#nms-the-future

1 messages · Page 44 of 1

sinful flume
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and just buff it in general

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needs to be like 70 nanites or more per scrap

mighty solstice
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Personally, I think we could even go 200-400 nanites at the minimum for regular scrap given how much easier other ways of making nanites are. Especially since the Colossus and Grav Gun reqs technically make it a middle-to-end-game activity.

sinful flume
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yeah

drowsy canyon
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will no man sky, still become updates after the release of LNF ?

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okay thank you

oblique smelt
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Both made on same engine so its easyer to port features between games

hidden sequoia
# drowsy canyon will no man sky, still become updates after the release of LNF ?

I think it‘ll still stay their „main game“ even then (though LNF might get more attention for a good while), it was their breakthrough game after all, and even the lore and such has been crafted with such passion and attention to detail, while also clearly being inspired by real life events HG went through.

Considering what they went through with NMS, like the rollercoaster its development process was and how it has evolved since then, it‘s become far more than a simple game at this point.

Sean mentioned it being a passion project now in some Interview, iirc.

weary sundial
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Being able to break apart MultiTools into individual pieces (just like we do StarShips) and reassemble them at a Weaponsmith would be kinda cool 👀

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Could have the same tradeoff that we see with the Crafted vs Regular StarShips

outer dome
twin lake
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@weary sundial salivates

drowsy fractal
# weary sundial Being able to break apart MultiTools into individual pieces (just like we do Sta...

Oh, related thought that's been on my mind
After a wiki trawl to check something it seems a little odd to me that the only way to improve ship and multitool base states is gacha roll until you find something better. What would other people think of the idea of letting base stats be incrementally upgradeable to their natural cap through rare modules similar to inventory expansions?
(Or is this thought obsolete due to some of the wiki being behind)

weary sundial
# drowsy fractal Oh, related thought that's been on my mind After a wiki trawl to check something...

Whilst personally I would love a way to improve base stats, the RNG for finding good ships/MT or building good ships is a kind of a defining part of the gameplay loop for NMS

The only even semi "acceptable" solution I can see would be for a new class of "upgrade" consumable to exist, and for THOSE to become a new RNG item to chase - that way the gameplay loop is preserved, but people would also have the ability to improve a ship/MT that may have sentimental value.

drowsy fractal
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Yeah that's what I had in mind basically-not something you can buy in shops, something you really have to chase down and get lucky with like the free inventory slot modules

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And even then still probably be only incremental in gains

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Ideally it would be at a position where you can do either, and not have one be better than the other, which probably means that the best way to tune it would be to make the stat upgrade modules rare/hard enough to get comparative to how much they improve their assigned stat that on average ship/tool rerolling will get you a tricked out top level option faster

marsh halo
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You need to make everything else so specialized that the jack of all trades is worth it

eager quartz
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I just finished the expedition and in the end I did enjoy most creating roads and optimizing paths for the colossus.
In the end i would love it to become some sort of railroad construction vehicule, that can be used to lay tracks for an automated transport system across lands.

  • custom terrain manipulator that can flatten or "iron" the ground, dig tunnels, maybe setup bridges
  • a track-printer

so after the mudrunner update we can dream of a railroad tycoon update, at this stage nothing is impossible aha

cerulean oriole
eager quartz
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that's the next logical step for the colossus V3 upgrade

latent urchin
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Panini projection FOV option (a secondary strength slider along side the regular FOV)

wind gale
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  • Excavating fossil/artefacts is fine but excavation of corvette parts is very far fetched. Add all parts buyable at the space station with reasonable price.we can use already existing gameplay loops to grind money for corvette paths.
  • npc quests in settlement or minor settlement for transport of local physical goods between nearby pois by colousus would be cool
fair yarrow
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Is there any chance for a simple ODS toggle in the options? If not maybe an extra filter in the discoveries tab that only lists systems you've personally visited? And as cherry on top make that the default list when opening discoveries. The current discoveries list is a travesty. Maybe this has been discussed to death here, I don't know. What I know is that it's a common google search among players. I'd like the chance to play alone and when I turn multiplayer off, then not have the discoveries list cluttered with systems other people have discovered five years ago.

Same thing when you access the teleporter in the anomaly. The first (default) tab is full with community creations. I'm sure they're all very pretty. I don't care unless I actively look them up myself.

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Having to mess with firewall settings or setting steam to offline only to achieve this sounds comically absurd imo.

tame niche
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I think the colossus has the most powerful mining laser, for what little thats worth.

tame niche
cold quest
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Would you guys want to see more optimization for things like the Asus ROG Ally and maybe the other handhelds like the Lenovo GO? I personally really want to see more optimization to the games on these handhelds as I believe it's quite poor for how strong they are!

edgy chasm
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I just posted a request to HG. The remnant update got me thinking about more use for the corvette. I posted the following suggestion:

  1. Half sized habs and intersections for narrow corridors and offset connections
  2. Interior doors, simular to base building
  3. Cargo bay hab, a single hab that transforms to 1 open space if connected to another cargo hab (sideways and if stacked)
  4. Add interior teleporter or lift (close to the wall of a hab)
  5. Mission specific modules
    1. For cleaning up space junk (expedition?)
    2. For repairing in space i.e. repairing space stations, freighters (expedition?)
    3. For waste management (expedition?)
    4. For seek and resque, i.e. search lights, special radars, tracking beam (expedition?)
  6. New exterior access
    1. Cargodoor for cargobay, 2 habs high and 2 habs wide?
    2. A docking door, for connecting to your freighter or Atlas station
    3. A hologram look door
  7. Exterior design
    1. Sleeker panels to cover habs, which means half the hight and half the width
    2. Vertical engines
    3. More angles for wings
    4. Add small lightmodules
    5. Add flexible tubes to connect on the exterior
    6. Add cilinder shaped hab
      What do you think?
steep prairie
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So idk if this server impacts the future of nms updates but if so i would highly suggest adding a multi tool discard system

vague rune
steep prairie
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Whaat you can destroy them in there?

vague rune
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Yup.

steep prairie
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Omg thank you so much

vague rune
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!hg

misty irisBOT
vague rune
cerulean oriole
unique wyvern
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For trains, i imagine they could be structured like hanging monorails, just to make them less like Astroneer/Satisfactory's trains

gentle merlin
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I'd like to definitely see more Corvette parts without needing to do a expedition, and I'd like to see a way to run a trading center or even owning a space station

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Also Id like to see the devs add a way to build Corvettes using 0.5 without having to use the shield or rock hopper to do 0.5

drowsy fractal
# gentle merlin I'd like to definitely see more Corvette parts without needing to do a expeditio...

With all the talk about old empires in the game it feels like the game would really benefit from a way to claim larger amounts of space, build an actually interconnected system of settlements and colonies-build your own mini empire.

But also, that would be a lot of work when really what the game most needs at the moment is further content and refinement of the systems that already exist. Giving settlements themselves more robust systems, fleshing out PoIs and trade and space stations better... Lot of stuff that would support wider overseer work that just would also be good on its own

ruby pecan
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how often are suggestions and ideas posted here acknowledged or even implemented?

urban timber
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This is a fan-made discord, not an official one

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Its likely that there are devs lurking and checking on things people would want, but official suggestions gotta be made to hello games themselves

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!hg

misty irisBOT
weary spoke
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I have an entire rocket league arena lol I like ur idea

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idea: DANGEROUS PLANETS. have u ever heard of the planet that rains shards of glass sideways at thousands of miles per hour. Or the planets that orbit pulsars. Or the one that is being eaten alive by its own star. No mans sky is relaxing, too relaxing for what space is really like

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or better yet let us explore the stars and add different types of stars

eager quartz
urban timber
urban timber
eager quartz
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oh okay, so this one is kinda the ONE then aha

urban timber
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Not really

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Not in the sense that stuff talked about here is directly seen by the devs

eager quartz
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right

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do they ever talked about their point of view regarding generative Ai ?

urban timber
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But there does seem to be a pattern between popular ideas discussed here and which ones get implemented

urban timber
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Theres much better algorithms to use for increasing variety than generative AI

eager quartz
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it could mess things up, but it could also be amazing if paired with their procedural engine

urban timber
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I mean it would still technically be generative AI but I mean one not trained for images and such

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Or it could be a new proc gen system rather than AI

eager quartz
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ah yeah definetly not public models

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they could train something on their own assets / lore

urban timber
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Regardless, theres better ways to do it

drowsy fractal
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Tell me that you don't know how gen AI works without saying you don't know how gen AI works

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Gen AI is not a good match for something like this where
1: completed generations need to properly fit into an existing system and consistently meet multiple specific criteria every time based on what they're being made for
2: one of the biggest bottlenecks is already processing power and technical overhead

urban timber
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Also you cant really test for consistency

eager quartz
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i'm not an Ai dev for sure, but i didn't meant LIVE processing , it still could help at scaling some parts in their pre-production or assets creation workflow

drowsy fractal
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Not really

eager quartz
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not a wild AI within the game for sure

drowsy fractal
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Maybe in another couple of years but definitely not right now

oblique smelt
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How would even ai be used in proc gen? To generate assets? Game would bloat in size real time to TB

eager quartz
urban timber
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The main areas i could see improvements being made when it comes to the procgen is in fauna, flora, and minerals. The main improvements that I think would be needed is increased modularity without being paired to preexisting models, but that is still procgen, and adding AI into the mix would complicate things without much help

eager quartz
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it could help at creating low poly assets versions and asset optimizations

urban timber
eager quartz
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yeah true

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all text dialogs in the game were generated with procgen too ?

urban timber
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No

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Text dialog was written, though for the ciphers used as alien words, that may have been procgen

eager quartz
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like the expedition logs, they are so detailled and feels like real stories

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ah ok

drowsy fractal
lilac crane
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Corvettes should be able to allow you to deploy into an exocraft on the surface and allow picking up from the exocraft. The transition between Corvette and exocraft should be smoother. I am not sure if this should be relegated into its own module or be a part of landing bays.

drowsy fractal
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It would be really cool to just airdrop from a corvette inside your pilgrim or nautilus or whatever

lilac crane
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Airdropping pilgrim or nautilus maybe, colossus looks awkward. Colossus is better beamed down.

urban timber
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If theyre the ones im thinking of (derelict freighter datapad logs and fleet expedition logs) then the procgen is there, but its kinda like mad libs

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Those ones are procgen, though maybe simpler than most

tame niche
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with the addition of beaming down in a vehicle, and, if beamed down in a vehicle, the ability to beam back to your ship from your vehicle.

eager quartz
urban timber
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Ive always been a vivid reader, so picturing the events works well for me

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I love when weird things happen, though

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Cant think of any examples at the moment

eager quartz
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they sounds more exciting and epic than most quests

urban timber
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You just gotta describe your adventures in the right way

obsidian gale
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i just want a key fob for my corvette that opens or closes the ramp from any distance

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bonus points if a little chime plays when you activate it

manic plank
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I want to be able to hire people to do things on my Corvette along with buildable work desks they would use that could possibly point you to a nearby site of interest or passively scan flora and fauna while you're doing on foot exploration

sinful flume
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also

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it would ruin the games reputation

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cause nobody likes ai

tepid wind
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10 years.... not one windmill. 10 years.... not one fusion/fission reactor. 10 years not one wave/tidal generator. 10 years.... not one nanite leveling of base freighters. 10 years... Still waiting on the two legged final boss Sentinel for an exocraft....
What do we get? What's the new expedition? A job.... This is it??? It's a job lol.... 10 years and we get a job? They made us a job to do... Collect scrap and dispose of it for resources. I've done this as a side hustle in RL lol Whoever came up with this, has never worked a real job. In my bases, I can make millions of resources lol I am never using this new gadget again lol I am soooo disappointed...

eager quartz
# sinful flume then that means they are just using ai as a shortcut

technology, innovation, tools are always a shortcut, that's the whole point.. the current procedural generation engine used in NMS is a shortcut in it's own way.. Ai is just another tool, the way some models are being trained, or how people use or build them wrong is another story. A controversial topic it is for sure

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i'm sure a studio as experienced in generative design as HG could use it in interesting ways

floral otter
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I would love to be able to sit on all chair furniture and lay down on the beds, and out in the grass. It would add to layers of immersive roleplaying and screenshots. You could code it in like 5 minutes. C'mon HG

devout cliff
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If the colossus is the truck, I hope the roamer is the van. Some delivery depots at different POIs, maybe always starting out at a trade outpost. And a list of jobs we can undertake that does a quick sweep of the local POIs to give us estimated delivery times and a list of missions to undertake.
Make it single item deliveries, but make it so whichever material type we are delivering adds an extra dynamic to the delivery. Can even use the 3 waste resources for consistency:

Explosive - Have to avoid heavy impacts. Rather than the physics of the colossus, have an indicator on the single package that phases from green to red and flashes more insistently the closer it comes to breaking. Will calm down if u wait or keep it level for a while.
Radioactive - Timer, have to deliver the package in a % of the game's predicated time to destination. maybe 110%-120%? So 11-12 minutes time limit for a distance the game would reckon would take 10?
Toxic - Maybe some balance mechanic? Like the explosive one but more about finding level ground? Might be too hard to balance against some terrain generation.

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Or make it so wheels and things actually have a mechanical impact. So if we choose a toxic delivery, might want to apply the hover pads to make it easier to balance. Wouldn't want the superficial mechanics of the colossus' cosmetics again.

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Spiked treads - better at inclines, but will be slower on flats. Hover pads will keep steadier over more uneven terrain and travel across water like the pilgrim (sorry pilgrim), Racer wheels - faster on flats, but can't handle steep ascents as well.

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and rather than a flatbed, just have a body version of the roamer that's a load bay like a van.

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Then introduce this mechanic in reverse so we can expedite our settlement timer by making resource deliveries to our settlement.

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The only contention I see for this is maybe that this already crossed their mind, but the whole waste angle they went with with the colossus was to eschew any death stranding parallels. Even if there's no legal reason for them not to do the same concept, its not always a good look to outright steal ideas wholesale in the game industry.

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All they'd need to do there tho really is tie it better into the ecosystem of mechanics already in the game, rather than give us another minigame segmented away from everything else like the colossus currently feels.

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If i've anything to be cynical about over this update, its that after all these years HG still won't commit to making their updates part of a bigger whole. Like even at some basic fundamental levels: why does the mission vendor still only give me photo missions, scanning animals and shooting sentinels? Why isn't he sending me off to derelicts? (desolation) getting me to clear up planet waste? (Remnants) Battling a troublesome pirate fleet in a neighbouring sector? (Echoes) investigating the strange signal of a crashed interceptor? (Interceptor). You have the pieces HG, now connect the dots.

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I hope for LNF's sake that its just something back end like the technical debt being too great to sensibly integrate all these features without breaking everything.

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Because if its design direction, I worry LNF is going to be a game of gimmicks stacked in parallel but never talking to each other.

urban timber
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More mission variety would be a great way to tie a lot of these mechanics together, tbh I'd think it is a part of their plan to do that

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For some of the more specific things, I'm not sure if it would be due to them being harder to implement as vendor missions. Waste processing would be easy, I think, but i wonder how others would work. Would investigating a derelict give you an emergency broadcast scanner for free or would you have to buy one yourself? Would investigating an interceptor point its location or would you have to find/get a carrier ai fragment?

