Right now, the system seems to be that we the players are meant to find items of use or not, then break those down into resources which we then use to make the things we use and need the most. Primary among these is ammo, usually armor piercing, which breaks down into explosives and FAR more importantly, Steel. say far more because steel is used in so many things it’s actually ridiculous we don’t find more of it, but its surprisingly scarce, all things considered.
The problem comes from how much steel you can harvest from breaking down ammo as opposed to the amount of explosives. The difference is pretty insane, leaving me with tens of thousands of explosives, but often maybe two thousand steel. This is currently causing such an imbalance that my resource storage is being overloaded with explosives, to the point if having to discard 5000+, just to make room. I’m forced to do this as once my resource storage is full, I’m unable to process things into resources, making it so I can no longer loot, which in turn has be forced to stand in the open, picking and choosing items from various bots I’ve killed. This is hardly safe, as you know. It’s also annoying and tedious to be forced to do this instead of just taking everything and sorting it later, and I can only carry so much anyway, even with my companion helping.
So I have a few of suggestions that might help rebalance things a bit so this isn’t such a problem.
First, of course, is the hoarder route, making the resource storage match the size of the PLUNDRA. This would allow players to store tons more explosives, alleviating the problem. The second idea is to lessen the amount of explosives, while increasing the amount of steel. Since steel is very precious, getting more of it would of course be welcome, while getting less explosives would actually be a benefit, not a loss in this case. The last idea is to have ammo crafting to require more explosives per batch as this would use the excess explosive up quicker. If so much is coming out of the ammo you find, it must have been in there for a reason, yes?
Any of these three ideas would be effective in reducing the strain explosives place on the resource storage, keeping the process of ‘find, disassemble and reuse’ in play while still giving the needed materials, rather than setting players on a path that ends in useful resources getting discarded due to a lack of space.