NMS HOT POST 2023/08/24

Simple Sentinel Pyramid of Protection


Simple Sentinel Pyramid of Protection

On my quest to kill 40 walkers, I built this base to protect myself.

The floor tiles prevent sentinels from getting too close,

The inside of the pyramid acts as a hollow bunker to hide in,

The top of the pyramid allows for easy 360 degree rotation and a quick drop down to cover on 3 sides,

If you are after that 40 walker kills Vy’Keen badge of honor, then I highly recommend a pyramid base next to some gravitino balls.

submitted by /u/Kapn_Jack
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Source: No Man's Sky | Reddit

関連記事

5 Years Ago ❤️

Five years ago I wrote this:

“I cannot wait to boot up the game and just walk in any direction, exploring. To see what’s behind that cliff, or what’s inside that deep mysterious cave. Imagine climbing a mountain during sunset and just take a break up there. Hearing the wind and see how day slowly turns into night. Seeing blinking stars appear in the nightsky. Knowing that if you want to, you can get your own spaceship and visit those stars. I’m definitely ready to lose myself in this game. Experience the feeling of being completely lost somewhere and not knowing what to come next”.

This dilemma still holds up to this day.

It’s one of those games you can play however you want. As an adult with a full-time job and family, I value the chill exploration. No need to “keep up” with anything.

The link below is an email I wrote to Hello Games in September 2016:

(https://www.reddit.com/r/nomanshigh/comments/57z3rr/just_got_a_response_from_hello_games_today/?utm_source=share&utm_medium=mweb)

With an incredible team as HG and their hard work, I can’t be anything else than grateful for what you’ve done for the game and yet alone, the community ❤️

Thank you.

// M a r c u s

submitted by /u/Artic1994
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No Man's Sky would benefit from an in-game civilization system

There are a number of player formed civilizations in NMS, but the game itself doesn’t have any kind of system for forming and joining civilizations. Given the current state of multiplayer, with most players having access to the same universe, now would be a good time to implement such a system. Not entirely a new concept, but some features might include:

  • The ability to form a civilization and recruit other players. Civ names can appear next to players’ gamertags/usernames that are members of a civilization.
  • A governance system where players can create ranks that have different privileges.
  • Players could create custom flags for their civs.
  • Claiming starsystems and planets as part of a civilization.
  • co-ownership and management of bases, settlements, and freighters.

Now a system like this would probably go hand in hand with a major settlement overhaul, as part of the same or separate update. Settlements could act as the hearts of civilizations as players work together to grow, maintain, and defend settlements across their civs. A settlement update might include:

  • More freedom over where a settlement is established, what players can build in a settlement, the layout of settlement specific buildings, and the number of settlements a player (or civ) can own.
  • Settlement requirements like food, water, hazard protection, life support, power, and housing.
  • Implementing the existing farming, mining, power, and cooking mechanics in the game.
  • The ability to establish trade routes via frigates between settlements and bases. Trade routes may need to be defended against pirates from time to time.
  • Settlement building that serve specific functions and can be damaged or destroyed during sentinel attacks.
  • Set up defenses against sentinel attacks.

What do you guys think? Is this an update you’d like to see at some point? Are there any other features you’d want implemented in a civilization update?

submitted by /u/SpiritualBacon
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Destroying a Sentinel capital ship should suppress them for a period of time

I was indulging in a little bit of light piracy yesterday, and after destroying several waves of Sentinels and their capital ship, the very next merchant freighter I attacked started the whole response routine all over again. After killing two of their capital ships and realising they still weren’t getting the message, I just went back to ignoring them entirely, which is pretty easy to do with just the one ship which tries to stop you at alert level 1.

Maybe I’m missing something obvious here, but it seems like destroying a Sentinel capital ship ought to disable them in that system for a period of time, the same as destroying the pillar on a planet does?

submitted by /u/JimboTCB
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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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