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I think you can abandon missions while keeping items they give you, but I havent done many missions so idk, lol

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I want more interesting missions, but I dont want them to be able to be cheesed for something else, you know?

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Oh also I feel like the more out-of-the-way you have to go the better the rewards should be

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Like, maybe for fighting a pirate fleet, you dont get rewards from defeating the fleet, but from turning in the mission, and you get a freighter upgrade module you know beforehand

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If i knew id be getting an s class freighter hyperdrive as a reward, I'd do lots of tougher missions, lol

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Or even introducing the concept of rewarding more than one salvaged frigate module/cargo bulkhead

dusty hearth
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what if they had drop pods in your freighter like helldivers

sinful flume
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I really hope they expand the scrap mechanic

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like adding scrap missions to the nexus

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and maybe they could change the way some trade goods work

urban timber
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Ehhh, idk about that

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Unless it was exclusive to missions on a planet's surface?

sinful flume
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maybe you could load them onto your ship and if you take alot of damage it loses value

urban timber
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Ohh, so it would still be inventory items?

sinful flume
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some would still be inventory items and work the same way as they do rn

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but some you could load onto your ship

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and maybe the occasional pirate attack when you unload them at a trading post

urban timber
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Also you gotta consider that missions generally would be designed to be completable regardless of starship type

drowsy fractal
drowsy fractal
urban timber
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Because its rare to stumble across landable derelicts or crashed interceptors. The former is a space encounter and the latter i think directly replaces crashed starships if there isnt a dissonant planet in the system

sinful flume
urban timber
sinful flume
cerulean oriole
soft musk
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We must have marine pets, I say this because some of them are magnificent!

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No?

drowsy canyon
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do we get more building plants in the future ?

urban timber
cerulean oriole
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Its interesting how, development and test wise were actually pretty far along the pipe in terms of updates that introduces tech developed for light no fire

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So far we've covered world and terrain generation, weather, reactive flora, water physics, than multiple person ship crafting and navigation in world, now we're on object physics and vehicles

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If we're working from broadstrokes to specific, future updates would probably be further vehicle refinement, Point of interest and world encounter generation, Generated quests, and NPC development

urban timber
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Navigation tools would be amazing

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Cartography and orienteering related stuff

humble arrow
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Is there a chance that in the future we will get No Man's Sky as a standalone for Quest 3?

digital dirge
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I'm currently doing the expedition, and I believe the Colossus (flatbed) could benefit from higher walls or a stasis field

urban timber
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Ive been able to almost transport all the waste at a heap in one trip before, but theres always some losses

digital dirge
urban timber
digital dirge
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Ah, hokay

urban timber
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And the wall goes higher than that, too

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Almost double the apparent height of the hologram wall

wicked drum
gloomy hazel
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So when are we getting to build on a colossus?

cerulean oriole
urban timber
empty jetty
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Where's the NMS hang glider, HG. I saw that brief image in the LNF teaser, gimmie. 😛

wraith solar
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Will the Switch 2 get preformance / quality modes instead of just one?

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Or mouse mode support?

solar flume
cerulean oriole
sinful flume
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considering the menu uses a mouse

wraith solar
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Right!!!

sinful flume
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and they could make the graphics look a bit worse and make it 60fps

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or 50fps

wraith solar
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Ignoring motion controls (that are stupid with the mouse as an option) there's no good way to navigate the menu

wraith solar
urban timber
# wraith solar Or mouse mode support?

I remember seeing that you can use both joycons in mouse mode at the same time, and I was wondering how many games would even use something like that, but for nms it could be an interesting way to control the starship in flight

sinful flume
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would be so fun

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/hg

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!hg

misty irisBOT
sinful flume
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ima suggest it

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I didnt suggest the performance mode

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but i did suggest the other motion control stuff

tepid wind
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I got a kooky idea... Since we wasted time and effort building ships that you can haul things in, maybe we could haul this scrap around in them?
I tried and no, you can't.... The scrap falls out of the bottom of the craft you built so you could walk around in it while it's moving.
Yeah, I don't get that either... We have all manner of ships and we now have ships that are like minibases but we can't store this scrap on them for transport...

soft musk
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I had an idea: what if we added railways in the future? With railways and the trains on them, we could easily transport waste and, if attached to drills/depots, even resources. What do you think?

foggy geyser
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I wonder when we will get buildable space stations that aren’t plain

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And a satisfactory like train that can haul tons of waste and fuel or be a drill that collects resources for you

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We need a set of 2 new corvette modules
1: scrap carry zone
2: starship dock only for 1 small non corvette ship no boundary herald room

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3: a weapon storage room where staffs and guns a displayed when you archive them there

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Like a weapon wall

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4: a drone deployment system that allows deployment of building drones to unpopulated planets

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5: stars and black holes are now physical objects in space
And if the right reality distortion protection modules are not installed a black hole will rip through your ship

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6: those drones can now build a Dyson sphere around a star or a case around a black hole allowing for transport using a freighter with a towing module attached
For use of a weapon of war

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8: you know why I skipped the number after 6

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9: you can build space stations on Death Star scale

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10: portable cities you can build on your freighter that can house npcs in need of help or housing

carmine pawn
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  1. you can already put a multi tool rack inside a corvette
foggy geyser
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Up to 100 houses with a 4 npc limit+2 pets

foggy geyser
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Like a katana rack for staffs

carmine pawn
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corvette carrying a small ship. I agree. scrap zone, nah that breaks the scrap gameplay

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the rest of your ideas would break the game engine, not possible

foggy geyser
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It makes transport less frustrating

carmine pawn
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if scrap collection becomes trvially easy that breaks the intended gameplay

foggy geyser
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As a satisfactory player I know and hate losing resources cause my train derailed a lot

carmine pawn
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go play dyson sphere project, it has some of your ideas

foggy geyser
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Now I use drones

carmine pawn
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trains , ok maybe

foggy geyser
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Dsp is a fantastic game

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Yet I play in sandbox on any game with that option

carmine pawn
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too many polygons

foggy geyser
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Like I don’t know what game engine nms engine is comparable to

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I play lots of ue5 games

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Or source games

carmine pawn
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the game already lags if you build a corvette thats too complex

wary heath
foggy geyser
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I have a tank as a corvette

wary heath
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it's a proprietary engine, the rules are not set in stone

carmine pawn
foggy geyser
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Big flying doom tank

foggy geyser
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Like 300+ on my pc specs in bio

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I’m not tryna flex

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But a 5070 runs nms easy

lilac crane
foggy geyser
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Struggles to keep 100 fps on ultra nightmare graphics on dark ages though

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Even the ram is 50% used occasionally and I’m not doin much

carmine pawn
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NMS officially supports the 1060 with 8GB of RAM and a core i3 as minimum spec. so they don't want to let people create content that would turn the minimum spec into a 5 fps slidewhoe

foggy geyser
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Just obs+openshot+a game+opera gx

wary heath
# carmine pawn too many polygons

majority of game assets are low poly models with baked materials and textures from the high poly version, it's what gives the illusion of detail. I doubt the current parts have many polys or triangles

foggy geyser
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I use mods for no complexity limit or build hight

foggy geyser
wary heath
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gtx 960 (4 gb)

foggy geyser
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Gif no work

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Why

wary heath
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it runs the game pretty well (except for some corvette lag in anomaly). but I do have FSR 2 quality on

foggy geyser
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But still upgrade ur gpu dude

wary heath
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in this economy? in this state?

foggy geyser
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Or get a steam deck oled if in stock rn

wary heath
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the prices have imploded

foggy geyser
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There in stock in uk

wary heath
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it's the worst time to upgrade a pc

foggy geyser
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450 for a 512 gig model

carmine pawn
foggy geyser
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550 for a 1tb anti glare screen

wary heath
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and yes it's for work

foggy geyser
carmine pawn
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also I think people who use mods to break the spec and log on in multiplayer are being selfish

foggy geyser
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My pc is meant for work that’s why I have 64gigs

misty irisBOT
wary heath
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you can sell that for profit rn dude

foggy geyser
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Cl30

wary heath
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the ram prices are insane, you'd make a fortune

foggy geyser
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Extra 16 gigs under bed

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+42 gigs ddr3 1600 cl18

wary heath
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oh ddr3 is kinda shit

keen shoal
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@wary heath @foggy geyser Do you guys think this place is a place to talk about current RAM situation?

keen shoal
foggy geyser
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It says future

keen shoal
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Read the pinned rules

wary heath
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sorry mate it's just that they were talking about minimum specs and the engine not handling a lot of corvette parts

foggy geyser
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Futre ram prices tbh this is a bit stupid where’s pc channel

carmine pawn
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what I would like is a bar / cafeteria in the space station and on your frieghter

keen shoal
carmine pawn
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add mixing beer from various plants. gives you buffs but drink too much and you get the wavy screen effect and can't walk straight

lilac crane
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I find the connection and interaction between bases and corvettes awkward sometimes. There should be a Corvette Teleporter for planet bases and a Teleport module for corvettes. The Teleport module sends you towards the nearest Corvette Teleporter.

carmine pawn
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Anomalous Beer. warps you to a random space station and you wake up with your inventory empty (gets moved to storage)

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also randomly changes your appearance

carmine pawn
keen shoal
#

i mean, i have some base idea came into mind for that cooldragon2

carmine pawn
#

i guess I could build something then try and park the corvette in mid air just above it so it looks like its docked

lilac crane
#

Holographic dock sounds better than the pillar.

#

Corvettes are not just bigger starships though. Treating them as such is thinking too small.

tiny palm
#

Pathways/roads for settlements, would make it look was nicer and be much easier to navigate a dense settlement

oblique smelt
#

U can make them on your own. By placing base nearby, expanding base range into settlement so u could build unside settlement. Its advised to do that after u build all settlement buildings from settlement terminal

jade rune
#

I want to create my own vehicle

zealous nest
#

Let us drive freighters, also give corvettes a exocraft and or starship bay

urban timber
#

Freighters would be really hard to drive

#

If they ever are made able to be moved without warping, id think it would operate similar to the exo-skiff

zealous nest
urban timber
#

You summon it as a platform on water

zealous nest
urban timber
#

If you use the summon again nearby, it will drift to the new location

zealous nest
#

Like around planets

urban timber
cerulean oriole
#

You sit in the pilot's chair and choose one of the planets and it pulse drives to orbit

urban timber
cerulean oriole
urban timber
#

No faster than boosting

cerulean oriole
# urban timber No faster than boosting

Honestly a good speed, combine that with the autopilot function and I would call that a good place for them in terms of movement. Enough that theyre not broken and also letting yoy move from one planet to another, even if slowly

urban timber
cerulean oriole
#

It would add extra function to the system scanner room as well

urban timber
#

Im not sure how well it would do, performance-wise

#

Theres a reason corvettes are restricted to the sizes they are

#

While freighters are mostly one giant model, they also include a huge base area that would be moving as well

cerulean oriole
#

True, but we wouldnt be asking them for complex maneuvers like a corvette, we would be asking the model and base to essentially move in a straight line towards a selected destination

digital dirge
#

Could we get some keybinds to orient the thing being held by our gravitino tool? Like, we can pick it up, but we have to jiggle it around in order to get it in the bed in a way that takes up less space

bright tartan
#

PLEASE HG, EXOCRAFT CORVETTE MODULES

#

ESPECIALLY WITH THE NEW UPDATE

#

IT MAKES TRASH COLLECTING AND STUFF MORE FUN AND FAST

#

AND OBVIOUSLY FOR THE MINOTAUR

bright tartan
wind gale
# cerulean oriole You sit in the pilot's chair and choose one of the planets and it pulse drives t...

I think.in order to make the pulse drive autopilot in corvette or freighter meaningful,they need to revamp the orbital position of planets and make them distant like they are not clubbed together as bunch or rocks in single fov. They necessarily not need to orbit and take 10 min to pulse drive but put them far and increase the speed of pulse drive so that we really feel the distance between planets and adding statically located space pois will be welcome rather than randomly spawning infront of starships

bright tartan
#

They aren't even orbiting their sun

#

They are just in a clump

#

It would also be nice to go by the sun and not just see it in the distance

devout cliff
#

As much as I'd love this too, I think as soon as we saw them give us the ability to move the skybox/sun around with photomode all those years ago, it was as good as writing this off ever happening. A shame really.

fading dew
# wind gale I think.in order to make the pulse drive autopilot in corvette or freighter mean...

You would love Elite Dangerous. It has all of that plus a planetary gravitational system that lets you slingshot using a planet or sun's gravity. I honestly don't think the freighters will ever move, or should move, tbh. Right now they serve as mobile space bases that can leap from system to system. For movement within the system you have spaceships and corvettes (Not to mention teleporters). The freighter doesn't need to move. Adding that function wouldn't add anything meaningful to the game loop. Now adding pirate raids on your convoy, forcing you to fight off an enemy fleet of either pirates or sentinels? That I would be interested in seeing.

#

A whole slew of freighter related upgrades could be added to the game to enhance its survival potential. Shields, weapon systems, defense drones, turrets and rockets. Though if I'm honest, I think most updates we see in the near future will be smaller. Not in scale, but utility. Stuff that you can use on a single planet, as more and more content is created for LNF and retroactively implemented in NMS>

open lava
stoic palm
#

we need AI

stoic palm
#

holy jeezus

#

no like, we need AI built in the npcs. and the ability to communicate etc. would be an awesome addition to the alien world and the races

urban timber
#

I get what you mean, but it wouldnt work very well

#

It would be vastly better if there were more lines and dialog written with interaction in mind, than an AI's attempt at doing so

brazen nova
#

Idea for a local hazard on ice worlds: avalanches.

#

When you're in a mountain region.

strange widget
#

Someone told me today that Devs went on a live stream and said the game is going to be made in UE5 and base limits/ rendering will increase to 20k. Scheduled for later this year.

I smell a lie as that’s pretty hard to believe and not see a thing about it in this chat.

Can anyone ex this for me?

green rapids
#

changes to garbage hauling would be nice. either more profitable to make up for the bouncyness and losing junk, or higher walls/a tarp on the flatbed. i like it a lot but its really not worth the time right now. another thing that would be nice is some sort of overhaul to space mining. its repetitive and best when avoided. something similar to eve online where you mine unique resources would be neat. maybe some sort of self built space station, not the massive ones but smaller with base building on it.

rare vine
#

i still want new corvette parts and ability to build in parts freighters or having big battles with freighters where one can control its weapon systems.

#

Battles in general in similar way like star citizen or Eve Online would be nice

rare vine
wind gale
rare vine
strange widget
rare vine
native wave
#

If its NMS or LNF, that's absolutely false.

#

I can think of a plethora of reasons why that's just pulling stuff out of thin air. Starting with the handcrafted custom PCG framework developed by HG over a decade to financial independence (Epic takes a cut off every game made with UE)

strange widget
# native wave Which game?

It was for NMS. I mean, even if this was discussed at all by devs it would be a fiasco in this channel.

I wasn’t trying to spread rumors as I was asking the validity of something I had heard, which is in fact false.

