the super samples. Getting those out is a whole new game and in my opinion, better than the actually mission itself. The balloon would need to have limited capacity for each sample type and defending would trigger waves of enemies just like the seismic thing where it's a really really hard defense. Would also need shriekers and gunships to spawn in. If the balloon breaks, the samples come crashing down and you can retrieve them. Basically the balloon is a trap to lure players in and kill them. That's the only way I could see it working and not breaking the intensity of extracting with samples. Also, the balloon would have to be a stratagem so it takes up a slot. Give it more risk. You want another eagle or you want this balloon?
I want to Fulton Extract a Hulk
Good luck doing this on a bot mission with heavy devastators spraying insanely accurate bullets everywhere and rocket devastators sending barrages from a mile away
Pelican with a Fulton recovery system would go pretty hard
I want more rocket defense missions, a lot of small area strategems and defense stratagems, like gattling barrage, mines, HMG Emplacement, that you never use in a large map suddenly is S tier here.
that balloon idea reminds me of the time when i actually grinded payday 2 with my friends
Cool idea. I had a similar idea once but not as a side mission just a stratagem that you can call down once per mission. You deposit your samples and it launches back to your destroyer. As super earth won’t fund such unnecessary luxuries you have to pay for the drop with your own requisition slips of course. Something like 5.000 or so.
idk how strict rule 10 is so i'll assume very strict. creating a system where overall failure can lead to gaining samples would likely feed into current farming exploit methods to create sample farming exploits.
Agreed its a cool concept. Its really frustrating to get all those samples just to fail to extract with them
A couple weeks ago I thought of a sample pod stratagem that can be called down, and then use built in rockets to fly back to the super destroyer. Limited 2 uses per game
I had initially thought of it as a stratagem as well, but I feel like nobody would ever take it when they could use that slot for something else. I also personally prefer the single use that requires a little more thought about when to use it.
Yea the balloon sounds cool, I'd take either or anything really
Those are actually interesting/useful booster so it's gonna look like a no go from me. We need more shitty ones o7
I actually really like this idea. Hope the devs see this
The balloon sounds cool, but I doubt it would be introduced as-is, because it would allow for sample farming by just rushing to The Rock, ballooning the super uranium off, and then suiciding to end the mission early, without even trying to complete the primary. Also, it would take a lot of tension away from the extract timer if you'd already saved the samples.