If a “new batch” of an item type gives you, say, 20 outcomes, of which (per my own experience) maybe 1 will be a good base for upgrading, this results in less inventory management, but no change to the RNG. This, assuming the resource values for a “new batch” and scrapping the discards, are the same.
How much the generator spins, how many results you get to see and how many of those are usable bases, are not correlated. The end result will be the same, but quicker.
So, not a bad idea, but as a general direction of improving bases, I’d put my faith on increasing the general base level of all greys by 1 for every lvl over 30. With this you will be rewarded for sticking it out, while the grind is still there. It provides an “end game” to the crafting, while still keeping some RNG in there, if we must.
To this, add a Stat Refinement system, where you link two stats and shift % from one to the other. Manage it however makes sense, but alongside with the above, will give a deterministic end to the RNG nonsense.
Oh, and, remove locks for a price. I’m 100% against them, but if we MUST have SOME RNG, keep them until resources are spent to break them… fine!
So, with these 3 you can still get lucky or unlucky, but with some decent and conceivable play time you can deterministically craft what you’re aiming. With this you can also apply strategies to resource management and mission types, instead of… not, which is what the system atm suggests. And, it’ll make build-crafting (and YT content creation
) much more enjoyable.