Thanks for giving further reasoning about the topic my friend 🙂

native wave
#

No worries mate, if the devs had said anything about it, it would be an uproar. Skyscraper engine has been refined over a decade to serve a very specific purpose. Even UE can't match the sheer procedural variation that is possible with Skyscraper. There is no reason to move to Unreal at all, especially given the graphical improvements made in the Worlds updates last year.

strange widget
#

Yea it would be an insane thing going viral here he

So weird people will make stuff up. Thanks again.

tame niche
urban timber
#

Oh right, ive also seen people draw headcanons and the like from stories where they make an AI chat bot thats supposed to be based on a character, and then take it at face value as the AI acts out of character for what theyre supposed to represent

sinful flume
#

lowk hope the ai data centers get struck by lightning or smth

viral creek
#

It has a use, but is only as good as the ones training it.
NPC AI has been a thing for quite some time but will only react certain ways. I think it would take quite a bit of time for it to "learn".

pure marten
#

They gotta add much more customisation to Corvettes especially the functional parts, they're very lacking. Inside the spaceship: Elevators, stairs, teleports. Inside/Outside: Landing pads you can place ON or INSIDE your ship that would open with a hangar like vertical door allowing to carry one smaller ship or exocraft. Outside: More landing bays(elevator like), Being able to change the maxium length that landing bay extends to, bigger cannons.

tame niche
#

I'd settle for a way to include the functionality of functional parts without it negatively impacting aesthetics, so not every ship you actually try to make good has to look like a flying brick.

strong holly
#

!randomhype

misty irisBOT
#

@strong holly Please run this in #bot-spam (or #nms-commands if NMS related).

native wave
strong holly
#

I'm just trying haha

native wave
strong holly
#

you can on LFG though

#

LFG channel I mean

strong holly
devout cliff
urban timber
native wave
#

jokes apart, mine is actually pretty chunky. i wish we get more of that light pillars. It looks pretty cool

short cedar
#

i hope their rework of the colossus this past update means they're revisiting exocrafts in the future. i still really want custom exocrafts with walkable interiors like corvettes

tame niche
#

The current way to maximize your stat bonuses with corvette parts is to add them in triplicate. Design a corvette that has three copies of, say, the warp drive part, the fuel effiency part, and the shield part, then get back to me with a ship that looks aesthetic.

urban timber
#

Do you mean the reactors?

#

Because I'd figure it would be better to use shield generators over the cetus reactor since they provide adjacency with the rest of the shield systems

tame niche
#

Any of the functional parts that cap at three for statistical bonuses. Anything you want a corvette to specialize in- combat, exploration, and so on- pick a goal for the ship, and then both work with the current system of "parts in triplicate" for actually trying to max your stats and make it look good.

urban timber
#

I know I've done that at least once

tame niche
#

You dont have to make an all rounder, even, just pick one role to trt to both reasonably max and look good.

urban timber
#

I designed this one for maneuverability and pulse drive efficiency. If you consider it bricklike, thats fine, but it certainly isnt due to the reactors

tame niche
#

This one does look quite intentionally like a barge or carrier.

#

Its intentionally superheavy nature does allow for hiding more things inside.

urban timber
#

Ive also used techniques to hide reactors when designing a corvette modeled after an ingame shuttle

#

This one isnt specialized much, but its got 2 Medusa, 2 azimuth, and 2 zenith reactors at least

#

The main reason I didnt add more was because it didnt fit the specific shuttle design I was going for

#

Though I may expand it later, so who knows?

tame niche
#

I haven't figured out yet how to make a ship three layers deep that can conceal things in the middle.

urban timber
#

Oh the shuttle corvette mostly conceals stuff along the sides

tame niche
#

I wonder if theres a good video not for showing how to do flipping and clipping stuff, but just to teach people new to corvettes basic techniques for verticality and making space to conceal things so they don't all get bolted to the top or bottom.

urban timber
#

The most I typically do is clipping by offsetting, but even for things that are visible, I tend to offset them to make it look better

#

The wings and boosters on the shuttle corvette are offset vertically

fair yarrow
#

Since we have toggle sprint by tapping shift, how about toggle starship boost? Same for auto walk [K] and cruise control.

jade rune
#

Elevators

royal creek
#

I hope eventually we will be able to tame pretty much all the creatures, let me fly high up in the sky on one of them birds

fading dew
#

You can tame all kinds of stuff that can fly. You can ride them if they're big enough.

royal creek
#

The high flying creatures arent tamable tho I thought, only the low flying, unless im wrong

winged cave
devout cliff
#

After playing with Enshrouded's water physics, I wish NMS had something similar as it would open up so much for building. I think tho that it might be a bit much to ask the old gen versions to handle tho, so maybe for LNF?

#

And since NMS (and presumably LNF) have voxel based terrain, I imagine it wouldn't be too hard to implement something similar?

urban timber
#

I dont think nms has voxel based terrain, at least not entirely, since the terrain is generated relative to a globe rather than a plane

shadow dagger
#

It is voxel based, just distorted to fit a sphere

urban timber
#

Oh ok

devout cliff
#

Yes and by making the water voxel based too, it would make the behaviour of waterfalls, rivers, and the rest, naturally occur as they would in the environment. And us digging away terrain would actually cause water to fill the hole rather than just be a plane at a certain height.

#

I mean from the fact we already have the water from LNF, I assume it won't happen, but that's a real shame as dynamic water would add so much to the world.

#

The issue would be the performance when rendering the giant waves our current water solution can do now, as voxel water. So it would be probably a question of tradeoff: More interesting water routing on land? or more impressive waves for ocean travel?

#

Personally I feel, unless they have something really interesting to make ocean travel engaging, most of our time will be spent on land, so I would rather voxel water so we finally get waterfalls, running rivers, and can make real irrigation for our planting.

#

Also after playing with an entirely voxel based build system, please please please HG drop the prefab walls, floors and ceilings, and go all in on voxel building. It will stop people having to rely so much on glitch building to do fancy things, if the build system itself is so flexible.

fair yarrow
#

This screen could have info about the colour of the star and about the guild present in the system

jolly kelp
#

The two main updates I want to see are a Combat Update (Personal, Exocraft, and Starship) and an update that would allow you to interact with a lot more base parts (like chairs, beds, etc). Just like, improved interaction/ambiance on that latter one.

But also
-Being able to dock starships and exocraft in a corvette would be nice
-Exocrafts still feel pretty jank to me, and the minotaurs first-person view even has a layering bug (at least for me), so like, refining them would be nice ^^

#

Oh also, larger interior spaces for the Corvettes would be nice. Like multi-story rooms, wider rooms, etc. Especially since multiple people can be in the Corvette

turbid scroll
#

"dock starships and exocraft in a corvette"

#

💯

urban timber
#

I dont think docking starships will ever be a thing, but maybe exocraft

jolly kelp
#

Yeaa, starship mainly make sense for immersion, but not gameplay, since you can summon starships from anywhere. That's not really the case with Exocraft, even in my main save I need to summon my freighter first

#

That's not much of a hurdle but I had everything pre- Voyagers unlocked in my main save

winged canopy
#

if there's a combat update i'd like to see npc allies be buffed so they're not absolutely useless

#

like squadrons and the minotaur ai

left oasis
#

had an idea for a future update get stuck in my head. so I'm gonna just dump it in here fo exorcise it from my brain.

Spoiler warning: NMS plot. Just in case.

|| New star type: Null Stars. Rather than being a 'higher' tier of normal star like purple were, these are more of a 'dungeon' zone. For starters, the planets are wrong. Not a single normal planet type spawns. ||

|| Instead, you get broken, corrupted planets. Purple star-style ocean worlds, but utterly devoid of water, with the coral and sea plants dead and crumbling. Warped anomaly planets with wild terrain generation. Fractured Worlds, gas giants without the gas (or any air at all) and with much larger gaps between terrain plates. Some of these islands may be moving, so jump carefully. ||

|| All of these worlds are patrolled by berserk Sentinels. They travel in packs, and it's not just the basic hoverbots this time. The one mercy: they're berserk. So while they may be able to get reinforcements on the ground, they have no connection to space; you can flee. Can flee. Flee. Must flee. ||

|| In space, from time to time you'll encounter anomalies - broken ships, Sentinels battered beyond recognition, the remains of space-borne life drifting eternally. Every one of these would have the same message. 16 // 16 // 16 // 16. To give you a reason to keep doing them, you'll usually get something out of them. ||

|| Why do I want to motivate people to keep checking them out? One exceptionally rare variant message:15 // 15 // 15 // 15 ||

|| The idea here is that these worlds are, in-universe, a representation of the ongoing decay of the Atlas - I didn't choose the name "Null Worlds" by accident - he likely bears some responsibility for this through his core-diving and galaxy-breaking. From a dev perspective, this would allow experimenting with extreme or just weird terrain generation ill-suited to normal play but potentially viable in a 'dungeon' environment.||

#

sorry about the ol' CIA treatment but in case someone who hadn't finished the plot accidentally clicked in and didn't want a spoiler

sinful flume
#

this is such a good suggestion

#

submit it to hg

winged canopy
winged cave
#

I have to say i would line to see some of the normal galaxys replaced by 3 types of galaxys where the planet genearation goes more and more bonkers with less and less to no restrictions in the last type, so they get more and more unique and you font know what you step into arround the corner

#

That also applies for fauna and Plants generation

fierce ermine
#

They should add neutron stars

#

That require extremely strong ships to get to, but they could have some good rewards

lone bramble
#

Would love more Corvette interior designs. I love decorating the inside of my ship and more base building stuff and decor.

#

Also I'm new at this game but seems like my friends can't sit on any furniture I add in my Corvette. I made a nice lunge for them to hangout while I got the ship. But they can't use it. That would be something nice to add.

oblique smelt
#

Not all furniture is useable. If u can sit then its a bug

low hazel
hidden sequoia
#

Going through the Expos via the offline generator and bringing over all of the unique items over to my main save, has really made me realize again how underutilized the storage containers are;

like there are clearly two rows which are not being used, and I just wonder why the heck HG? I could also store stuff in vehicles, the freighter cargo etc. yes, but I like my stuff tidy and organized, so why not unlock these two rows, smh?

Might just Zendesk this to HG.

Honestly the storage system could use some tidying up via an update.

devout cliff
#

cuboid room was the standard for freighter at one point, and that could be multi-storey high if you stacked them.

#

@empty jetty How do the Corvettes hold up on Switch 1? ^.^ Do they perform well?

devout cliff
#

This is why I said that I hope they go for diagetic resources and inventories with LNF. that is to say, short of our backpack, every resource should be present in the world. Log stacks, etc.

#

And cut down on the resource requirements. I saw a good approach in another survival game. Rather than having to use a specific material type, you could use any of its class and the specific type used just improved stats.
So you could use any old wood, but using specialised wood (oak, elm, etc) changes the stats of the thing being crafted.

winged canopy
devout cliff
#

This is why I think more inventory is not necessarily a good thing, and actually creates more problems than it solves. Its a bandaid on a poor system. They shouldn't have more inventory, but instead less cumbersome resource requirements.

#

And could make for an interesting system. As a really mundane example:
Want to craft a chair - 3 logs. Use regular wood and you get a bog standard chair. Use northern timber and you get a nordic looking chair with ornate carvings. Use palm wood from the desert and you get a wood dyed and carved egyptian style chair. Use mangrove wood and you get an organic celtic swampy looking chair. etc.

#

That way you're never inhibited from crafting the thing you want to make, but you're still incentivised to go and find those rare resources if you want a specific aesthetic or stats on your crafted weapons.

fading dew
fading dew
# devout cliff This is why I think more inventory is not necessarily a good thing, and actually...

This would require way too much revamping of the crafting system. It's not a way to improve what is already there. It's a complete overhaul. Iiiiii don't see it happening. More inventory space would be a bandaid on a poor system, you're right, but I'd rather get a bandaid than wait for a miracle cure that's no one's looking to develop.
The way the game stands now, there are hundreds of individual elements and resourses. The more they add, the more they need to provide inventory space, or players have to start getting weirdly resourceful. (using ships and exocraft as storage spaces, etc.)
Personally I don't get why they limit the storage containers to 10. Double that number. Triple it. Or make those huge things hold more.

devout cliff
#

as in I hope moving forwards they do this for light no fire's inventory system. I appreciate that NMS' system is way too engrained in the systems of the game to be overhauled now. We are stuck with it one way or another. but that doesn't mean that LNF has to make the same mistakes.

#

What I mean to say is that I hope LNF distills the framework of NMS' system. Right now u have hundreds of resources and yet need very specific ones to craft certain things. Having resource categories opens up the ability to craft by untethering it from specific resources, but still keeps that sense of exploration for special resources because they would have added benefits when it came to crafting.

#

i.e. you're crafting a sword and need wood for the hilt, and a mineral to craft the blade.
Use bog standard wood and bog standard stone, and you've make a rudimentary sword that works well enough for basic things. Use northern timber and now the hilt has ornate viking carvings on it, and has +5 damage or +3 durability. Use Lapilazuli for the blade portion and the blade might look blue and chiselled, and give it +3 damage or +3 speed. That way u can craft a plethora of swords tailored to what resources you have, but are never limited from crafting at least some kind of sword.
It's kind of an embellishment of the staff mechanic from NMS, tied to a better resource system.

devout cliff
fading dew
#

Ooooooooh. My mistake.😁

devout cliff
#

hehe it's oki, i kind of buried my own point where I also said I hope they go diagetic with LNF's resources and avoid inventories as much as possible

#

which from the person carrying logs in the LNF trailer, and the new NMS update feeling like a test of carts transporting physical goods, makes me think its possible that's exactly what they're going to aim for.

#

I don't mind if we have like a herb pouch or something for small inventory flora and stuff

fading dew
#

Yeah I think (hope, I guess) they're building more of a survival experience, with more solidity.

devout cliff
#

but like weapons and things, I think you should have to have space on your person to physically carry it

#

like a tool belt, or shield on your back. etc.

#

It will bother people who like the convenience of bottomless pockets, but it will be lovely for those who want the immersion of exploration and the journey. To have to plan out your journey because you can't just pack everything and the kitchen sink for every potential eventuality.

empty jetty
devout cliff
#

I am just curious to know what magic HG pulled ^.^

empty jetty
#

Switch 1 had a bigger limitation than the rest. 40 part limit, no base decorations allowed.

devout cliff
#

Ah oki. at least its something tho!

#

Shame about the base part

#

not even like the facilities?

empty jetty
#

I've seem some reddit Switch 1 players still make some nice ones despite that.

empty jetty
devout cliff
#

creativity loves constraints

#

as the saying goes

empty jetty
#

Slightly OT, but I'm not surprised. I'm in the Animal Crossing fandom and you should see some of those builds. Nintendo gamers are very used to creatively by passing limitations. 🙂

fading dew
#

I'm not saying I'm the BIGGEST fan of the most recent update, but I do find myself hoping they do something similar for the other exocraft. Give them something unique that only they can do. Give them a more well-defined purpose, though I honestly don't know what they could do with the bike and nomad, or get around the "this is easier with my corvette" paradox they've built for themselves.

royal creek
#

Man we should be able to customize shuttles

maiden forum
#

Am I strange that I want NPC companions that can journey with us? Not pets, people. Have them help you on the corvette, maybe add a turret that needs to be operated from the inside (of the corvette) they could use, maybe they help you at the bases as more than just sort of decor.

