u/Contribution-Prize

I’ve been playing the Autumn Collapse DLC and honestly the main oil rig mission feels pretty off. Maybe I’m overthinking it, but having worked on rigs in Canada, the whole setup just doesn’t make much sense. Once you assemble the rig from parts, there’s no BOP (blowout preventer), which is kind of a big deal. That’s not some optional component—it’s standard, and its absence makes the whole thing feel like they didn’t do much real-world research.

What really breaks it for me though is the way they handled the logistics. Why are we hauling raw materials to build a rig piece by piece?

Most rigs are modular and mobile—they’re designed to be transported as components and assembled efficiently on-site, not fabricated from scratch in the field.

The gameplay loop of “collect random materials and build it” feels forced and doesn’t match how this stuff actually works.

It honestly feels like they’re pushing their recycling/building system into places where it doesn’t belong, instead of designing missions that actually fit the strengths of the game.

And that’s kind of the bigger issue here.

This game is supposed to lean into hauling and heavy transport, but it keeps missing obvious opportunities:

-No proper detachable trailers

-No real flat decks or RGN lowboys with outriggers

-No dual winch setups

-Limited depth in heavy haul mechanics overall

Instead, we keep getting DLCs that add a few “new” vehicles—many of which feel like recycled assets from their other games—and gameplay that doesn’t really evolve. It’s starting to feel like they built a system early on and just stopped pushing it forward.

For a paid DLC, I expected more effort and a bit more authenticity, especially for something as iconic as an oil rig setup.

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u/Contribution-Prize — 7 days ago
▲ 132 r/RoadCraft

load, activate, strap down & pave. parking lots swap out paver for a second packer and you'll have that parking lot smooth in half the time.

u/Contribution-Prize — 16 days ago