I would REALLY love a dev to communicate the elements of game design that lead to the choice to make gear spots so limited
I can not understand if the repetitive and endless gear management is a designed feature of the game (because it’s really not fun) or if its an unintended consequence of the concept of not choosing the “unlimited gear storage” option
(Plus it’s not fun to salvage gear over and over - it’s just not)
I feel there is just too much time that is required to manage inventory and its not a fun part of the game.
Therefore I would really apricate some design theory outline or overview of why?
(and why can’t I just store all my extra gear in the Citadel I have…)