Deleted member 38366
D
While I'm certainly no fan of the current state of things, I'd have to admit : modding 1 Ship is clearly doable.
Plus, if you play it smart, you'll go for a "90% Solution", which saves you the 3-4 rolls that'd only add a mere 10% anyway but carry upto 50% of the entire overhead.
The new RNGineering/LevelUp System is quite optimized to get very solid Results for a single Ship, where the Mats requirements still remain contained.
Even the otherwise Black Hole-type Materials Traders and their rip-off ratios don't hurt so bad if you're only looking for a limited amount of Mats/Data.
So I'd say take a few hours and don't aim for the top for all Modules.
(I'd make an exception for the FSD only, since there's a Vulture in play planning to go on an Expedition, so I'd say that's worth completing to 100% w/ Mass Manager to get those +61.2% on the JumpRange)
Plus, if you play it smart, you'll go for a "90% Solution", which saves you the 3-4 rolls that'd only add a mere 10% anyway but carry upto 50% of the entire overhead.
The new RNGineering/LevelUp System is quite optimized to get very solid Results for a single Ship, where the Mats requirements still remain contained.
Even the otherwise Black Hole-type Materials Traders and their rip-off ratios don't hurt so bad if you're only looking for a limited amount of Mats/Data.
So I'd say take a few hours and don't aim for the top for all Modules.
(I'd make an exception for the FSD only, since there's a Vulture in play planning to go on an Expedition, so I'd say that's worth completing to 100% w/ Mass Manager to get those +61.2% on the JumpRange)