Something almost mass effect like. Even better if they can give them storylines and stuff.

foggy geyser
#

Npcs that actually do stuff

#

Not just exist and do nothing

foggy geyser
#

I want that too

#

I have a helldivers themed sentinel ship

#

I think we need better corvette customisation

turbid scroll
#

corvette glass floors and ceilings when

foggy geyser
#

Drop pod modules
Better colour customisation
New weapon types:
black hole turrets that fire condensed black hole energy
Ap turrets

foggy geyser
#

You have culture

#

And by better customisation I mean a black and yellow colour pallet

sweet sandal
#

OOOOOOOOH

#

ONH

#

ONG

#

ITS THAT SKYWING ELF

#

FROM THE DRAGON PRICNE

#

AN

#

WHO TAKES CALLUM AND THE OTHER GUYS ON THAT GIRAFE THING

#

ACROSS A BLAXK DESER

#

T

#

DAWG THI IS HE ONYL OTHER PERSON I KNO WHO SEEN DRAGON PRINCE

golden cobalt
#

@fierce ermine i think the game is awesome as is, but i'd like to see the devs expanding the no hud option. in short, let me customize the visibility of certain HUD components, such as other player bases and/or their icons, comm balls, etc

fierce ermine
#

yeah that would be great

#

theres alot of "visual clutter"

#

in this game

golden cobalt
#

i reckon they must be well aware of this, and are probably thinking of a way to give us that

hollow pumice
#

Hey everyone! 😄
I’ve been thinking about No Man’s Sky and its potential. The sandbox is huge—galaxies, planets, endless exploration—but the actual content is pretty limited. Beyond exploring, building (which feels restricted), and optimizing your Multi-Tool or ship, there’s not much structured PvE or PvP.
Yet somehow, the game still keeps me hooked 🥹. Imagine if there were real bosses, raid events, PvP arenas, or more meaningful systems—this game could be absolutely massive.
I’m curious: how do you all feel about the current balance between exploration, building, and combat? And what kind of additions would you like to see to fully realize the game’s potential? 🚀

oblique smelt
#

Game and engine was not designed for full mmo experiance.

hollow pumice
#

@oblique smelt But don't you think the pve part would be important to implement in the game? also because they give a wide choice of weapons that you can't use against virtually anyone

oblique smelt
#

Im more lore story guy. So i would want some store lore tied to it. I have other games for pure pve/pvp

#

Pegi rating also limits what u can shoot

hollow pumice
# oblique smelt Pegi rating also limits what u can shoot

I'm not saying to turn the game into a pure pve, but imagine maybe a storyline with maybe a boss fight that's also challenging and well done, maybe wrecks infested with high-level bots to defend the loot and maybe stronger sentinels to fight

#

I would just ask for some revisits of the game to improve what is already in the game without distorting the essence of the game itself, then a Pvp arena would be beautiful and not a little or maybe Star Wars between players

oblique smelt
hollow pumice
oblique smelt
#

For example Just giving npcs all weapons that we can use would crank up the difficulty. Imagine 5 pirates with infra knifes after u .

hollow pumice
#

At least for me a revisit of the entire pve system (ground and space) is necessary, I am not saying that the game must become arc riders but to insert a minimum of difficulty is there

sweet sandal
#

:D

wind thicket
#

Be nice if the wipers & wing mirror worked & a display counter of on board ♻️ 🤣

urban timber
green rapids
#

i'd like the option of not letting people dump their garbage in my inventory. would be nice to have multiplayer on

lone zodiac
#

I’d love to see the option to repaint my ship like my freighter.

#

I love my Interceptor, but sometimes I just want to change the color up.

sinful flume
turbid scroll
wind thicket
#

Since we have the recycling we need private to attack & try to take wat we have to bring more action into the game

grave jasper
#

I n v e n t o r y. S e a r c h

rare shuttle
#

WE NEED IT - a new transport bay that will be the size of 4 large living bays. It’s best to have 6 compartments, if possible an additional compartment for docking with a standard starship. Ideally, there would be a compartment for transport and a large compartment with a landing platform - where -

when a vehicle is parked in a compartment, it automatically enters the platform as soon as it touches it or enters the area - at this moment the pilot automatically leaves the vehicle in a special place (so as not to fall out of the compartment or move above the compartment or even fall out of the corvette. At the moment when the pilot leaves the vehicle,
the transport itself disappears, becoming a hologram. The vehicle appears as a physical object only after landing. So that the transport does not get thrown out during the flight due to the work of the physics of the object and the flight - just so that the players do not spawn the transport in outer space. When installed, the compartments face forward or backward.
regarding the compartment with the starship
this is most likely the principle of the landing pad, as soon as you board the spaceship, it immediately flies out of the compartment. When you fly up to the compartment in a specially illuminated place, an automatic landing occurs, the pilot leaves the spaceship in a special place for the same reasons. The spaceship is rigidly tied to the landing platform,
without the possibility of capsizing when the corvette is turned over. Transport and starship compartments standing next to each other can form one large room with a through passage. When installed, the spaceship compartments can be turned to the sides, to the stern and forward. If the corvette lands on the surface, the starship catapult does not work.
Starships will not be able to take off.

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Restrictions on the rank of a ship by the number of compartments.
C) one transport compartment
B) one transport compartment and one starship compartment
A) two transport compartments and two starship compartments
S) two transport compartments, a compartment with a minotaur, four starship compartments

wind gale
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They need to remove hazardous flora altogether from planets. I'm using no hazardous flora mod on pc.it makes roaming on the planet surface far more than pleasant. And adding a customize option for day night cycle duration will make night and day difference literally like we could enjoy the sunrise and sunset for hours rather than 5 seconds. The PC mod "Clouds Sun and Fog" does that and the experience is great as I never play nms without these mods.but directly implementing in the game should be easier and it really can improve planetary exploration /gameplay very much

royal creek
unique wyvern
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I'm currently expanding the train idea to a "Exocraft Revamp Update"

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I'm currently planning a "Passenger mechanic"

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i can't post what my current progress is here

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misty irisBOT
#

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unique wyvern
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well, i'll have to paste what i currenly have of the concept, wait a sec

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Update concept for NMS: "Wayfinders"
Summary: The "Exocraft Revamp" update.
All added features

  1. Redesigned Geobays: The Geobays for the Nomad, Colossus, Pilgrim, Nautilon, and Minotaur all get redesigned to fit in with their respective Exocraft. The Roamer stays the same.
  2. More Customization: Like the Colossus, the other crafts gain more customization. Each part has a use for either decorative, or aiding in finding and collecting salvageable waste.
  3. New Modular Exocraft, the Gargantuan: A late game Exocraft resembling a hanging monorail train. Only runs on it's specifically made "Rails of the Gargantuan". Can be crafted and placed or found in ruins. A Gargantuan Geobay needs to be "placed" on rails. The "engine" built like a Corvette, with wheels, foundation, hull, cockpits, and other parts. Has 4 classes "Freight" (used for carrying salvageable waste), "Metro/Passenger" (Used for carrying people around, will be explained later here), "Mixed" (both Cargo and Metro), and "Shunting" (Used for shunting cars around). Cars can be found in ruins prebuilt with 6 "presets" or build in in the previously mentioned Gargantuan Geobay if the thing built doesn't have a cockpit.
  4. The "Passenger Mechanic": Around a planet, there are ruined Gargantuan Stations, for either Intermodal (bringing cargo from a non Gargantuan Exocraft to a Gargantuan) or Metro use (the main focus here). You gradually restore one to working order or build one like a base.
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that's what i have

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I was planning for Travelers to come from the station to another, the problem with that is you probably only restored/built one station

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wait, I was on to something,
"With a Metro Station, you first build a path to a settlement on a planet, then you bring people from the settlement to the station."

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And I think I'm done!

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"Update concept for NMS: "Wayfinders"
Summary: The "Exocraft Revamp" update.
All added features

  1. Redesigned Geobays: The Geobays for the Nomad, Colossus, Pilgrim, Nautilon, and Minotaur all get redesigned to fit in with their respective Exocraft. The Roamer stays the same.
  2. More Customization: Like the Colossus, the other crafts gain more customization. Each part has a use for either decorative, or aiding in finding and collecting salvageable waste.
  3. New Modular Exocraft, the Gargantuan: A late game Exocraft resembling a hanging monorail train. Only runs on it's specifically made "Rails of the Gargantuan". Can be crafted and placed or found in ruins. A Gargantuan Geobay needs to be "placed" on rails. The "engine" built like a Corvette, with wheels, foundation, hull, cockpits, and other parts. Has 4 classes "Freight" (used for carrying salvageable waste), "Metro/Passenger" (Used for carrying people around, will be explained later here), "Mixed" (both Cargo and Metro), and "Shunting" (Used for shunting cars around). Cars can be found in ruins prebuilt with 6 "presets" or build in in the previously mentioned Gargantuan Geobay if the thing built doesn't have a cockpit.
  4. The "Passenger Mechanic": Around a planet, there are ruined Gargantuan Stations, for either Intermodal (bringing cargo from a non Gargantuan Exocraft to a Gargantuan) or Metro use (the main focus here). You gradually restore one to working order or build one like a base. With a Metro Station, you first build a path to a settlement on a planet, then you bring people from the settlement to the station. After they are done with the thing they were sent there for, you bring them back to the settlement.
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  1. The "Intermodal Mechanic": You dock a non Gargantuan Exocraft with salvageable waste to the station and use the Gravitino Coil put the salvageable waste on a Gargantuan, then drive it to a Waste Processing Plant.
  2. Exocraft Bays: A new Corvette part that allows an Exocraft to be transported from area to area, planet to planet, or system to system (if it's possible to code that is). But it can't take off if it has salvageable waste. The Gargantuan also has a variant of the Exocraft Bay, but can carry a Exocraft with salvageable waste unlike a Corvette."
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The train Exocraft has a name btw now, The Gargantuan

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Okay, this seems good

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but that's up to your opinions

flint remnant
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I some time ago say something about White Dwarf's like ultimate endgame star systems. Hyper/radiation in space like example.
More warp from Warhammer like type. Same with planet's. A looooot more enemies and a lot harder new ones. Also in space. Maybe gas giant's what's actually crush you to death without mech.
Also engine to that system's crafted from hundred's of stasis device, altdamentium, graviballs and manny other thing's to make some farm's/grind finally usefull.
Today we got another gold idea

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Make medipod's usefull. Like very long way to go with something like hybernation. Time dylatation on a way

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There is also idea for Rogue Planet's where I think
"Ice Giant's" and Total darkness is very good pick

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Corvette's already have autopilot. Maybe way to go no from warp map

oblique smelt
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!hg

misty irisBOT
flint remnant
urban timber
flint remnant
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Have guys this masterpiece:

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Feature Suggestion – Endgame Frontier Systems & Deep Space Expansion

Overview

This proposal introduces a true late-game layer focused on extreme environments, deep space navigation, and meaningful high-tier progression. The goal is to create systems that challenge fully upgraded players and give industrial-scale farming and capital ship infrastructure real purpose.

1. White Dwarf Systems – Ultimate Endgame Zones

Introduce White Dwarf star systems as ultra-hostile regions accessible only through specialized technology.

Environmental Effects:

-Constant extreme radiation in open space.
-Shield drain outside ships.
-Increased module stress and degradation.
-Gravitational anomalies affecting ship handling.
-Frequent high-tier pirate and anomaly encounters.
-Living Freighter/Swarm Mother.
-Time Distortion Events: Temporal anomalies in White Dwarf systems that bring future --events into the present, creating dynamic challenges, rare encounters, and unique loot opportunities.

These systems should be mechanically distinct from yellow/red/green/blue stars and purple systems.

Access Requirement – Dwarf Engine

Access would require crafting a unique warp module using:

-Hundreds of Stasis Devices
-Rare late-game materials (expanded use of Atlantideum-type resources)
-Grav Balls
-Other complex industrial components

-Very Unique Quest Line after Autophage/Atlantid's content. Mostly contected to history of NMS. Like Void Mother. Ancestor's of Korvax, Gek and Vykeen race.

This gives large automated farms and production chains genuine endgame relevance.

2. Rogue Planets – Deep Space Isolation

Introduce Rogue Planets, not orbiting any star, located in interstellar void regions beyond standard warp lanes.

Environmental Characteristics:

-Permanent darkness (no stellar light source).
-Extreme cold hazard.
-Minimal ecosystem.
-Reduced scanner range.
-Heavy reliance on artificial light and upgraded survival tech.

These planets would be discoverable only through long-range deep navigation (see Section 4).

3. Ice Giants & Extreme Planetary Types:

Add new extreme planetary archetypes:

-Ice Giants (Total Darkness Variant)
Massive frozen atmospheric worlds.
Violent upper-atmosphere electrical storms.
Crushing pressure layers.
Frozen debris rings.

-True Gas Giants (Prime)
Entering atmosphere without reinforced mech/exocraft results in lethal pressure damage.
Specialized exocraft modules required for descent.

These planets should remain dangerous even to fully upgraded players.

-Void Ocean Worlds
-Planets entirely covered by deep oceans with crushing pressures.
-Populated by massive Leviathan-type predators and dynamic ecosystems.
-Exploration requires reinforced exocraft or specialized ships; rare resources hidden in hazardous depths.
-Much more depth and pressure.

4. Deep Space Navigation Beyond the Warp Map

Corvette-class ships already include autopilot systems. Expand this into a new navigation mode:

-Manual Vector Travel

-Set a long-range directional trajectory.
-Travel in real-time beyond visible warp map systems.
-Discover hidden rogue systems not shown in standard star selection.

Travel Characteristics:

-Significantly longer travel time than instant warp.
-Fuel efficiency management required.
-Random deep-space encounters:
-Anomalies
-Pirate interceptors
-Distress signals
-Warp instability events

This would create a true sense of distance and scale.

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5. Medipods & Long-Duration Transit

Give medipods functional depth:

-Enable long-term hibernation during deep travel.
-Introduce time dilation mechanics to reduce active wait.
-Resource efficiency while in stasis.
-Risk of interruption by external events.

This integrates capital ship interiors into actual gameplay systems rather than pure aesthetics.

6. Increased Combat Scaling

Endgame regions should include:

-Higher enemy density.
-New hostile archetypes adapted to radiation or darkness.
-Module-disabling attacks.
-Coordinated ambush patterns.

Current late-game builds lack environments that meaningfully test optimized combat setups.

7. Progression Gate – Void Mother Core

Final access to White Dwarf and Rogue systems would require crafting a unique endgame component:

-Void Mother Core

A hyper-advanced singularity interface built from:

Hundreds of Stasis Devices
Rare Autophage materials
Atlantideum-type resources
Grav Balls
High-tier anomaly components

This would function as:

A system unlock key.
A warp stabilization module for extreme space.
A prerequisite for accessing non-charted systems.

8. Multi-Crew Corvette Control & Active Survival Combat

To reinforce deep-space danger and cooperative gameplay, introduce split-role corvette mechanics during extreme encounters.

Core Concept:

In White Dwarf or Rogue systems, players may encounter Deep Space Pursuer-class entities (boss-level threats).

