>and the many operators all over the station you're never really in danger. It's the same with ammo, you can craft as much as you want but even without that there's quite a lot you can pick up anyhow.
Yeah, exactly. Operators being able to refill your health, suit integrity, or psi points an unlimited amount of times just felt ridiculously forgiving. I personally played on nightmare and, like yourself, never found myself strained for supplies of any kind and, in fact, had a veritable mountain of health & psi hypos that I either just recycled or never used. That community made difficulty mod I mentioned before (a nightmare+, essentially), managed to make resources more scarce to an extent (like, for instance, removing the fucking laughably large amount of loot you'd get off mimic corpses), but, even in that, friendly operators were still around just like they were before which, in effect, made the thing not that much different from my first nightmare playthrough, difficulty-wise. Would disabling operators really have solved anything, though? Well, maybe a little, but, again, the very core of the game is designed in such a way that many things, like with Dishonored, are meant to make you feel strong & powerful, not the opposite. Even in SS2, & SS1, you had unlimited health refill stations in the form of the medbeds, with the addition of unlimited energy refill stations in SS1 as well. As an aside, in SS2 the fact that you need a special medical computer thingy, which themselves are quite rare, to attach to a medbed before you can use them, which are also quite sparse, made them feel more earned & special. Even with those similar forgiving elements however, those games felt way more tense &, in spite of things like refill stations, maintained a good balance between the player & everything else. Prey just doesn't have that, which is essentially a large part of the reason why I didn't really care for it so much in the end.
Same thing with cybermodules in SS2. That shit actually meant something, as opposed to neruomods which just felt as common & unexciting as cheap candy. In SS2 you couldn't become a master at everything, since there simply weren't enough cybermodules to allow for that. As a result, you were forced to specialize which, itself, made one's journey & charPost too long. Click here to view the full text.