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There are two reasons for giving you so many supplies: 1) You never run out of them, even if you have a highly active playstyle. 2) It's a way to fill reward slots with less valuable rewards, so the player still gets *something*, but not too many of the more valuable items that may still generate revenue.
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Now we get too much supplies from Missions, that's why l think WeekIy Missions shouId be eIiminated. We shouId have DaiIy Missions, 21 Days Missions, and ChaIIenges with weII distributed rewards.
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Just generic P2W drama. They were the first big paid advantage in the game since it was impossible to save-up enough free ones to use them non-stop. The only free source of them was the daily login bonus, so the only way to have enough of them was to maintain 30 accounts and collect daylies on all of them, while playing only on one account per day. Meanwhile buyers would use them non-stop, and that's when the term "drugger" originated*. The P2W role of supplies was later taken by micro-upgrades, then by drones and batteries, and finally by augments. * If I recall correctly, the very first consumable (and purchaseable) supply was the repair kit, which used to be a health kit, and the symbol for it was a syringe, so people who used them excessively were "drug addicts". But that was like 2009-2010 and I didn't play yet, so I'm just repeating what others said.
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Maybe it's programmed to continue healing you in case you get more damage. l think the problem is that it's more compIicated for the system to drive hovering huIIs, that's why l suggested round hovering huIIs for bots that don´t need to turn the huII, just move in aII directions but without the need to rotate.
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