These encounters would require simultaneous:

-Precision piloting
-Active turret combat
-Hazard avoidance

Split Control System:

Allow corvette-class ships to support:

-Dedicated pilot role (navigation, warp breach avoidance, anomaly steering).
-Dedicated gunner role (manual turret control with limited firing arcs).
-Optional engineer role (shield management, emergency repairs, module stabilization).

In solo play:
AI assistance or quick-switch system between stations.

In multiplayer:
True multi-role coordination.

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9. Void Mother Stations – Replacing Standard Faction Stations:

Endgame Hubs: Void Mother Stations replace standard Korvax, Vy’keen, and Gek stations in extreme systems (White Dwarf and propably around Rogue object's).

Design: Semi-organic, pulsating mega-structures inspired by Atlas Stations but with Void Mother aesthetic — glowing cores, flowing bio-architecture, and living corridors.

Faction Interaction:

-Aggressive territorial Gek, Vy’keen from Nal, and Korvax Prime patrol surrounding space.
-Players must navigate tense diplomacy or combat scenarios to dock or trade.

Functionality:

-Hubs for rare resource exchange and crafting high-tier Deep Space engines (Void Mother Core, Autophage tech).
-Contain adaptive defenses: bio-turrets, gravity traps, Leviathan-style drones.

Lore Integration:

Act as narrative anchors for the Void Mother storyline, revealing secrets of endgame systems and the origin of extreme planetary hazards.

10. Ultimate Reward – Autophage Freighter

As the final milestone reward:

Autophage-Class Freighter (Atlantid)

A unique capital ship variant with:

-Integrated Void Core housing.
-Enhanced deep-space shielding.
-Native compatibility with White Dwarf systems.
-Built-in extended autopilot and anomaly navigation.

This freighter would not be cosmetic — it would be mechanically required for sustained travel and survival in endgame frontier systems.

Design Goals

This expansion would:

-Create a genuine late-game frontier.
-Provide purpose for large-scale industrial production.
-Add environmental threats that scale beyond current limits.
-Reinforce immersion and long-distance exploration fantasy.
-Introduce risk-reward depth for veteran players.

Made by: “Pierwszy”

urban timber
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Ok so I skimmed most of it, though one critique I have is with a freighter type being required

flint remnant
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Freighter is reward

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For doing all things milestone's connected to White Dwarf System's

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Maybe no exactly. Like unlock in game event

urban timber
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Your suggestion says it would not be cosmetic, and would be mechanically required for sustained travel and survival

flint remnant
urban timber
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Yeah, as long as theres the option to use the freighter you already have

flint remnant
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Like "Void Core" already build in

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Good Idea is scheme unlock after final milestone

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Not be only cosmetic*

urban timber
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Its fine to have something like that provide good stats, I just dont think it should be a requirement for progression

flint remnant
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With only 1 slot for freighter this not be fun for people who have dream design rn

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Anyway's that's it

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I hope even part of it be read by work team

urban timber
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Its certainly well thought out, I'm gonna play something so I wont fully read it now, but I plan to look much closer

flint remnant
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Void Mother Core/Dwarf Engine is one of possible name's

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I'm open to suggestion's

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Someone maybe figure something better

flint remnant
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Also I think this planet's be ideal place's for use
exocraft-corvette's

viral creek
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I don't know if they would add anything too extreme, but even for my abandoned mode save gas giants aren't much of an issue with an expocraft. Tornadoes are more of a nuisance there because you get pulled around for a while.
I think the extreme deep on a waterworld is actually more taxing on protection stuff when outside of an exocraft.

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Whatever they add id hope they would have it unlocked for that mode like they did with purple systems.

flint remnant
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Game can't kill you in good tech on hardest settings on "hardest" planet's.
I like to think about White Dwarf's and Rogue planet's like optional content.
That's why I suggest to make new star/planet systems and no tell to change all game for harder experience

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Nms have very good vibe and manny manny player's like to chill. Still it's lowkey weird to me, we don't also have option to take real challenge

viral creek
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Abandoned mode is harder to get the resistance upgrades and such that npcs sell since those npcs are gone, but you can still get them through caches and such.
Might make it more grindy in some ways but you also get to skip straight to "endgame" since the tutorial and story are disabled.
Im having fun with it though.
The techs from npcs in the anomaly is now on some terminals you can build (can even pick them up and bring them along too) which actually is something I wouldn't mind having in normal mode as well.

flint remnant
viral creek
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It seemed like killing sentinels was harder on that with weaker weapons at the start but the environmental stuff seemed pretty easy to deal with.
Certain foods become more useful as well since they can recharge big chunks of hazard protection at a time.

flint remnant
viral creek
foggy geyser
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New best idea

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Add enemies other than sentinels

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Like demons

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Archdemons

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Demon peers

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Deamon lords

royal creek
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Now if we could get like, pirates on the ground of planets, pirate bases and such, that'd be good for new combat

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Or even creatures that were actually a bit of a threat

fading dew
# viral creek I think that is what the life support bar is supposed to be for, but it just use...

I'd love the idea of a nutrition bar. The devs have gone through all the trouble of letting you cook food and fish, have added a digestion unit to the suit and buffs that go along with it. This would be an easy add, EXCEPT, we're dealing with two of the races being Robotic, meaning they don't need food and so adding this feature wouldn't make sense to some characters, which would turn into its own problem. The current life support system is a big, broad blanket but it does the job.

fading dew
# foggy geyser New best idea

Demons? Yeah I don't see that fitting this game at all. It's more cosmic horror than religious horror in its execution. It would be nice if we could get the phasing jellyfish *and the big boss) from the expedition added to planets. Perhaps a few new horrors. (Space horrors would be nice. Something to fight in your ship other than pirates)

foggy geyser
fading dew
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Actually, if you pay attention to the lore as presented, that is the mythos they pull from for a lot of their story. It is lovecraftian cosmic horror.

fading dew
# flint remnant **Feature Suggestion – Endgame Frontier Systems & Deep Space Expansion** Overvi...

The thing that frustrates me most about these kinds of suggestions is how probable they are. On the surface it seems like a big ask, but truly, it wouldn't take that much to implement. (most if not all), because it involves tweaking already established resources, not creating brand new ones. (for the most part).
However, I think asking for it to be it's own star system is where the suggestion runs into a problem, because then they have to occur in every galaxy. I would go so far as to say they shouldn't be a star system, but a galaxy.
This game has 256 of them. One of them could be earmarked for this kind of thing. One galaxy that if you go, you're going to run into all this, regardless of where in that galaxy you go, with variants of difficulty depending on the star you travel to.
I insist that the 256 galaxies is a wasted opportunity to add an ENORMOUS amount of content and challenges to this game.
You could have an entire galaxy ruled entirely by pirates, another by gek, another by horrors, another by korvax, another by vykeen, another by aggressive sentinels, another that is dead and all space stations are gone and there are no npc freighters at all, another that is all yellow stars, another that is all reds, another all blues, another all greens, another all purples. All that, and still have 244 galaxies to play with.

flint remnant
# fading dew The thing that frustrates me most about these kinds of suggestions is how probab...

I think the current form of galaxies isn't as bad as it might seem. Changing the world generator for people looking for specific planet types isn't a redundant feature. If it were to be in a specific galaxy, I certainly wouldn't see it as commonplace, because adding so many features assumes they wouldn't give us many planet types. Which would translate into an exceptionally monotonous cosmos. Besides, to fit this into the lore, we'd have to either reduce the number of galaxies or place it at 256, or potentially 257, outside of Atlas's eye, where time dilation and its lack of influence would be a normal phenomenon.

foggy geyser
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I need evidence

fading dew
# foggy geyser Okay tell me what the stuff is

Man, I'm having a hard time answering this without sounding pedantic or patronizing. It's subtly coded into everything in this game, from the abandoned terminals, fallen freighters, to the horrors, both in space, on land, and in the sea. To the Atlas itself and what you realize as you play and beat the game. In the tragedy of how this universe even came to be. All of it is an exercise in existential and cosmic horror wrapped in a space exploration story.

foggy geyser
celest stirrup
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Do y'all think they will ever do a terra forming update?

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Like, you can place a structure on a planet and begin a long series of quests to completely change the entire surface of the planet?

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Weather, landscape, even what kinda wildlife will spawn

solemn cape
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Hey I just want to be able to build a sentinel interceptor through the fabrication station.

viral creek
celest stirrup
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Rip

jolly kelp
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I'm going to try and package and present my ideas as full update concepts ^^

One of the things I've wanted is a hunger/thirst system, and a lot more food and plants to go with it.

My idea is that it would be toggleable, but that being well-fed or well-watered would give some buff, like a slower hazard protection drain? And then maybe being significantly hungry or thirsty would at first drain hazard protection faster and then start damaging you when your bar is completely empty?

What are y'all's thoughts on that?

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Something I also want to add is that connecting freighter or corvette rooms would connect them without walls (for Corvettes, freighters already do this) or ceilings/floors, but that you could build walls and floors. That way you could have larger rooms without adding a bunch of types of rooms

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Also also, anyone have any name ideas for a combat update?

jolly kelp
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I found myself reccomending to a friend that if they start NMS to do the current Expy as soon as they unlock the Anomaly since they always have pretty decent rewards outside of the exclusive rewards.

That made me think; I'd like harder, specifically post-game Expeditions, but without a combat overhaul I can't think of any way to add difficulty without making them just tedious;

But if anyone knows any other non-tedious ways to add difficulty, I'd like to hear ^-^

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Also, some sort of community-wide events could be cool. Like a partially in-game ARG, defending a planet from pirates, some sort of team-based activities, etc

jolly kelp
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Assuming that adding a couple tags to fauna and flora wouldn't destroy performance somehow, I may have thought of a way to rework the cooking system to allow literally every plant and animal to be used in food x3

flint remnant
# flint remnant **Feature Suggestion – Endgame Frontier Systems & Deep Space Expansion** Overvi...

Feature Suggestion – Endgame Frontier Systems & Deep Space Expansion Part.2

1. Modular Exocraft Corvettes (Voyagers Expansion Integration)

Buildable interior corvette-class exocraft with modular compartments (command pod, engineering bay, survival chamber, reinforced cockpit):

-Designed for extreme planetary conditions: hyper-pressure atmospheres, deep ocean depths, Ice Giants, White Dwarf radiation zones, and Rogue Planet darkness.

-Integrated high-intensity floodlights and advanced scanning arrays for zero-light environments.

-Pressure-stabilized hull and reinforced structural frame enabling survival in crushing environments.

Progression Integration:

-Schematics unlocked only after completing the Remnants (Colossus-related) questline.

-Completion grants access to advanced corvette exocraft blueprints.

-Additional upgrades unlocked through extreme-system exploration milestones.

This creates a clear endgame progression path instead of immediate access.

Heavy Utility Modules:

-Deployable mineral drill arrays (mobile extractor alternative).

-High-capacity pump systems for fluid/mineral harvesting.

-Rock-boring/tunneling module allowing controlled excavation through dense geological formations.

-Designed to function as mobile industrial platforms in hostile worlds.

Emergency Launch Module (Ejection Boost System):

-Optional high-thrust vertical launch module.

-Functions as a powerful upward propulsion burst.

-Prevents permanent entrapment in caves, fissures, or geological collapses.

-Limited charge with cooldown to prevent abuse.

-Provides survival flexibility without trivializing terrain risk.

#

2. Mobile Garage & Wildlife Containment Modules
Exocraft Docking Module:

Buildable garage module attachable to Modular Exocraft Corvettes:

-Allows docking of smaller exocraft units (e.g., Minotaur-class mech).

-Secure magnetic clamp system for transport across extreme planetary environments.

-Enables rapid deployment in hostile zones (deep ocean, hyper-pressure atmospheres, Rogue darkness).

Purpose: transforms corvette exocraft into a true mobile expedition platform.

Rare Fauna Containment Module:

-New optional module allowing temporary containment and transport of extremely rare wildlife species.

-Usable only in specific endgame systems (White Dwarf, Rogue, Deep Ocean Worlds).

-Integrated life-support field stabilizes captured organisms during transport.

Poacher Outposts (Rare Spawn Structures):

-Extremely rare, hidden facilities located on extreme planets.

-Focused on illegal capture and trade of rare lifeforms.

-Heavily defended by automated systems and elite hostile units.

-Offer high-value rewards: exocraft-corvette unique module's/tech, black-market upgrades, and rare biological resources.

Design intent:

-Introduces morally ambiguous, high-risk side activity.

-Expands wildlife system beyond passive scanning.

-Adds emergent encounters and high-value exploration targets.

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3. Ancient Language Expansion – Precursor Dialects:
Introduce new ancient vocabulary sets tied to extreme systems (White Dwarfs, Rogue Planets, Void Mother regions).

-Words focused on themes of past cycles, lost civilizations, temporal anomalies, and deep-space mythology.

-Unlockable through Void Mother Stations, planetary cores, and anomaly structures.

-Learning these dialects reveals hidden lore.

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4. Apex Entities of Extreme Worlds (Boss Tier):
Each opponent on the list is a very rare occurrence and need's Vile Spawn mark on planet to even spawn

Rogue Planet – Light-Attracted Void Horrors

Environment: Total darkness ice/rogue worlds
Trigger Mechanic: Artificial light emission

-Any strong light source (corvette floodlights, base beacons, flares) increases attraction radius.

-Entities remain invisible beyond illumination range.

-Movement detected through distortion in darkness rather than model visibility.

-Multi-limbed, non-Euclidean silhouettes; partial body reveals only when illuminated.

-Coordinated pack behavior — light escalates threat tier.

Combat Dynamics:

-Turning off light reduces aggro but limits visibility.

-Over-illumination triggers swarm or alpha manifestation.

Final phase: massive singular horror briefly fully visible in total light saturation.

Reward: Material's and plan's for halogen lights exocraft

Core Design Principle:
Light = risk amplifier.

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Deep Ocean Worlds – Colossal Leviathan-Class Megafauna:

Environment: Abyssal trenches, extreme pressure layers

-Hundreds of meters to multi-kilometer length.

-Slow, gravitationally oppressive movement displacing entire water columns.

-Passive at mid-depth; hyper-territorial in trench zones.

-Pressure shockwaves capable of structural damage to exocraft hull.

-Bioluminescent lure structures mimicking safe fauna.

Engagement Model:

-Direct combat nearly non-viable without specialized modules.

-Survival-oriented encounter (evade, disable sensory organs, escape trench collapse).

-Environmental destruction: collapsing ridges, sediment storms.

Reward: A plan's for fish nets to exocraft that catch fish while driving.

Core Design Principle:
You are inside its biome, not fighting an enemy.

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True Gas Giants – Titan Worm Entities:

Environment: Underground/Upper-to-mid atmospheric descent layers

-Scale beyond standard render expectations; body sections disappear into cloud mass.

-Segment-based morphology; only partial exposure at any time.

-Electrical discharge interactions with storm systems.

-Capable of coiling around exocraft, increasing pressure load.

-Atmospheric vortex generation as movement byproduct.

Engagement Model:

-Requires reinforced hyper-pressure hull.

-High-velocity maneuvering within storm corridors.

-Destroy or destabilize exposed nerve-nodes during brief surface emergence.

Reward: Plan's for a drill to digging large areas of land with the exocraft.

