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It's just me who thinks travel between Galaxies is overly punitive and tiresome

It's just me who thinks travel between Galaxies is overly punitive and tiresome

https://preview.redd.it/g53xc9gnh4yc1.jpg?width=1280&format=pjpg&auto=webp&s=c086bb552629eeff8a644affb54e2f1bd84ce3c5

Just clarifying, I know the drill. Go to a Portal, and travel to the closest planet to the core. Swap to a ship and multi-tool used only “to break” by the jumping. Remove all the exosuit upgrades then head to the core and jump. Wait for all the jump animation to finish. When you arrive, build a base in the new galaxy, fix the ship to allow it to fly, find another portal, activate the glyphs, and repeat the process.

If you want to have access to all galaxies without depending on anyone you will need to do it at least 255 times! And even though the steps above reduce the cost of the trip, you still need to spend fixing the ship, activating portals, warp cells and building a base. Also unless you do all 255 galaxies in one run, which can take hours, you will need to remove and return your upgrades every time you stop and restart this process. I have more than 40 upgrades in my exosuit tech storage. Because they are already optimised to use the supercharged slots, I need to move these upgrades in a way to keep them in the same slot when I return them, which is very time-consuming in not a good way.

Another issue is that in the end, you will have your base list so cluttered with bases to access galaxies in your terminal, that will make it a nightmare to find the base you need, given the teleporter has no sorting or search options.

It doesn’t make sense to me. I mean it is a game in which the main focus is “exploration“, what is the point of making it so hard and annoying to explore other galaxies?

What I am asking is simple, the possibility to travel to any galaxy without someone’s help or the need to catalogue all galaxies.

There are many ways that it could be done. Here is one example that could be made without changing the current mechanic too much:

In this idea Atlas Station is connected to one and only one of the 255 Galaxies. So we need at least 256 Atlas Stations in each Galaxy. The community will have the role of identifying which A.S. is linked to each galaxy. My point to suggest using the Atlas Stations is because they are a cool feature that, after the “Atlas Path” mission, become kind of useless, a glorified Iteration Helios, also I think it makes some sense in the game’s lore.

My suggestion:

  • The player travels to the Atlas Station linked to the galaxy he/she wants to go.
  • In exchange for something (maybe a Heart of the Sun, to give some use to these bunch of blueprints we get during Atlas Path), you get a token for the Galaxy you are going from the Atlas Station.
  • You keep that token in the exosuit or ship inventory.
  • Then the process is the same as the current mechanic. You head to the core and jump, things still break, but instead, it takes you to the next galaxy, it will take you to the token’s galaxy.
  • After the jump token is consumed and removed from your inventory.
  • If you are not carrying any token, it will take you to the next galaxy as it is currently.
  • If you are carrying more than one token, the priority will be the one in the top leftmost slot of the Exosuit.

Pros:

  • Give the player the freedom to fly to any galaxy, any time.
  • Don’t change the current mechanic, just add a new feature.
  • Avoid unnecessary bases cluttering in the teleporter.
  • It is way cheaper than the current mechanic, once you don’t have to jump to each galaxy to get the one you want.

Cons:

  • It is less but still annoying, moving upgrades, fixing things, etc.
  • If you want to visit all the galaxies, that solution doesn’t help.

There are other solutions that could make things even easier, like using the Atlas Stations as a portal in itself, nothing breaks, etc. But I think it’s good not to make things too easy either, just not as punishing as today.

I hope HG address that one day.

submitted by /u/Cristiano7676
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The Omega Expedition is the ultimate quicksilver farm while it lasts

Now that the final optional milestone is unlocked and patch 4.52 unbroke the expedition, the Omega Expedition is the ultimate quicksilver farm until it ends. You can easily get 6000 quicksilver in an hour or less. I was able to finish in 45 minutes by doing the following steps to avoid unnecessary backtracking and moving around.

