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I get the feeling that HG sorta missed the whole point of time gates in game design

There is a time and place for such things in design that goes beyond just wasting people’s time.

Constructive uses for it are either:

a) Short term – make people stick around for a bit, a mandatory mini-break as whatever countdown is ticking down is doing its thing. The first settlement building does that with its <3 minute timer steps. You look around the settlement, take in the scenery, and all that jazz. Given how short it is it usually does not register als negative.

b) Long Term – build anticipation. THIS is where one hour and up timers clock in, but there’s just one massive flaw with the current settlement timers: nothing we have seen so for justfies any sort of anticipation. A market building that has zero mechanical functionality? A house for npcs? As a player I couldn’t give two shits about that. That’s just filler on the side to strech the way to the actually good stuff – which usually is “stuff that allows you to do things that you usually could not do in the game previously”.

There sure is quite some potential to what those “new possibility” buildings can be, from building your own portal to production facilities to (and this now is super wishful thinking for future upgrades) a space hangar for spacecraft building. THAT’s the sort of stuff I’d consider a few hours worth in building the anticipation, even if it is usually unnecessary to have the timer over a hour.

The ONLY other way where high countdowns would be ok would be “overnight projects”. You kick it off before going to bed, and next day you log on happy about your new thing. However, this needs to be stuff one actually looks forward to, instead of “generic random building #324 that increases some internal settlement stat randomy and does nothing for the player”.

Also, having zero interaction with said timer is absolutely stupid if you already set the timers that high. It’s my settlement, let me help by throwing extra resources at it or completing quests (“local wildlife/sentinels is interfering with construction, kill X to speed up process by Y%”)

Time gates have a place in game design, except HG seems to put them in there with the sole and only intent to waste player time. And no, it’s not contributing to the immersion – if it was established for years that you can build a darn LANDING PAD with the click of a button suddenly blocking everything for HOURS is not immersive, it’s just the game giving me the finger. Small timers of a few minutes are immersive. Anything above that is just someone trying to get on my nerves.

submitted by /u/an-academic-weeb
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Community

New Ship Perk Suggestions

Long ago, NMS only allowed players to own a single ship, making it a major decision on which ship type a traveler should go after. However, realizing this felt clunky, updates have been made over the years, ship slots increased, new tech modules, and new features added. This was a great call, but it did leave one mark: the distinctions between each ship didn’t matter anymore; Haulers don’t even have the benefit of additional cargo space, since all S-class ships can have the same total number of slots.

I was talking ship perks with someone, and it got me thinking that perhaps it would make sense to introduce new strengths to less used ship types. As I was mulling it over, I realized that some of these changes would have to be pretty potent to stand up to current-day standards — poor Shuttles, their only real signature is that their takeoff price is reduced, made obsolete by the auto-recharge modules. So I decided to spitball a few ideas trying to stay true to the ship’s purpose while taking 2024 NMS in mind, and see if the following suggestions are strong enough to make you think “oh yeah, I’d definitely want to own a [ship type].”

Shuttles:

  1. 25% faster flight speed than others while in-atmosphere.
  2. 100% faster Pulse Drive speed.
  3. Takeoffs and landings are quicker and snappier.

Haulers:

  1. Cargo slots are double-sized, just like Freighters and storage containers.
  2. One storage augmentation slot unlocks two slots when used to unlock cargo slots.
  3. When the Teleport Receiver is installed, Hauler item teleport range is unlimited within the same star system.

Living:

  1. Increased chance of finding Space Encounters while pulsing. Alien Traders completely removed from encounter pool (Frequency 12 > 0). Odds of Rogue Black Hole and Relic Gate events tripled (Frequency 1 > 3).
  2. Eating food while in a ship refuels the ship’s hyper drive, pulse drive, launch thrusters, and damaged shields.

Explorer:

  1. Scanning one planet scans every planet in the system.
  2. Hyperdrive chain jumps. When setting a waypoint on the galactic map, can directly jump to that waypoint as long as the Explorer would have enough fuel to reach there, or up to 5 jumps (aka 5x listed hyperdrive range).

Let me know if these are along the right lines, and whether you’d fly one of these if they had these perks.

submitted by /u/Snoo61755
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Just a Quick Appreciation

While I struggle with anxiety so it is difficult for me to egg myself into the multiplayer scene in the game, I just have to applaud ALL of you guys. This is the most non-toxic gaming community I think I’ve ever seen and I have been a gamer for a goood…

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Too Many Low Difficulty Frigate Expeditions

I re-boarded my freighter after a lengthy reconnaissance mission and wanted to send my frigates out.

So, I visit The Navigator, and he gives me the list of expeditions (not Expeditions) and it’s all low star trips, three 2** and two 1*.

Would love to see more 3‘s, as well as any 4* and 5*****, which I’ve never seen. What’s up with that?

That’s all.

Gray, over and out.

submitted by /u/MJBjacket
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