Core Design Principle:
You are interacting with a planetary-scale organism embedded in the atmosphere.

"Made by Pierwszy"

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That's it for now xD

jolly kelp
flint remnant
jolly kelp
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Also, since Corvettes can have multiple people, I would love to give another player the ability to control one or more turret without requiring another player so you can still use the craft solo

flint remnant
#

Like in corvette's

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Also

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I think this game need's more boss with segment's. Scaling is real issue with tech. Dmg cap and big amount of diffrent place's to shot give more challange

jolly kelp
jolly kelp
flint remnant
#

It's easy to see diffrence with Dreadnought and Son of Aquarius fight

#

First one is fun

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Other is lowkey shit

jolly kelp
#

Spawn of Aquarius?

flint remnant
jolly kelp
#

I don't remember a Dreadnought boss, but the Spawn of Aquarius was a lot more interesting than the other bosses (moreso minibosses I suppose) I've fought in-game

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It's just that combat rn really sucks, so I don't think there's much room for bosses till that's improved

royal creek
#

Dreadnought fights are fun, ive done a few

flint remnant
#

Also Walking Machine is good because of segment's

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Miniboss

jolly kelp
#

Space combat is dreadful tho, even with me fixing some of the stupid keybinds.

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I used to keep crashing into stuff because the target keybind was also forward lol

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Now that I'm thinking about it, making combat fun, expanding it, and adding more bosses/minibosses would be pretty revolutionary for NMS

royal creek
#

Idk about keyboard, but the controller binds are pretty good, i think the combat is pretty alright. I do agree expanding on combat and adding more bosses in space and on planets would be real good

jolly kelp
#

Now that I have a perfect freighter and a lot of money on my main save I usually just ditch the freighters that are being attacked by pirates tbh; if space combat wasn't just "hold target until they line up, fire weapon until they curve away, repeat" I'd help them, I swear lol

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I need to look at like, plane combat games for suggestions. I know Ace Combat is pretty popular

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I mainly want to look for small tweaks tho, like I don't expect NMS combat to be as refined as like, a dedicated game like Ace Combat or Apex Legends or any of that.

But it should still be improved ^~^

flint remnant
#

That's why I think mainly about bosses/mini-bosses

pine crow
#

Let us make cities that npcs can come live in

hidden sequoia
viral creek
#

There is times when the auto tracking for targets won't work right, nearly always when you have several other ships from your squadron in the battle as well. (Fighters from the combat frigates that are launched if fighting in the same system count as your squadron even if you don't have any others.)

devout cliff
#

Because i pressed 'S' expecting to break and to my mind, my ship was suddenly doing carthweels for no reason everytime i pressed it. Until I saw they added that tracking thingy

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To this day, I feel the dogfighting is something HG has come back to time and time again and never quite got right. The amount of times they've changed the way npc ships behave. And sometimes they got it right, only to undo it. Rn the enemy ship dive bombs u constantly so you get very little time to enjoy aiming at them and adjusting your aim, because they are either flying towards you, or away, which makes them as good as a static target. At one point they had the NPCs orbit around u for a bit which actually felt more fun because u had to aim and lead your shots to take them down before they would go in for another run.

#

Things like diverting your power was a neat addition that in the eco system of NMS is relatively pointless. You can make your ship so overpowered that really the difference between 'balanced' and 'weapons' diverted power is milliseconds of time to kill.

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It is an arcadey system, but I am sure there are plenty of games out there that have nailed a fun arcadey space dogfighting. I have not played it myself, but i hear good things about that everspace? Maybe they could take some pages from whatever they're doing right?

#

quick cursory look at some gameplay and already I can see some simple things that would make NMS infinitely more fun and manageable:

  • Ship strafing. Can even have some RCS style effects as you strafe.
  • Swarming of enemy targets, so you have multiple things to shoot at any given moment.
  • Slower orbiting and more passive 'sitting duck' style flying of NPCs to give players a chance to shoot. Game feel is more important than the NPC realistically trying to avoid fire. Same way enemies in shooters pop out of cover rather than blind firing.
  • Some minor auto aim when the enemy is close to the reticule rather than needing it directly on top. Could get rid of the lazy person auto pilot then and instead have easier modes with a larger circular reticule to get the enemy in for the laser lock on. And harder difficulties can keep the smaller reticule.
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  • oh and maybe some slower moving or static proper but smaller targets like frigates or corvettes. Spongy enemies.
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  • Some quick heal, nanobot repair thing, rather than having to navigate the quick menu in the middle of combat to recharge shields. Have them have a finite use in battle or a cooldown.
jolly kelp
#

Ooh I'll take note of these :3

#

If that's ok ^-^

jolly kelp
#

I thought it would be cool if freighters could help in combat too, altho that may be more along the lines of commanding them to do something while on the ground or in a starfighter/corvette rather than controlling them directly.

#

Just imagine summoning your freighter and calling down an orbital artillery strike x3

devout cliff
#

Having your freighter be more interactive outside of just another mobile base would be great!

shadow dagger
#

They gotta make it so that ships help in combat period. Right now, battles feel fake because nothing is actually happening until the player intervenes. NPCs shoot at each other, but they're all set to deal abysmally low damage so you'll never see a ship die unless you're the one to shoot it down. Even if you have a full S rank squadron, it's just for show because none of your ships will be able to damage enemies faster than their shields regenerate.

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The only exceptions I can think of are individual pirates attacking freighters, who will actually destroy the cargo pods in a fair amount of time (though they have no win state, they'll just fly around aimlessly or worse, start attacking frigates that they have no chance of ever destroying if you let them blow up all the containers) and the pirate dreadnaught which will destroy the civilian fleet if you don't take it out in time

grave jasper
#

Add inventory search and fix the glitchy mouse movement some players experience

flint remnant
flint remnant
#

That's can easy be answer "Why"

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I really sorry for dev's who must dig's in their own noodle

fading dew
# flint remnant Btw were must remember something. They have their own engine xD

Perhaps but having your own engine doesn't immediately grant "Do whatever" powers, especially in the case of NWN, which runs on a mandelbrot based algorithm that multiplies things into the infinite but limits how much they can break the game's original parameters before breaking the game itself. I admit the devs have proven ingenious over the years but they're not miracle workers.

fading dew
flint remnant
#

It's harder to work with something couple of people made, than hundred's of make

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I don't mean it's easy

#

Oppositly

winged canopy
#

honestly doing scrap salv makes me wish there was some kinda way to make roads. like maybe big buildable road pieces that aren't attached to a base, or some kind of "smart auto smoothing" terrain manip feature that tries to make the terrain smoother to drive on instead of just completely horizontal

winged canopy
marsh halo
jolly kelp
#

No :(

But I want to combine my ideas into concept updatws

viral creek
#

Wouldn't surprise me if a couple devs lurk on here.

wind gale
# jolly kelp Something I also want to add is that connecting freighter or corvette rooms woul...

I think there are some kind of player stats based survival elements already. But they can very much improve survival elements for starships itself,
like to add whole new stats for starships.

  1. a radiation shield which degrades if we spend more time on radiation planets or in space itself.
  2. Pressure control module which degrades in gas giants.
  3. similarly cold/water/toxic resistant stats
  4. and individual ship part physical damage stats which are reduced when we are hit by projectiles or other objects.

This easily makes us keep our guards when we are at extreme planets even inside a starship and have separate survival gameplay loops with our starship.
Also finally they should make the environment effects affect the player if he is inside starship but the hatch is left open or starships stats degrades to very low levels.

viral creek
#

Might be difficult to code with corvettes since they normally have the ships be safe zones incase you ran out of resources. I can stand on top of mine and have protection which seems odd, but helpful.

The hatch on mine keeps opening up for some reason, wouldn't want that causing issues just because it bugged and opened.

flint remnant
#

Part. 2 couple of text's under it

solemn cape
#

I'd like to see pirate stations sell the black market tech for exocraft.

#

I just can't believe they sell them for everything else except exocraft.

tepid perch
#

I think there was some missed potential with the titan cockpit turret. It has the info screens and everything (yes they are there, visible from an angle)

solemn cape
#

Maybe it's a future update?

shadow dagger
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surprisingly detailed up there

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Though the turret model isn't designed to rotate in any way

tepid perch
#

i thought it was fully functional when i first saw it, it was so convincing

viral creek
#

Guess I've never used that one, could have been a concept that they considered but then it didn't work out as planned. Seems at the time they had wanted corvettes to be used as ships that could be run as a group but the vast majority of people just use them solo.

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Might be something that gets changed at a later date, no doubt they would like to see it work or at least figure out how to make the tech work if they plan on ships in LNF being able to support multiple players.

celest stirrup
#

HG should completely revamp the freighters. Give em more functionality, make em move around, give us missions we can trigger where our freighter can fight another capital ship. We could change/upgrade the guns on it, ect...

tepid perch
#

yes, they should also make freighter bases actually INSIDE the freighter instead of on top of it

solemn cape
solemn cape
tepid perch
celest stirrup
#

I agree with all of this. Give me a custom drydock for the Corvette. Both on and off the freighter.

solemn cape
solemn cape
#

I mean i tried to build a platform to walk onto but it keeps telling me that it's "outside the buildable area"

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So now I'm going to try to reconfigure my second floor into a living area and office.

silk umbra
#

i already know some stars are NOT main sequence
the game just doesnt tell uss

pine crow
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Drugs

solemn cape
#

I just want to be able to take parts from salvaged ships (sentinels) and build my own in a color i like.

solemn cape
#

Without mods

flint remnant
# flint remnant **Feature Suggestion – Endgame Frontier Systems & Deep Space Expansion** Overvi...

Feature Suggestion – Endgame Frontier Systems & Deep Space Expansion
Part. 3

1. Guild & Shared Asset System

Shared Asset Permissions:

-Controlled access to freighters, ships, armories, and exocraft.
-Permission tiers (view, operate, full command).
-Option to set "Guild Capital" in freighter/ground base. (Work's like hub)

Guild Expedition Framework:

-Cooperative missions in White Dwarf, Rogue, Gas Giant, and Deep Ocean systems.
-Shared blueprint fragments and progression rewards.

Strategic Role Allocation:

-Defined operational roles during high-risk expeditions.
-Encourages coordinated system-level exploration.

Purpose: creates structured cooperation for extreme endgame content.

#

2. Personal Space Station Quarter (Upgradeable System)

One Quarter Per Player (Per Station):

-Single purchasable unit.
-Progressive upgrade path. (Each contains the plus of the previous one)
-Can be sold or downgraded to a lower tier.

Tier I – Basic Quarters: (1m unit's)

-Linked storage containers.
-Limited customization.
-Direct transfer access to freighter inventory.
-Personal respawn point within the station.

Purpose: logistical foothold and personal anchor inside the station.

Tier II – Operations Suite: (100k nanite's)

-Increased storage capacity.
-Fleet and exocraft command terminal.
-Guild coordination interface.
-Mission planning console for extreme-system expeditions.
-Expanded visual customization and structural size.

Purpose: strategic preparation layer.

Tier III – Executive / Research Chamber (250k nanite's, 5k living silver and 1k of each rare material from hazard zone's)

-Maximum storage integration.
-Xenotech and biological refinement console (blueprint refinement).
-Trophy and apex encounter display systems.
-Environmental hazard simulation chamber.
-Remote deployment access to owned freighter systems.

Purpose: endgame command hub tied to extreme exploration systems.

Design Logic: linear upgrade path maintains progression clarity, avoids clutter, creates economic sink, and reinforces long-term player identity within a station.

sage oyster
#

@flint remnant You have very good ideas

flint remnant
#

3. Space Station Canteen & Cultural Chambers

Station Canteen:

-Permanent new facility on every station.
-Integrated food processor for refining raw biological materials into advanced consumables.
-Dedicated food merchant offering rotating dishes based on the dominant station race.
-Limited stock per cycle (potential daily refresh).
-High-tier meals provide temporary (low grade) survival modifiers:
-Increased radiation resistance (White Dwarf systems).
-Enhanced pressure tolerance (Deep Ocean / Gas Giants).
-Improved visibility or sensor clarity (Rogue darkness).
-Minor regeneration or stamina efficiency boosts.

Design Intent: adds economic sink, culinary progression, and survival preparation layer before entering extreme systems. It draws players towards a rather forgotten feature.

Race-Specific Recreational Chambers:

-Each station includes a unique cultural recreation room depending on dominant race, differentiating stations beyond layout and NPC dialogue.

Gek – Trade Lounge / Vapor Chamber:

-Economic terminals.
-Passive trade bonus buff after interaction.
-Social negotiation mini-events.

Vy’keen – Combat Hall / Training Arena:

-Combat simulations.
-Temporary damage or shield efficiency buff.
-Weapon testing terminals.

Korvax – Data Conclave / Server Vault:

-Lore archives.
-Short-duration scanning or analysis bonuses.
-Research data exchange interface.

Purpose: strengthens racial identity of stations and adds functional differentiation.

#

4. New Strategic Resources & Advanced Materials

Fluorite:

Likely Location: Ice Giants, Rogue frozen worlds.

Function:

-Optical and radiation refraction applications.
-Required for advanced light-spectrum stabilization modules.
-Reduces attraction radius of light-sensitive Rogue Planet entities.
-Component in enhanced hazard-vision upgrades.

Diamond:

Likely Location: High-pressure Deep Ocean crust layers, rare Gas Giant ejecta fragments.

Function:

-Structural reinforcement material.
-Required for hyper-pressure hull upgrades.
-Enhances excavation drill durability and cutting efficiency.
-Used in advanced pressure-core stabilization components.

Neodymium:

Likely Location: Magnetically unstable White Dwarf systems, metallic Rogue crust worlds.

Function:

-High-energy magnetic stabilization.
-Required for reinforced launch thruster assemblies.
-Reduces degradation when exiting hyper-pressure atmospheres.
-Enables construction of Magnetic Inertia Dampener module for Dwarf Engine stability.

#

Liquid Crude (Extractable Fuel Resource):

Likely Location: Subsurface reservoirs on Rogue or volcanic ocean worlds.

Primary Uses:

-Superior fuel efficiency compared to carbon.
-Extended generator runtime.
-Increased multi-tool operational duration.

Advanced Uses:

-Refinable into synthetic polymers for biomechanical module fabrication.
-Emergency combustion-based thrust burst for exocraft escape systems.
-Trade commodity with dynamic economic value fluctuations.

#

5. Multi-Operator Exocraft (Corvette) & Observation Systems

Multi-Crew Control Architecture:

-Dedicated operational roles: pilot, weapons operator, systems engineer, sensor officer.
-Simultaneous management of mobility, combat systems, defensive modules, and scanning arrays.

Modular Observation Platforms:

-Buildable internal and external observation nodes.
-Multi-angle camera feeds and environmental sensor overlays.
-Real-time anomaly tracking in extreme environments (Rogue darkness, abyssal oceans, gas giant storm layers).

Integrated Autopilot Mode:

-Autonomous navigation while crew manages weapons or sensors.
-Hazard-aware routing in high-pressure or low-visibility conditions.
-Survey mode for continuous scanning during transit.

Purpose: transforms exocraft into cooperative expedition vehicles rather than single-seat transports in No Man's Sky.

