I have decided that the biggest problem with the game is actually a small one that I've already mentioned: the fact that only the lodge has infinite storage. It means that building a settlement is a pain, and owning a house/flat is completely pointless. It's made even worse by the utterly useless storage capacity of the big outpost containers. I've got about thirty of the raw solid materials containers and about three game days of drilling output has filled them. The big crates you make for inside hold more than a massive outside storage bin! And having to link them all up with feeder lines that your can't see if the two connected units are next to each other. My next play will not have outposts.
similar but 34 reactor, but i find having anything more than about 5- 6 on engines is pointless, doesnt really give you anything, tend to use reactor points on shields and weapons on my class c us cargo ship, thrusters are my go to on dogfights i cant add anymore weapons atm to fully max them but tbh have lost a dogfight yet since the upgrades to weapons, just need higher reactor to properly fill out the specs, me just being greedy thoughFor all that, still enjoying myself. Level 56, fairly serious Class C ship with 38 power, top spec engines and shields.
For the cargo, I think it considers as fully loaded each one, ergo the weight even empty. Ship handling is based on that.There's a few "areas of opportunity" about the game design, e.g.
- Base building is an "option", that doesn't really seem to add anything unless you actively enjoy the activity itself. Brings no other obvious benefit. For example, maybe it could be optional for you to be able to build ship components with materials that you create
- Why does a character take breathing damage when wearing a spacesuit?
- How does a cargo hold weigh so much? Surely the point to an empty cargo hold is that it's just there to hold things in place and protect them. It makes no logical sense
- Why does the amount of cargo being carried NOT affect the ships handling?
- Wouldn't it make more sense if ship modules actually had some benefit? e.g. having a sick bay might speed up recovery time from injuries whilst onboard
For all that, still enjoying myself. Level 56, fairly serious Class C ship with 38 power, top spec engines and shields.
For me there’s one game that sets the gold standard for base building and that’s Valheim.
Thought I'd try a different space game, and well No Man Sky looks a bit too Cartoony for my liking.
Came up with this ( Everspace 2 )
Was going to say the same, completely different types of game. The only common link is a space theme. And for what it’s worth, Everspace 2 failed to reach its potential too.But can you land of planets and do quests? Nope? Nothing alike then. Why do people even compare them
Yeah, the outposts are definitely half-baked - I'm guessing Bethesda had the core mechanics from Fallout 4 and figured they'd be a good fit for Starfield thematically (which they are) but a whole bunch of poor decisions has essentially made them just a novelty. Burying customization options in that dense skill tree doesn't help either as you have to devote a *lot* of levels/skill points to unlock everything. And then there's the storage issues grrr...There's a few "areas of opportunity" about the game design, e.g.
- Base building is an "option", that doesn't really seem to add anything unless you actively enjoy the activity itself. Brings no other obvious benefit. For example, maybe it could be optional for you to be able to build ship components with materials that you create
The skill tree is a major gripe for me. Not only do i have to level up with xp, I then have to level up each skill using more xp but also meeting certain requirements such as kills etc.Yeah, the outposts are definitely half-baked - I'm guessing Bethesda had the core mechanics from Fallout 4 and figured they'd be a good fit for Starfield thematically (which they are) but a whole bunch of poor decisions has essentially made them just a novelty. Burying customization options in that dense skill tree doesn't help either as you have to devote a *lot* of levels/skill points to unlock everything. And then there's the storage issues grrr...
I was thinking that it'd actually work better if you could assemble the parts at your benches (i.e. a hab or the extractors, solar power etc.) and store them separately to cargo on your ship - then you could assemble a kit of parts to 'instantly' build an outpost wherever you happen to be without worrying about storage space.
But can you land of planets and do quests? Nope? Nothing alike then. Why do people even compare them
Yeah, the outposts are definitely half-baked - I'm guessing Bethesda had the core mechanics from Fallout 4 and figured they'd be a good fit for Starfield thematically (which they are) but a whole bunch of poor decisions has essentially made them just a novelty. Burying customization options in that dense skill tree doesn't help either as you have to devote a *lot* of levels/skill points to unlock everything. And then there's the storage issues grrr...
I was thinking that it'd actually work better if you could assemble the parts at your benches (i.e. a hab or the extractors, solar power etc.) and store them separately to cargo on your ship - then you could assemble a kit of parts to 'instantly' build an outpost wherever you happen to be without worrying about storage space.
Apparently you can land on planets and it has missions(quests), but I'm going to play the game tonight and compare!
Yeah - you know your game design's broken when your players have to do 50 grav-jumps in a row to finish levelling up the 'Payloads' skill.The skill tree is a major gripe for me. Not only do i have to level up with xp, I then have to level up each skill using more xp but also meeting certain requirements such as kills etc.
Yes - for my complaining above, I adore this game and I'm still finding new things every day even with 240 hours played. I'm not expecting Bethesda to do much other than some bug-fixing and balancing and a few DLCs but that's fine. There'll be plenty of mods down the line to extend Starfield's life and scope.Some good ideas here.
I guess that our hope can be that “maybe” Beth will either give us or sell us DLC that gives a purpose to Outposts, let us fly ships around on planets, dock manually, etc
Above all, the game feels like a fairly decent starting point that has a lot of additional potential
Oh my god i forgot about this! The other night i was thinking why on earth can i only assign 3 crew to a ship that has space for 7. Then the creeping realisation dawned that i bet it’s some idiotic skill to unlock. Sure as hell, there it was. Why is recruiting folk to sit in a seat a skill? Why Bethesda, why!?!!?Yeah - you know your game design's broken when your players have to do 50 grav-jumps in a row to finish levelling up the 'Payloads' skill.
Also, I'm level 70 atm and I noticed that I've got to sink 9 levels into the 'social' branch in order to unlock extra crew on my ship (beyond the starting max of 3) wha...?