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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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Is there any reason to make a ship with more than 800 ly hyperdrive range?

I spent a little time, built my first S-class explorer, set it up for max. hyperdrive range ending up at 1400 ly with upgrades… but the map doesn’t want to let me warp more than four jumps at a time, and one jump is typically 200 ly.

Have I overdone it? Would it make sense to just re-collect the parts (they’re nothing special, just arclight wings) and get something with the other stats a little higher?

submitted by /u/mjfgates
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Is there any reason to make a ship with more than 800 ly hyperdrive range?

I spent a little time, built my first S-class explorer, set it up for max. hyperdrive range ending up at 1400 ly with upgrades… but the map doesn’t want to let me warp more than four jumps at a time, and one jump is typically 200 ly.

Have I overdone it? Would it make sense to just re-collect the parts (they’re nothing special, just arclight wings) and get something with the other stats a little higher?

submitted by /u/mjfgates
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Underground Base Build

Underground Base Build

Piscu-Duca Outpost, Euclid

Been wanting to post this base for eons. It’s my virtual pride and joy. Probably 5 years old so far (I seriously wish there was a way we could see how much time has been invested in a base). I don’t play nearly as often as I used to but random inspiration will strike out of the blue and I’ll lose 3 hours to adding new sections, areas, etc. I can’t imagine ever being finished. Oh! This base predates the new base parts. It was probably half the size when the parts were updated and if you look hard enough, I’m sure you could find a few of the old wooden pieces somewhere. As hard as I worked, I’m sure I missed a swap somewhere.

At my base you’ll find:

  • 8500+ part build
  • No glitch, though a fair amount of overlap
  • Over 60% underground and in preexisting caves
  • Base staff apartments (Scientist, Exocraft tech, and Weapons tech spaces are finished. Overseer’s spot isn’t. The botanist lives on my freighter, though he does have a carbon lab on base)
  • Hidden apartment accesses
  • “Secret” trophy room
  • Above ground Conservatory, access via underground pathing though
  • Underground farming
  • Underground Exocraft garage
  • 2 underground condos
  • Chill planet, though toxic, very green\grey, and otherwise pretty drab. Used to have ancient bones but the reset a few years ago took away that perk.
  • Nearly all wooden construction
  • Solar farm
  • And more…

Do pay me a visit and let me know what you think. I’m sure there’s another 8000 base parts worth of ideas left to be pulled out of this place.

submitted by /u/musiker58
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