Currently, collecting tech remnants feels like a useless endeavor. My suggestion is revamping the expedition board into a roguelike-style mode where if you fail the mission, you start over, but between maps you can spend remnants on temporary upgrades like +1 perk point, 10% ability cooldown reduction, or +1 grenade charge, etc… As the run progresses, enemies and maps should also gain some modifiers, so collecting tech salvage is strategic rather than a chore. Matchmaking would still just be pubs, pairing you with players on the same map, unless its invite only. This would allow you to take breaks between missions so it isnt 2 hour straight Darktide. Quickplay is the same but you get random upgrades dependent on the average remnants spent between players.
I think this could be an interesting addition, with a couple caveats:
- I don’t want extra perk points because player builds should be readily usable between normal missions and Expeditions. The bonuses you can unlock with tech-remnants should be additional things outside the skill tree.
- The extra power gained from unlocking bonuses needs to be justified in the actual difficulty of the game mode. Right now, Expeditions aren’t difficult enough to justify having more power beyond the standard skill tree plus the purchasable gadgets from the sanctuaries. If you can buy steroids with tech-remnants, then the Expeditions need to ramp in difficulty as you go “deeper” in the Expedition nodes. However, having that ramping difficulty would be a good way to give a sense of progression and make farming tech-remnants for upgrades feel rewarding.