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Play No Mans Sky without spoliers, or guides. Just play and learn. But, if you're 20-50 hours in the...

Some methods that you might have overlooked. The most fun to be had is to discover these methods for yourself, but still, I share these ideas as spoilers so you can unlock them as you need.

Some of these tips are so obvious you’ll wonder why I posted them, but then I bet even some veterans will learn something.

Basics

While mining deposits with your terrain manipulator you can press T to enlarge the area to mine much faster.

You may need to have the correct quest selected from the log menu to advance it. This applies to the base computer research, check it with the right quest log selected as often as you can.

Ship

For your first ship upgrade it might be tempting to fix a busted old ship that you find in distress. These usually need a lot of work to get going, and are not worth the trouble. You might be better off saving up 3-5 Million credits and waiting at a Spaceport for a nice ship in your budget to arrive. If you wait at a Colossal archive in a system with a good economy you will see some nicer ships.

Exploration

If you find an outpost or a settlement with a technology vendor you should set up a teleporter nearby – just a base computer, biofuel reactor and the teleporter is all you need there. You can teleport TO an unpowered teleporter, but to teleport back out you may need to add 5-6 carbon to the reactor. If you have the Teleporter menu open and it runs out of power you can still teleport.

Anomaly

If you need to quickly return to your base to grab something you can just fly up to space. Press X while in spaceflight to summon the Anomaly, go in and use the teleporter to go wherever you need to go, when you are done press X again and select teleport back to the Anomaly.

Economy

You can easily smuggle contraband and avoid the authorities by teleporting directly from the pirate station to a planetary teleporter, avoiding space stations.

Exosuit

Increasing your exosuit inventory space makes things much easier. Each systems space station has an exosuit upgrade console where you can buy an extra slot. You can toggle between inventory, tech and cargo slots to decide where to put it. Adding exosuit slots to cargo by buying them quickly gets expensive – it is better to use drop-pod upgrades to expand cargo slots. You can buy drop-pod coordinate data for about 100k each from a technology merchant (or find them in other places) and then use a signal booster to find them. Drop-pod slot upgrades should go mostly into Cargo first to save cost. (perhaps use credits to buy the first few cargo slots, but when it gets expensive, then only use drop-pod method)

Combat

Holding S while in flight combat will help you to keep a target on the enemy once you have them in sights. Blasting enemy shields down and then switching to a more destructive weapon is a good early flight combat strategy. While in space flight you can press X to select recharge then hover over Deflector shield and press Ctrl-1 to set it as a quick bind, It is much easier to recharge in combat with quick binds.

Base

Choosing the perfect spot for your main base is tricky. You might want to build a temporary base early on to get things started until you find that perfect spot. For your first big base you might want a paradise planet with no sentinel activity that has a good variety of resources, but also consider the amount of planets in that system – once you have access to the Exocraft Summoning station you will be able to summon all exocraft you have to anywhere in that system. It’s nice to have a wide range of planets. Electrical wiring is free to build and can clip through structures. Take some time to lay out your wiring nicely so you don’t end up with a big mess. If your base runs out of power you can just throw more batteries and solar panels at it – or have a proximity switch from your battery bank so things only power up when you are near them. You can put a base computer inside of an existing colossal archive (spaceport) and build on to it. This way you will have a trade terminal and a technology merchant at your home base. This is also a handy way to see high class ships arrive that you may want to purchase. It’s also fun that your base will always be buzzing with activity.

Well, I thought about it for a few days and these are the tips I would give to newish players that don’t give everything away. If you can think of anything else early game that is a good tip, but doesn’t give the whole game away then post it up, use >! Spoiler!< (but without the spaces) to create a spoiler.

submitted by /u/weliveintheshade
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Is the Atlas Path repeatable? Minor confusion.

I have completed the Artemis story line, and the Atlas Path.

I have reseted the universe and installed the Star Seed and Remembrance techs.

Now I have 3 main quest:

  • New beginnings – (A new galaxy awaits…): If I am correct, basically this is the ending, where you can explore and do whatever you like.
  • The space anomaly – (Explore the new reality): I think it is the same as the New beginning. The anomaly’s ending.
  • The Atlas Path – (Find the next Atlas Interface): And this is the cause of my confusion. I thought the Atlas Path ends with reseting the universe. If I go to the Atlas Interface, it requires another Heart of the Sun.

So my question is: Should I craft another Heart of the Sun to finally complete the Atlas Path or is it a repeatable quest and I should ignore it?

submitted by /u/Keyron91
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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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