#

Notes – Balance & System Sustainability

Dwarf Engine / Void Mother Core Degradation:

-Engines required to access White Dwarf and Rogue systems degrade cyclically after each visit.
-Instability increases with repeated exposure to radiation flux and spatial distortion.

Hyper-Pressure Launch Penalty:

-Every detachment from extreme hyper-pressure environments (e.g., True Gas Giants) results in severe launch thruster discharge and partial structural damage also offten to engine's/other tech.
-Without reinforced Neodymium-based modules, repeated exits cause cumulative degradation.

High-End Component Dependency:

-Repairs require ultra-tier components.
-Borrowing rare materials (e.g., Stasis-level components) without owning production infrastructure is unsustainable long-term.

Guild Industrial Advantage:

-Efficient extreme exploration requires coordinated manufacturing chains.
-Guild-managed production hubs become strategically valuable.
-Solo progression remains possible but economically demanding.

Corvette Hibernation Requirement:

-Long-range hibernation travel mode requires all crew members to enter sleep state simultaneously.
-If any crew member remains active, stasis navigation cannot initiate.

New ship upgrade class:
-To accommodate new technology, it would be nice to be able to upgrade a ship to something like the Atlantis class at void mother stations. Of course, at an extremely high cost, like 250,000 nanites and a ton of rare minerals.

Balance Intent:
Extreme exploration remains infrastructure-dependent, mechanically punishing without preparation, and strategically rewarding when executed through coordinated planning.

Made by Pierwszy

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That's last part

flint remnant
#

I also think personal quarter's can benefit player with something named:
"Wonder base", where we can link for later wonder's from book

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Something like pc/serwer-base

last chasm
#

Gigafauna and Enlargened planet type

  • Gigafauna are rare and exceptionally humongous fauna with sizes stretching over 50 meters, they are considerably slow and have their own body types from arthropod-like to gastropod, ape(king kong-style), quadrupedal, fishes and so on and other alien-like stuff.
  • They are tameable and extremely tanky as well as drop a lot of meat if felled, they can be predators, good luck dealing with that raid boss.
  • A new base structure can be installed to deter "gigafauna" away from the base.
  • They are very rare and it's unlikely to find more than 2 kinds on the same planet

Enlargened Planets

  • An "Enlargened" planet is a super rare kind of planet that includes most of the fauna being gigafauna, the planet has large terrain shaped like plants which may stretch up to space, with very large plants and minerals
#

Considering humongous sandworms exist and propel themselves into the sky I think this would be such an alien vibe to have in planets

foggy geyser
#

I need a fleet of 10 freighters

#

All Fate themed

tame niche
#

i'll mention this here, too

#

as frigates produce resources over time in some cases, there should be a container you can build on freighters to automatically harvest frigate resources without having to land on each individual ship

solemn cape
oblique helm
#

We definetly need more race-specific items, cosmetic, and interactions

foggy geyser
flint remnant
#

Lowkey wanna this tree to become furniture

sinful flume
#

same

distant osprey
#

i wish we could set our companions to get automatically summoned instead of having to resummon them every single time we go somewhere more than 20 feet away

sturdy jackal
#

Can someone remind me what these v1.0x devices were, the four in the "corners" ?

#

Either trade units or save points. I think save points (on Stations).

#

They didn't look like this for long.

shadow dagger
#

Possibly were leftovers from a build before you autosaved when exiting your ship.

sturdy jackal
tall crypt
#

they should update economies, so that you can lift their quality and to influence their buy/sell rates

paper crescent
#

i really wish we could have corvettes with proper cargo areas, like the size of 2 cabin parts or whatever the hell they're called and put an exocraft inside (maybe a minotaur even 👀)

hazy charm
hazy charm
hazy charm
sturdy jackal
#

We need guestbooks @ bases.

hazy charm
#

yes! perfect for the island bases!

river zephyr
#

I want more horror elements in NMS

#

Fear of the unknown vastness type shit

dapper current
#

We need placeable corvette landing pads for our bases because when u build one they just clip through! 😊🔥

potent terrace
#

machine based natural resource extraction would be cool

#

and bigger industrial machines

tender plank
#

Boats would be cool, and wheeled landing gear for corvettes

weak pond
#

Praying we get custom sentinels down the line. Something where parts are randomly found per person like with aeron corvette parts so they can't be reliably salvaged. New assembly method would be nice too since flyable sentinel ships aren't supposed to be normal so I don't expect a station to be able to do it.

#

Either that or normal ships can be edited with parts like corvettes already are.

opaque plaza
#

small nitpick but i feel like basalt is underused, i dunno what it'd be used for but i can't find any other material that isn't really used for anything important

weak pond
#

Yeah, old materials need to be used for new things. I feel there's a lot of things that the old crafting tree of stuff up to stasis devices isn't used for. Even if it was just used to craft some new items it'd be nice.

rigid scarab
#

We need auto turrets on top of the Colossus to deal with pesky predators and aggressive sentinels while we're trying to clean up the messes.

craggy wadi
#

i mean, there's the minotaur autopilot mode

devout cliff
#

I hope if every exocraft will get a 'gimmick' component like the mechanical legs for the colossus, I hope the bike gets an open air seat so we can for once see our character with our exocraft. I know different character sizes would be an issue, but only have to account for 5 different sizes.

#

That would be great for the pilgrim.

lone tusk
vocal mason
#

I know there aren't any announcements yet, but is there any estimate of when-about is the next update due?

oblique smelt
#

At minimum after expedition ends. When exacly we have no idea

devout cliff
#

like just replace the cockpit on that with the seat from the bike above and I will be a happy bunny.

#

I feel the roamer or the pilgrim are the next two most likely candidates to get customisation like the colossus did.

#

Could well be both along with a racetrack overhaul.

#

Originally I thought it would be neat if they gave us a load of track base building parts for roads, but now i am thinking it would be even better if there was like a node based system for placing roads. That way it could conform to terrain, and could be used for more than just race tracks. Like how I see city builders do their road placement

#

all it would really be is a more advanced form of terrain painting. And they could give us a few different palette types: Road, Dirt path, cobbles, etc.

#

I bet there is something like that in the works for LNF too, so I could see that being yet another feature retroactively brought back into NMS

#

If they built a node system like that too, that could be used to add so much more than just roads: Overhead pylons for routing electricity from hot spots to our base (rather than having to make them manually,) and even a monorail system suddenly becomes plausible.

vocal mason
#

You could even use this system to connect planetary settlements (as part of some mission/quest)

devout cliff
#

If it wasn't for the fact that trolls would 100% abuse it, would argue it should be allowed outside the boundaries of your base, so that you could connect up roads and monorails between player made bases. But trolls be trolls 💔 plus that starts to cause issues with base loading and uploads anyway.

#

then definitely bring back all the different roamer chassis concepts so we can all be driving our own vehicles on the road.

vocal mason
#

Maybe we could also have a tricycle version for the pilgrim?

left ferry
#

cant wait for the bigfoot update

viral creek
#

Any terrain one is going to be a landslide now. 🤣

left ferry
#

trombone update when

north cargo
#

‘Dungeon’ areas on planets = treasure chest update.

slender epoch
shadow dagger
#

I do wish that the standard colossus chassis had a use, since the new ones do

#

Maybe you could have other players sit inside it and get the colossus' hazard protection or something

slender epoch
#

Me and my friend genuinely had this same thought when we saw the update
‘’Oh cool they’re updating the colossus finally, maybe they’ll let us ride with friends in it as a trade off’’

#

Granted the new purpose of it is a waste moving truck I still feel like it would still work well

devout cliff
opaque plaza
#

i've been in pirate controlled space stations and been like "man, this looks crazy, i wonder how they overthrew the authorities" but there's not much history of individual systems, so i think some kinda procedural history of space stations and stuff would help stuff feel more alive

#

maybe that's a lot though

autumn turtle
#

anybody think they should make it easier to upgrade inventory because 4.0 kinda made it super difficult and a grind

fading dew
#

Now if they let us put base computers in space stations and decorate them to our liking? That would be an update worth all the cookies.
Of course I would love for them to account for factions, species, whether or not its a pirate system or abandoned system. Imagine being able to "Claim" abandoned systems for one of the four races, or for the outlaws. HeartNms , or none of the above? But history has proven that might be too much to ask for.
Base computers in space stations would be nice.

keen comet
#

Ice hauling from big asteroids that we can land on, using specialized equipment and technology for the multitool and corvettes.

solemn cape
#

I'd like to see Living ships but as Corvettes that we can find and claim.

keen comet
#

That would be cool

slender epoch
solemn cape
zinc mango
oblique smelt
#

living freighters could produce/grow parts for living corvettes . Or give birth to whole living corvetttes or living ships with new parts

zinc mango
oblique smelt
zinc mango
#

Also we need living exocraft customization options. My mind flare need for organic stuff.

solemn cape
#

And maybe buff the Living ships make them more on par with Sentinels to give more of a reason to acquire them.

zinc mango
topaz gulch
#

They should add an update where you can create your own space stations 🔥

oblique smelt
#

But why?

#

I dont see gameplay reason to have one. It would just end up as settlement 2.0 imo

topaz gulch
# oblique smelt But why?

so you could make cool space stations to have in space, maybe have an area for new freighter customizations, idk cool stuff

oblique smelt
#

Hg need to create gameplay loops around the space station to not adandon it right after u are done with it

topaz gulch
#

another cool idea is like a rogue planet idea where there could be a unique quest and it wouldn’t be marked as a solar system in the galaxy map but only as one rogue planet like between solar systems

#

idk kinda dumb but just random ideas lmao

zinc mango
#

They should add melee weapons. How cool would it be to fight sentinals with a war hammer.

slender epoch
winged canopy
#

maybe they could have a throw like soulframe's

#

design-wise they'd probably either be some sort of upgrade tech for the basic multitool melee or a full on new independent mt type/replacement

#

they could also have like a pickaxe that's exceptionally good at mining but with the obvious downside of the very limited range

#

and if they're tech upgrades then smth like an upgrade that improves the distance travelled when attacking at the cost of dmg would also be neat

sinful flume
#

I think factions would be so good

#

could definitely be a feature in lnf too

foggy geyser
#

We must hope that buildable space stations are added next

#

With vehicle bays
And corvette landing bays that are like garages that adapt to the shape of the ship

celest jackal
#

I think a cool concept could be cross breeding species so it makes something new, just a cool idea ig

devout cliff
#

Definitely think POIs in LNF should spawn in 'clusters' with the seed having data inside it as to whats in its cluster. That way if they have lore snippets, instead of them being pointless procedural fluff, they could have something relevant. I.e. at an airship crash have some log go 'As we fell from the sky, we saw a ruin north east of here. It might make good shelter for a camp.' So the seed for the airship crash POI would also have data of the surrounding POIs to pull from for its lore snippets. That way too it works if you happen upon the POIs out of order. If you find the ruin first with a camp on top of it, then you might find the crashed ship later, and it would give context to what you'd found previously.

#

I also think they should not just have static POIs like NMS does, but maybe 'POI layers?' meaning that each POI is a merge of a few POI subtypes. Like 'ruins with settlement camp around it.' 'ruins with bandit camp around it'. That way rather than a very limited set of fixed POIs, it could mix and match a few POIs together to increase the variety and POI 'types'.

#

I mean they could even do this with NMS. rn for example there's only really one type of infested abandoned building. But what if the infested effect could be applied to any POI type. So sometimes you'd find abandoned infested trade outposts? infested planetary archives? infested observatories? infested ruins? etc.

#

Eventually yes you'd see the reptition, as is always the case with a procedural game. But its about more variables that extend how long before those patterns become recognisable.

buoyant torrent
#

Make the colors customizable/collectible like the staff components. Ez. Now we have lightsabers.

devout cliff
#

That's not to say I wouldn't want them too!

buoyant torrent
#

But, but… “plasma” swords 🥺 lol yeah ur probably right Disney would have an aneurism lmfao

#

They should still try to implement melee weapons even if they’re just regular swords I’d be so down for that 🙂

devout cliff
#

There's probably some legal grey area they could aim for :p

#

Mhm, they also need to add some ground enemies so we can fight them with our swords, but I would defo like both!

#

I wonder if there's a ratings reason why we haven't had any properly humanoid enemies other than the mechs yet, or if its just a choice by HG?

#

Tin foil hat time. We know there were some multi-crew cockpits they dropped for corvettes, and the realistic reason for that is technical and time constraints.... BUT what if they are now holding them back because they're thinking: "Well lets save the multicrew features for when we make the freighters pilotable?"

#

If they do, I hope they give us bridge customisations.

#

What would make a better 10 year anniversary update to beat corvettes, than to have capital ship to capital ship battles be a thing we can do.

wind gale
#

I have just remembered this idea of what if they make the player discoveries such as animals,plants and minerals as trading cards like gui with existing stats and maybe we have a card game like gwent to be played with players or NPCs with our cards.
I wish they would allow us to discover starships and multitools too and keep it as cards though we are not owning it but keep the discovery in the form of cards like fauna and flora.

Also they could add another minigame which is pokemon style turn based monster battle with other players/NPCs using our companions.

rotund stratus
toxic slate
#

I hope we get a planetary exploration update. Blue sky, perhaps unrealistic wishes: procedural dungeons, reworked flora and fauna generation system that doesn't rely purely on fixed models, procedural upgrades found in the environs which are built from unique effects into interesting compound effects (i.e. generates personal shield for 10 seconds + causes a slow effect on targets = any creatures touching the shield have movement limited)

#

the death stranding garbage collector gameplay didn't really do it for me

hidden sequoia
golden cobalt
#

@fierce ermine yeah, having a portable nutrient processor would be nice 😄

fierce ermine
#

amazing

toxic slate
#

If anything their models have become even more static over time. They're not really doing mix and matching of individual parts anymore (which granted, often led to derpy creatures) and instead are just making one-off creatures that have very little variations to them

hidden sequoia
#

Honestly to me the variety isn‘t that big of an issue, but I‘d love more behaviors and a small overhaul of the companion system.

Better behaviors are a huge wish of mine, but given the procgen nature of the game, and the pathfinding issues that comes with, I kind of understand why things are the way they are.

But there are so many basic QoL things we don‘t have; like simply reorganizing the order of the pets, which we can‘t cause they get fixed to the slot they were originally adopted to.

toxic slate
#

just animal behaviors in general still need much improvement, and creating a better sense of a living ecosystem on planets

#

also it would be cool to have "extreme" creature planets where everything is just trying to murder you

hidden sequoia
#

Yeah the sense of danger has paled compared to the early days…I was hoping we would get some rare deep sea leviathans on the ocean planets Worlds introduced, but HG has really took a huge step back regarding this ever since…I don‘t even know when, tbh.

Sometime after Beyond I think? Not sure, but def can‘t blame NEXT here, the Biohorrors were terrifying when they first released and much more aggressive than they are nowadays.

toxic slate
#

yeah there was one update, can't remember which one, that drastically tuned down the aggressiveness and amount of player-hostile creatures. they did the same thing with the pirates, which used to be hard to win against if you had a crappy ship, but are now complete jobbers

hidden sequoia
#

It‘s kind of pathetic that the pirate dread can be beaten with just the starter ship lol. I‘m all for making the game more accessible to peeps, but we do have difficulty settings, all HG needs to do is balance them better especially towards the higher end…

#

And given how vast the Universe is, there are so many ways to make it so that no one is forced into a certain experience. The galaxy types are generally so underutilized.

toxic slate
#

yeah the galaxies should really be a lot more unique than just varying the ratios of system types

hidden sequoia
#

But more than new content I honestly almost want another update entirely focused on bug fixing. Remant did introduce a lot of fixed, but I still encounter so many situations where the game expects me to suspend so much disbelief to uphold my immersion, it‘s become a bit exhausting.

