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Ship Customization could kill exploration - An alternative proposal

Ship Customization could kill exploration - An alternative proposal

IMO one of the most vibrant aspects of the NMS community is the multitude of Ship/Capital Ship/Planet/Companion hunters out there that post on YouTube and in the Glyph Exchange. This activity provides a huge amount of community engagement while feeding into the main *exploration* element of the core game.

If HG implements ship customization, this part of the full NMS experience could disappear or be diminished to near irrelevance.

Here’s what I think could be a good alternative: We could simply tap into the amazing dynamic that the players have already created on their own and set up a Glyph Exchange Interface in the Space Anomaly.

I think the perfect place would be the unused computer interface in the middle of the blueprint vendor area behind Nada and Polo.

https://preview.redd.it/muqulo3i0uxa1.png?width=2886&format=png&auto=webp&s=1c509a53bf25d7070b824a99fcc91e17936ec710

This would actually supercharge exploration and give players a great chance to find the ships they want. It could include a search function based on the player-named parts (with visual icons).

We could use this to search for glyphs for all of the most exciting things we all love in the game: Ships, Capital Ships, Planets, and Companions… plus anything else they add in the future.

It’s just a thought… hopefully this idea could catch on.

Edit: additional thoughts: It could also be great to implement five or so “Scouting Guilds”… you join the Guild of your choice and as Guild members post up Glyphs to the in-game exchange they gain standing on a leaderboard.

submitted by /u/meat-juice
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was doing some research and ran into this which could help a lot of people. Thank you unknown Reddit...

My phone goofed and I can’t seem to find out who it was or where it was from, but this is helpful information.

“A complete listing of all possible types of planets which can generate and a system to classify them, based on my observations of 150 star systems

Everyone knows that there are seven biomes, right? Well, kind of. Today I’m going to explain my system for classifying planets, and list every type of planet that can exist.

Seven basic biomes: these can occur in Standard [STD] or Extreme [XTR], and can be low-security or high-security [HS]. In space, XTR planets can be determined from scans by whether or not their chromatic metal [copper, cadmium, emeril, indium] is marked as “activated.” Activated chromatic metals only occur on XTR planets. This means there are seven biomes, two extreme-ness levels [except for airless], and two security levels, for a total of 26 basic types.

  1. Humid [paraffinium, star bulb]
  2. Cold Desert [pyrite, cactus flesh]
  3. Hot Desert [phosphorous, solanium]
  4. Frozen [dioxite, frost crystal]
  5. Irradiated [uranium, gamma weed]
  6. Toxic [ammonia, fungal cluster]
  7. Airless

Next, each planet can have three different types of ocean level:

  1. Type P [Pangaea] – planets with no water at all [all moons are Type P by default]
  2. Type O [Ocean] – planets with oceans but still with large continents
  3. Type A [Archipelagic] – planets dominated by water with only small, island landmasses

Last, each planet can have five levels of hostile animal activity [this is a qualitative scale, not a quantitative one]

  1. Zero stars – no predators recorded
  2. One star – Predators exist but attacks rare or non-existent
  3. Two stars – Predators exist and attack occasionally
  4. Three stars – Predators exist and attack often, interfering with other activities
  5. Four stars – Predators attack so frequently it is difficult to engage in other activities

There are also anomalous planets. These come in two large categories, anomalous and exotic:

  • Anomalous planets: Always Type P, only have one species which never changes between iterations. There are 10 subtypes: Bubble, shards, beams of light, tall robots, techno ruins, hexagon world, mechanical mushrooms, shells, and giant concrete spores,.
  • Exotic planets: can be of any ocean type, normal or extreme weather, high or low security, and have a normal complement of flora and fauna species. There are, to my knowledge, six subtypes that overlap somewhat:
  1. Mega Aquatic – contains extremely large versions of underwater flora
  2. Mega Toxic – contains massive versions of flora from toxic worlds. Mega Toxic worlds aren’t actually toxic though
  3. Mega Humid – contains massive versions of flora from humid planets.
  4. Mega Desert – contains massive versions of flora from Hot Desert planets. Has normal temperatures though
  5. Boundary failure – contains only large, ringed mechanical structures
  6. Stone ring world – contains large stone rings. May occur with colossal flora as well.

This system can be used to quickly classify any planet:

  • HS Xtr Toxic (A)*** = a high-security extreme toxic planet mostly covered in oceans, with relatively high predator danger
  • Std. Frozen (P) = A regular-weather, low-security ice planet with no water or predators
  • HS Std Mega Humid Anomaly (O)* = A high-security exotic biome planet with massive palm trees, oceans, continental landmasses, and predatory creatures which don’t attack the player”

I would love to give credit so if anyone knows who it was that made the original post I will credit them the moment I find out. Hope this helps 🙂

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Help! My paving had a cool retro pattern, and now it's gone. Was it a bug or a feature?

Help! My paving had a cool retro pattern, and now it's gone. Was it a bug or a feature?

I started building a base next to an outpost, and the paving had this cool circle/star/petal pattern as in the second picture. The colors changed on it accordingly, it looked awesome. All pavings consistently had that pattern and I don’t recall clicking on anything to pick it. I scrapped that base and moved a bit over to start it again, and the paving was back to it’s boring self. I went back to the outpost to recreate the first try, but paving is still nonpatterned. I tried clicking on all colors/materials but I can’t get it to be like that again. Am I missing something, am I tripping??

submitted by /u/thehumanskeleton
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I'd really appreciate some kind of "vault" for MTs and ships.

I’m a collector, and I like keeping unique things. I have a couple of expedition ships, as well as the Atlas Staff from the last expedition. The staff and ships are not in my regular use pool of stuff, but getting rid of them appears to mean that I can’t ever get them back. At the expedition rewards vendor, all these things say “previously claimed.” which I’m assuming means they’re one and done. With such a small number of ships and MT’s that we’re able to keep (relative to the massive number of cool looking stuff you can collect.) I feel like a lot of very precious space is getting eaten up by keeping these unique things.

I feel stuck between a rock and hard place. I want to keep the cool looking unique stuff that I don’t think I can get back if I scrap, but I also would like more room.

Even if we can’t keep anything other than the most essential tech on them in “storage” I think it would be great if we had some way to keep more than just 6 MTs and 12 ships. For a game that’s primarily about seeing everything and discovering stuff, we don’t get much in the way of space for the things that matter.

submitted by /u/Misternogo
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