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As a former ED player the new space combat is a massive step forward.

Just want to say that adding the ability to toggle power to your shields/weapons etc.. while basic in comparison to other space Sims. It’s a massive step in the right direction.

I used to play a lot of elite dangerous and this is something I missed from space combat. I often felt like no man’s sky was a glorified version of space invaders where I was battling the equivalent to space gnats. A mediocre distraction at best.

Being able to engage in huge space battles, battle and destoy pirate freighters and have to think about it a bit more while having to tactically assign power to your systems is the first time I’ve seen Hello Games add genuine depth to one of the core systems. It’s a massive step forward for players who want expanded deeper gameplay.

I’m hoping this continues into exploration.. crafting and deeper mechanics for the other systems.

submitted by /u/Jtenka
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Tell us about your different saves.

Tell us about your different saves.

TL;DR – Tell me about your different saves. How many? What difficulty? Roleplay or not? Any self-imposed rules or challenges?

I am currently running five different saves, each with a different focus and/or self-imposed rules.

The Traveller (~125 hours):

  • On a journey to the center of the galaxy.
  • Additional Rules: No portals.
  • Origin: Voyagers Expedition.
  • Difficulty: Normal

The Philanthropist (~750 hours):

  • Builds dairy farms. Distributes hand-baked goods, useful and rare creatures, and hard to find resources to new players.
  • Origin: Blighted Expedition.
  • Difficulty: Custom (all as Normal except no inventory loss on death).

The Treasure hunter (~25 hours):

-An interstellar pirate on the hunt for the rarest and most valuable artifacts and samples. – Origin: Singularity Expedition. – Difficulty: Normal

The Scientist (~110 hours):

  • Travels by freighter using the Singularity Engine to randomly jump systems, scanning all creatures before moving on (even rare underground).
  • Additional Rules: Freighter jumps with Singularity Engine only. No freighter hyperdrive usage. Cannot leave a system until all creatures are scanned.
  • Origin: Polestar Expedition.
  • Difficulty: Normal

The Mortal (~25 hours):

  • Life on a single planet with the Anomaly in orbit.
  • Additional Rules: No hyperdrive, no pulsing, no teleporters, no space stations.
  • Origin: Custom Permadeath save, all difficulties set to max.

I love getting into the headspace of each of these characters and escaping into their worlds.

Started as the Traveller today. A little nip-nip, some Tangerine Dream on the headphones, hopped in the squid ship, switched to cockpit view, and jumped 10,000 units closer to galactic center, with a few space station visits to fuel up and fill out the exosuit inventory.

Then it was off to The Philanthropist, who teleported to multiple bases to lay butterfly, sandworm, and dragon eggs so they’ll be ready for gifting to noobs doing weekend missions. Dealing with mountainous terrain is treat from the air, and sentinels will ignore you if you are riding a companion. Spent a bit of time just flying around on the back of a dragon over my favourite neon landscape. There might have been a little more nip-nip.

Finally I dropped into The Mortal (permadeath) to take to the air on a sandworm and hunt down impulse beans, then farm some eggs and milk to make doughnuts. It’s a quick way for me to generate cash and nanites in relative safety. I am close to being able to afford a hauler I’ve had my eye on.

Anyone else have multiple saves? I’m curious how other players divvy up their focus.

submitted by /u/reverendunclebastard
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A 100% oceanic planet (unfortunately a bug)

A 100% oceanic planet (unfortunately a bug)

I was travelling through the system when I suddenly came across a what could’ve been a fully oceanic planet. It looked like one from space and when I entered the atmosphere, I saw a vast ocean, I couldn’t land my spaceship to chart it. At this point I’ve actually started to think that I’ve discovered something super rare! I even attempted to park the freighter as close as possible to jump from it and discover the planet on foot and used several maps to find just a single building on the surface…

…except there only was emptiness. A big endless ocean. Every landmark that the game has pointed to me was leading to the ocean. There wasn’t a single island, a single piece of solid surface to land the ship. I was amazed by this rare sight because, well, as you know, usually every oceanic panorama is kinda stained by some weird-looking isles that ruin the view. This time, it was only water. I even managed to “drown” my ship and fly underwater (not sure whether it’s possible under normal circumstances) for a while, took some pics and left because I couldn’t do anything about this planet except openly stare at it and think about the fact that we don’t have an option for water landing yet.

The biggest surprise arrived when I re-visited the system. The planet came back to its normal scorched biome look. Sad. Can we get oceanic planets in the future? pls ^-^

While NMS doesn’t have its own Solaris yet, something really close is nevertheless quite achievable… hehe

That’s me flying underwater. Hope the ship insurance will understand that I’ve got an issue with the air filters…

submitted by /u/ShopCommercial
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Guide on how to get high stat X class mods.

Hello, I’m just putting it out there that I’m not sure if this method has been discussed or not.

So a bit of background about how how I think mods stat are determined. When any mod is generated it gets it’s stat percentage (0 -> 100% where 100 is max stats in every category) from a random number generator. This generator essential has a set seed meaning the order of percentages are going to be the exact same across saves and reloads.

Knowing this we can essentially record in advance when we are going to “receive” a 95% roll and use that roll on any X Class mod we want.

What you need:

1. A number of X-class suspicious hazard protection modules (the ones that grant 2-10% for all hazard types). I like 10 because it fills a row of your suit tech slots 2. A large number of C class upgrade modules. 3. Any X-class modules you want to install. 

Steps:

  1. Be sure to be in a place that doesn’t have other players or turn off multiplayer and make a save.
  2. Install all suspicious hazard protection modules in a set order within the suit (left to right, top to bottom or however you like).
  3. Inspect each module and take note of any module that “rolled” with 9’s or 10’s in each type and write down or remember which position or order that particular module was installed and continue until you’ve checked all the modules you installed.
  4. Reload your save to the point where you don’t have the modules installed anymore.
  5. Install C class modules in the same order as you did in step 2 until you reach the module directly before the “god roll” hazard module.
  6. Install desired X class module across any of you suit / ship /multi tool and it should be a god roll module for that particular technology module.
  7. fill out remaining number of places of “bad” stat rolled hazard modules from step 2 and then delete all C class modules to create space.
  8. Create a save and repeat until you’re done.

Example:

I install 10 hazard modules in my suit and from left to right I find a modules that rolled (9 x1 and 10x 3) in the 6th slot and another (9 x2 and 10x 2) in the 9th slot. I then reload a save and fill in 5 C class modules and then install a x class hyperdrive with (311 ly / 100% efficency). I then fill in 2 more C class modules and install another X class hyperdrive with (300 ly / 100%) and then install 1 more C class to fill in my 10th module. I then delete all the C class modules and create and save and then repeat.

This is a long and tedious process but it beats the rng of X class modules and I should note that it will work with S class but they isn’t really a point to it except the shield / health modules as X class modules rarely get above their S class counterparts.

submitted by /u/MulberryDeer
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Runaway Mould Theft!

Stupid question: If I stumble across someone’s base and take their runaway mould, if they were to show up 5 minutes later, can they still harvest what should be there, or have I forced them to wait for it to respawn?

I ask because while checking out someone’s base I saw that they had a healthy collection of mould balls, but I don’t want to take what’s theirs if that means they get screwed.

Thanks.

submitted by /u/2_dam_hi
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