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Expedition 7 Tips

This Expedition is a survial expedition – play it like that!

1) You need to die once to get a milestone – do this right at the beginning

2) don’t linger on the first planet. Get your ship repaired, if you can grab some money, thats great. But don’T try to make millions.

3) head to the space station – remember, you can enlarge your inventory twice per system (station/anomaly)

4) always use the free inventory for the “cargo” inventory since it can carry double the amount of the normal one.

5) Ion batteries, life support gel are your live-saver: one “cargo” space can hold 200, use that. Shild batteries for your spacecraft are great as an insurance, too.

6) Often damage goes right to your health points. Store some animal remains (like cat liver), eating them restores your healt points!

7) You know who neither cares about fall-damage (that much) or extreme storms: your minotaur. Yes, it’s slow and cumbersome – but it can get you around on a planet alive.

8) The following rewards from other expeditions help, collect them asap: golden vector (of course), Normandy (since you start with a freigther you can send it to make you money) and the “alien monster egg” (hatching it counts for one of the milestones)

9) you start with a freighter – free storage room! Plus, with a bit of money you can build all ten storage “cubes”

10) The base milestone will send you to the wrong planet: the base has to be built on one of the planets with a meeting point (or at least the same class).

submitted by /u/niehle
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Why is base building this painful?

If I try to do anything more that a cube of walls with a roof I’m constantly fighting the snap system snapping to anywhere but where I want to place it.

Free build just doesn’t work nicely either, it is always just slightly skewed or slightly higher than what you placed it next to.

Would really like options like rotation locking, X/Y locking, nudging, manually putting in position etc. just so I can tell the game where I want something without needing to attempt placing it for forever.

Is there any way to make building less painful or should I just give up on that part of the game and make a square box to do all base stuff inside?

submitted by /u/WestSir8867
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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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