Rising Star Progress #7 - New Update: Fan Club
hive-195370·@thunderjack·
0.000 HBDRising Star Progress #7 - New Update: Fan Club
It's been a busy week since my last update, and I am going to start with the new update released a few days ago - Fan Club mission. Jux and he Dev team announced it last week on the [PeakD Rising Star blog](https://peakd.com/hive-195370/@risingstargame/launch-of-the-rising-star-fan-club-feature), and it is worth the time to give it a read.  Note that the mission description states that the Fan Club cards will be needed in future updates. DON'T SELL YOUR FAN CLUB CARDS! Seriously, you can only earn these cards once, and if you sell them, you will have to buy them back, if you are lucky enough to find someone willing to part with them, and you will probably end up paying more to buy them back than what you sold it for. Again, hold on to the Fan Club cards. I have run the mission twice, which is what is needed to unlock the first card, FC1 Membership Card (mint Number 200, I think). In order to receive this card, you have to run the mission twice. The mission, as you can see above, takes 80% energy, and currently it has a cost of 0.024 Starpro (Note: the Devs stated this price could change). That's pretty darn cheap. In order to get the final card, FC28 Courtney, a Legendary card with great stats, you have to run the mission 700 times at a total cost of 16.8 Starpro. It'll take some time to do, and I don't expect to have mine any time soon, maybe in about four months. I won't be surprised if someone gets to that card in under two months. It's a grind, but man, the rewards are nice! And I can't say this enough: don't sell these cards, you will need them in future updates.  Fans, skills, luck, including guitar and drum instrument luck cards. Cool Stuff. Yes, worth doing. My current plan is to run the mission two or three times a day until after the Easter event, or I run out of Starpro, which ever comes first then begin to accumulate more Starpro to complete the series, and run at least four missions per day. We'll see how I do. My plans here may change by Easter.  Surprising, I completed the Band Auditions grind in 12 mission runs to unlock all fur band members. I got lucky and unlocked the first slot on the first mission run. I have read elsewhere that it typically takes around 25 mission runs to unlock all four positions, and some players it takes upwards of 40 mission runs. Now I am on to Zone 3, County Tour and the first mission there. The second mission in Zone 3 unlocks at level 85, so I should be able to run it later today. The second mission, Full Band support requires a vehicle for touring and five gas cans. I have both in play, having purchased that number of gas cans early on as preparation. Yes, you have to buy the gas can cards, and the game devs sell them for Starbits or swap.hive. This helps pay the costs of keeping the game up and running, so I recommend buying direct from the game devs. (As a long time database engineer and application developer, I know that it costs money to build games like this, and the devs have to eat, too.) I gave up on the Juliet event mission after five straight days of zero instrument drops, so I will to be content with six guitars and five violins - not enough of either to blend for the cool animated card. Rats! So I am going to build up a pile of Starbits for the next card release and for the Easter Event. Hopefully I'll have enough Starbits on hand to buy at least 60 packs or more. Preferably more. If you would like to join this Rockin' great game, please consider using my [Referral Link](https://www.risingstargame.com?referrer=thunderjack). Remember, it's a long way to the top, if you want to Rock and Roll! Thanks for stopping by and Rock On! *THIS IS NOT FINANCIAL ADVICE. Please do your own research before making an informed decision. This is sharing my game play experience only.
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