  1. Immediately scan six plants to get the Exobotany milestone and install the scanner upgrade. Scan as many fauna as you can see and various plants and minerals (focus on whatever your scanner upgrade is giving you a bonus for). In total, you need ~135K units to start for microprocessors and eventually another 250K to 300K for wiring looms.
  2. Find your ship and repair it, collecting necessary resources along the way. Take off and head to the nearest ice planet. The ice planets have more things to scan compared to the other planets. Scan as many fauna as you can to try and get the Life In All Its Forms milestone and the second scanner upgrade.
  3. Build your base to finish the next milestone and refine some chromatic metal from the copper you received.
  4. Somewhere between the starting planet and your base planet, repair all but one each of the broken starship and multitool slots to get the Scavenger milestone. You will need the nanites in a minute. The magnetic ferrite and silver are the easiest ones to skip fixing since they are the hardest/most time consuming to get.
  5. Before heading to the space station, install the hyperdrive and build one warp cell. Doing this while at your base ensures you have enough resources without having to backtrack.
  6. Head to the space station and buy the microprocessors to finish the hyperdrive. While you’re here, buy 3 C-class hyperdrive upgrades (buy, save, reload) with the nanites from the Scanveger milestone. These will give you enough range to make every warp except the last one in a single go.
  7. Go to Rendezvous 1-4 and get both the normal and optional milestones, keeping in mind the amount of units you need for wiring looms as you’re scanning.
  8. Somewhere between Rendezvous 1 and 4, you need to find a Traveler grave, get the Indium Drive plans, and install it. The earliest you can do this is on the Rendezvous 1 space station. If you pick the correct option when talking to the Traveler, you should get enough nanites to ask where their grave is (reload if you pick the wrong option). Alternately, if you go into the Anomaly with the milestone selected, you can ask Polo where to find a Traveler.
  9. Travel to Rendezvous 5 and finish the last two milestones. At this point, you should have 6000 quicksilver. Technically, you could finish the full set of milestones to get another 4000 or so quicksilver, but if all you want is the quicksilver it is much faster to just start a new save and go again.
  10. Go to the Anomaly and buy whatever you want from the quicksilver vendor. These items can then be claimed on any other save you want.

submitted by /u/DG_Mann
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NMS is a huge game that feels tiny.

I’ve recently upgraded my PC which allowed me to try this game for the first time. I remember it getting crucified upon launch but people said it got better over time.

So after spending about 100 hours in the game i can say it definitely ticks all the boxes, but the biggest issues it has are design based. Namely, even though this game is huge in every way it just feels small.

To explain my reasoning i’ll talk about another game i played a long time ago, that did the exact opposite, despite being comparatively small it made me feel like it’s huge.

It’s 2003 game called Freelancer. In the first mission, straight out of the gate, you are dumped in the New York System. As soon as you reach space there’s already 3 stations and the planet you spawned on, and despite intractability being limited by today’s standards this immediately gives you the sense of scope.

In the course of that mission you travel trough the asteroid field made of trash to planet Pittsburgh, which has completely different set of goods, ships and equipment from planet Manhattan. There’s a total of 2 planets, 2 shipyards, 4 stations and 2 outlaw bases in New York system alone, along with 4 asteroid fields. So the fact that you are stuck in the system for the first 2 missions is no issue at all, it just gives you the time to take it all in.

There’s a really nice early trade route from one of the stations that produces arms back to the planet Manhattan, but on the way you risk getting attacked by outlaws on both points. One could conceivably remain in the New York system indefinitely, mining, trading, hunting pirates. It’s far from the most optimal way to play but it is possible.

Compare that to NMS, a game that came out over a decade later. Only one station per system, which you are dropped on top of immediately upon entering, all the outposts on all the planets synced with the system wide network, making intra planetary trade impossible, and teleporter system making travelling between stations and your base utterly trivial.

Trading between stations is as easy as can be and involves no risk. All ships are perfectly able to carry as much goods as you can possibly gather, meaning no reason to pick a slow and bulky freighter that’s vulnerable to piracy. Not that it matters since you can just instantly teleport between stations in different systems so even if your ship can’t even move you just bypass that part all together.

This issues can be fixed however, all the ingredients are there, it’s just the recipe that’s rubbish.

I’ll say remove teleporters all together. I mean it, portals exist, so it’s not like there’s not a fast travel option between the systems. Unlike teleporters portal network is not trivial, you need to first find the portal, that’s the first hurdle, and then there’s the fact that portals are fixed, and can’t be moved, which means if you want to trade with a station or outpost you need to fly there, making you vulnerable to piracy.

And while we’re at it make prices local based rather than system based, and allow more than one station to exist within the system. Bonus points, localize resources more, have different biomes on the planets have more of one resource and less, or none, of the other. Then have outposts spawn near resource deposits and base prices on that, with resources they have locally being cheap, while those they don’t have being more expensive.

Same could be true of space stations, every space station will be near one planet or another, have prices on space stations depend on what they can get from the planet they are near.

Doing this would make every system feel a lot more vibrant and lively in itself, rather than just jumping from one station to the next and to your base. What’s the point of having this huge universe if there’s no reason to experience 99% of it.

submitted by /u/Outrageous-Thing3957
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