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Notes -
I personally felt the gear system did a really good job of capturing that. There's no such thing as money for you, you can always afford to buy everything that the vendors have on offer. The only gating factor is rep and game progression (which is really what profit factor boils down to). The latter wouldn't be a thing in the fluff, but eh... the nature of video games requires that the player have a power curve, so I give them a pass on that one.
I'm happy to concede that RT does a far better job at diegetically gating stronger gear than the average RPG, and the setting of 40k makes rare relic gear and one-of-a-kind antiques very easy to justify.
I still felt that the profit factor was wack, a single gun could cost as much as you deciding to be merciful and preventing a planet from starving by providing subsidized grain. It very much wasn't the kind of gear where that would make sense, such as some kind of adrathic weapon or a set of Terminator armor.
I'd much rather have had some form of accounting, even if the units of exchange you had to bother to consider were millions of Thrones, or have the weapons be doled out through quests or loot drops in the kind of scenarios where that makes eminent sense.
Maybe I just didn't get far enough in the game (I'm only in chapter 2), but I never saw a situation where you spent profit factor to get gear. It was always a check where as long as you had enough profit factor, you could buy everything the vendor had and not take a hit (because as you said, rogue traders have more money than God). The only times where I would gain or lose profit factor were based on quest decisions I made.
It's entirely possible that I'm the one remembering things wrong. If that's the case, my criticism would lean more towards the rather disproportionately high profit factor that certain weapons were locked behind.
While I could see the gameplay justification behind doing so, there were things like krak grenades, explosive charges and standard med kits that were limited purchases.
I can only reiterate the level of ludonarrative dissonance that induced in me. Even an impoverished RT should be able to buy enough explosives to blow a factory sky high. They can certainly afford standard issue militarum medkits. It would have made far more sense to limit players in how many could be brought at once into a mission, which is already the case thanks to inventory limits.
If you do nothing with your planets, it's going to get impossibly high, but if you develop them which costs you only a little of time on decisions, you're going to easily have the profit factor.
It's not hard at all.
Also the weapons don't cost you anything - you simply unlock them by having
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