For example Sea Glass still not rendering since a few months now? And more recently I‘ve seen many of the logs placed on derelicts not rendering or being placed inside of walls…

toxic slate
#

it's a tough balance for them because shiny new features is what sells more copies, which in turn enables them to release new features

#

bug fixing is not that sexy to new players sadly ;)

hidden sequoia
#

Yeah that‘s true, and with the 10th anniversary almost being around the corner, I‘m both excited and afraid, as HG might be cooking extra big for that one…and Voyagers already broke so much, I feel like HG haven‘t been able to catch up with it.

toxic slate
#

I generally feel like they break less things than they used to with updates though. back in the day they would release an update and half of the game systems would be messed up

#

but yeah fingers crossed for something worthy of the 10 year anniversary

hidden sequoia
# toxic slate I generally feel like they break less things than they used to with updates thou...

Generally I‘d agree but iirc Sean himself mentioned that Voyagers virtually left no part of the game untouched, and my personal gameplay experience really aligned with that lol.

Granted, most of the stuff is fixed now; it‘s just that a lot of the bugs still present are super immersion breaking to me, even if they don‘t really interfere with the gameplay…but yeah, here‘s hoping this year‘s summer update will be a special one.

sick eagle
#

yeah like spinning in circles forever

wind gale
# hidden sequoia Yeah the sense of danger has paled compared to the early days…I was hoping we wo...

I think they should start with animal territories like fauna are bound in specific regions instead of spawning all over the planet .We could get a popup or planetary charts to know their regions. They could add idle animations like resting on the ground or sleeping at night. Also adding monster nest pois like the ones from witcher which are bound to specific regions instead of populating them all over the map. Like the titan worm burrow in infested planets are boring because I could find them everywhere on the planet restriction of them within a limited number regions as poi will make the experience far better

drowsy fractal
#

If they want people to do as much exploring of planetary surfaces as the game seems to indicate they should do more with region and PoI generation in general tbh. It doesn't seem like it would be too hard to give planets multiple meaningful biomes with the systems they've already got, and it would let them expand generation parameters and options better-it's okay to make forest regions get dense enough to feel like real forests if only limited regions of the planet are going to be that densely planted instead of 90% of the landspace

#

And Points of Interest honestly have bewilderingly little variety to them (to say nothing of the fact that structure PoIs you would actually be interested in coming back to are the only ones that don't have waypoints/save markers for some reason)

blissful glade
#

Probably wouldnt be that practical but Id love custom content for bases by means of something akin to the steam workshop

Like why CANT I hang up a poster of Bon Jovi or Godzilla in my corvette

#

But also things like media players so me and my friends can vibe watching movies in space

cerulean oriole
somber stump
#

Random idea. Was more living options. We have frigates and ships. What if we had living multi tools or even other things like freighters or such

fallen hawk
#

i hope HG actually gets around to letting people trade packaged modules

#

they said you could do it back when they were added but it's never been possible

#

mostly because I have a bunch of packaged stuff that used to be on my exosuit and freighter from the same update

fallen hawk
#

as for living freighters, i'd hope for some way to be able to add more than one freighter to your fleet first. i'm too attached to my current freighter to ever give it up

teal stump
#

Having multiple freighters that actually need managing and repairing and stuff would be the coolest thing ever and actually having a fleet like in star wars forexample with all the massive freighters and frigates, and obviously adding massive freighter battles and literal wars would be sick

#

Tbh just overhauling the combat would be so cool and maybe allowing is to fight with the aliens and not just sentinals would be nice

hidden sequoia
#

It's been repeated often enough, but having reached the endgame myself again on a more recent save, I think HG needs to add another option above ''challenging' for combat encounters. Especially since the addition of the autophage and sentinel mods,

enemies simply deal too little damage to keep up with the fully upgraded endgame traveller. Honestly, even extreme planets and threats other than mobs cannot keep up (and localized hazards are more annoying than they are proper threats).

I'm not even asking for more advanced behaviors or such; as I doubt much more can be done about that; but in endgame with a maxed MT and suit (especially with optimized SC-Slots, which I don't even prio anymore due to making us even more op) there's little threats left.

Personally a part of good and exciting exploration to me is danger; and NMS has been lacking real danger (other than in the early game) for a long time now. Even Biohorrors or Corrupted Sentinels quickly lose their status as real threats. Only Ancient Guardians somewhat pack a punch.

There might be another combat overhaul on the horizon who really knows; LNF did show a good amount of combat in its trailer after all, but for now I feel like simply making enemies hit harder and also making them more bullet spongie would already go a long way; and it shouldn't be hard to implement at all.

I might just start a PD-Run myself after a longer hiatus I'll go on soon, as I feel like outside of this mode, there are no more stakes to exploration. And an exploration without stakes can be fun for a while, but to me eventually becomes a bit boring. I was hoping gas giants would be such places, but they are also pretty tame if we're being honest, and I could only see them being threatening in the early game; where you can't access them outside of abandoned mode. I still think the galaxy types are super underutilized, and a harsh galaxy should also generally buff enemies or do something of that sort. As of now, the survival settings don't cut it for me, and don't really make the game feel like it's actually a survival experience.

azure maple
#

Could the next expedition be focused on combat? Think about raiding ships and dogfights, possible ship boarding and sabotage.

azure maple
hidden sequoia
# azure maple War worlds. Think about it, extream Sentinel presence, always extreme weather, c...

Sounds interesting, but with Liquidators we already had a pretty combat orientated expo and it was still rather bare bones (even though it was one of the more fun ones, imo), so I‘m not sure if HG would be down for another one.

But Sentinel mechanics could definitely be enhanced a bit yeah, I generally really want procedurally generated dungeons like the derelicts but for the planets.

Speaking of derelicts, they are a prone example of the problem I‘ve described above. They have all of this flavor and tend to be presented as this super dangerous area, even giving us the „proceed with caution“ warning each time we lift the door seal…yet I can just sprint through them without getting punished, as the enemies simply aren‘t dangerous enough.

The drones do decent damage, and the alien critters can be kinda threatening if you pop too many nests at once; but that applies only to the early game. In fact with the Neutron canon you can just pop them all instantly if you shoot at them right as they spawn. And if you actually get overwhelmed, you can just rush to the nearest teleporter, then wait for a bit and teleport back; they‘ll be gone.

I feel like some activities which imo should be a bit challenging, especially on higher difficulty levels, simply don‘t live up to that as of now. I remember back when NEXT and the biological horrors first released it was actually pretty dangerous to farm whispering eggs as the fiends were a lot more aggressive and did huge damage, ripping through my shields easily.

Same when I first encountered the Sentinel Dog or the big AT-ST Walker. I‘m not sure if it‘s been bugged for a while, but I remember the Walker being much stronger before the Sentinel Update.

Honestly bugs are another issue for why the difficulties so skewed. The Brood Mother for example has been stuck in the same initial animation forever now, whereas before it would move around and also spit venom or smth like that all over the place. I really don‘t feel like doing the grind for the parts related to her currently as the battle is just so…underwhelming. And I can‘t tell whether it‘s intentional (a nerf basically) or not at this point.

Now NMS was never a combat game at its heart, but that doesn’t mean that certain activities couldn’t pose more of a challenger than others. It does have Survival-DNA after all, and the fact that these difficulty settings exist show that HG is kinda willing to cater to this desire, but so far they fail in their execution and have imo become a bit too cautious in challenging the player.

This is a trend that has been going on for a bit, and despite the updates breathing a lot new life into the game and making it overall better, I feel like some things have been too streamlined in an attempt to make things more accessible and convenient.

That's always been my biggest issue with NMS ever since the Updates became more frequent; the balancing has been very off a lot of the time, imo. Like for example we went from ships with specialized purposes, to all the ships basically being the same thing because of convenience. Back in the day you absolutely needed an hauler for the extra inventory, now that class of ship is entirely obsolete. Personally, I think the streamlining has gotten a bit too tight at this point. But anyways, I‘m starting to drift off…

viral creek
# hidden sequoia Sounds interesting, but with Liquidators we already had a pretty combat orientat...

Starting out in abandoned mode the sentinels felt a bit stronger and had to work to get some better upgrades, now they topple pretty fast even without a bunch of S class upgrades.
I think if they put some more difficult encounters in and tied them to happening more in the higher colored star systems that would avoid overwhelming new players but provide more seasoned ones with a bit more of a challenge.

hidden sequoia
# viral creek Starting out in abandoned mode the sentinels felt a bit stronger and had to work...

Yeah I agree and that‘d def be the best approach. Most of the combat is already optional as things are, and the Universe is so vast it offers ample opportunities to introduce new but avoidable things for people seeking them.

Still, I do think the enemies present also need a buff, or at least another setting beyond „challenging“ to keep it optional still. The infamous higher damage and more bullet spongie approach would probably already go a long way. Some enemies like the corrupted sentinel quads or the ancient guardians could turn into genuine threats just through that.

Honestly the core issue isn‘t even their damage/health, but how op our upgrades are.

#

But since nerfing players upgrades would probably cause a huge uproar, I feel like further buffing enemies is the only option.

#

And regarding the Biohorrors this might be subjective, but I could swear that they attacked us a lot more coordinated than they do now back during the NEXT era. I especially remember them punishing me hard for trying to snipe them from atop of the building, they absolutely broadsided me with their spitting attack each time I did that.

And when I flew over to the other side of the building to collect the eggs there, they would all immediately try to follow me there, whereas now they often split up. Usually I‘m not attacked by more than two simultaniously while the rest is just running around like headless chickens, waiting for their turn to attack instead of being relentless like they used to be.

viral creek
fathom kraken
#

maybe corvette part that can be used to carry waste cargo like that truck bed

#

but i think we need combat update like what people discusded above

shell galleon
#

Hello,

I have an idea that could make No Man’s Sky more engaging after players finish the main quests.

First, add larger settlements that cannot be claimed easily. To take control of one, players would need to complete quests and earn the trust of its citizens. Once owned, these settlements could be upgraded like normal ones. After enough upgrades, and once they reach a certain size, players could unlock an option to turn the settlement into a city, or whatever name fits best. These cities could then support corvette landing sites and logistics hubs, both of which would require significant resources to build.

Players could then claim several small and large settlements within the same solar system. Once all of them have spaceports, logistics hubs, and corvette landing sites, the player could build a central base with a logistics hub depot and related infrastructure. This base would automatically collect and manage the supplies produced by the settlements and cities in that system.

From there, players could expand further by claiming multiple solar systems, eventually building a network that provides access to all the resources they need.

I also have two related ideas. Using the same system as corvettes, the game could introduce capital vessels and smaller ships in a similar way. It would also help to add a few standard ship designs for NPCs, as well as some that players can purchase while allowing custom designs.

Altogether, these features would give players a much more enjoyable endgame experience after finishing the main quests, before moving into the usual side activities that can start to feel repetitive.

(Sorry for the ai tone I'm not good in English)

fathom kraken
#

we need something other than sentinels, killing robot and drone is boring, imagine we can fight pirates on ground or inside their ship using multitool, like those fps games, not just ship vs ship combat, i want to see those npc using gun and shoot each other

shell galleon
fathom kraken
#

nms combat is kinda soft because its family friendly game

shell galleon
# fathom kraken we need something other than sentinels, killing robot and drone is boring, imagi...

I think you may find good inspiration through the game Empyrion Galactic Survival, in this game, the "enemy" faction has bases all around the galaxy and they have great defenses, it's hard to come close and you need to be inventive to win against them. Also you can often find multiple capital ship in formation so it's much harder to fight them alone.

One idea would be to add some solar systems fully owed by the robots where you would need to be in coop to be able to go inside planets

shell galleon
hidden sequoia
fathom kraken
shell galleon
devout cliff
#

I feel its exactly what NMS and LNF could do with. There's always a lack of intent behind the procedural generation, and something like that could help make the world feel a bit more real and less like an algorithm has just placed everything down without a real reason for it being there.

#

Even if their logic for POI placement did things like populate settlements more frequently along rivers. Not only then would they feel more realistic, but following a river becomes a viable gameplay mechanic to find settlements. Then the world kind of becomes your guide.

#

Have it so plants in the desert generate around tall cliffs and mountain ranges where they are more sheltered, so that if we need plants in the desert, that mountain range in the distance becomes a beacon for where to go. Things like that.

#

TLDR: I hope LNF's terrain and planet generation works in harmony with gameplay mechanics, so we are rewarded for being conscious of the world, rather than the scattergun generation of NMS.

fathom kraken
#

i hope in future we get factory system like satisfactory, maybe not as complex as satisfactory, just automation update for everything we already have

#

we already have pipe that work like conveyor belt

next island
#

They should add trains. There could be different car types:
Passenger,
cargo (for transporting recourses like carbon, copper, etc),
Flat bed ( for industrial waste and vehicles).

You could be able to walk around the cars without being affected by the environment’s movement. There could also be multiple locomotive types:
Normal (you drive), and automatic (drives itself, with a schedule).

molten crystal
#

why we should have random space encounters where u need to repair ship 🚀 1. It adds tension and stakes to space travel
Right now, spaceflight in NMS is gorgeous but safe. Even when you take damage, repairs are usually quick and done in your inventory menu.
Random repair encounters would introduce:

  • Real consequences for risky flying
  • Moments where you’re stranded and have to improvise
  • A sense that the universe is actually dangerous
    It would make exploration feel more like an adventure and less like a commute.

🔧 2. It creates organic, memorable stories
Some of the best NMS moments come from unexpected chaos. Imagine:

  • Your pulse engine fails in deep space
  • You crash‑land on a stormy planet and need to scavenge parts
  • A passing NPC ship offers help — or tries to scam you
    These are the kinds of emergent stories players love to share.
    NMS thrives on “I can’t believe that just happened” moments, and ship‑repair events would generate tons of them.

🌌 3. It deepens the survival and exploration loop
Repair encounters would naturally tie into existing systems:

  • Gathering resources
  • Using multitool upgrades
  • Calling in your freighter or exocraft
  • Trading with NPCs
    It gives more purpose to materials, more value to upgrades, and more variety to exploration.
    Plus, it makes ship maintenance feel like a real mechanic instead of a menu click.
tame niche
tame niche
#

anyway, if there were, like, multiple deposits on a planet and you made satelite bases to automate harvesting materials, and then ran trains between them to a central collector base, that could have some use

#

though I'd rather see it have a dedicated teleport reciever function as a freighter room to make freighters bases of industry and make them have an important niche that corvettes dont fill

tame niche
#

(i am aware that whenever people suggest trains, its not because they forsee a valid use for trains, its because they have Normal Levels Of Interest In Trains, Honest)

stuck bone
#

Would like to see a revival of the industrial trade aspect. Build massive factories, build components for trade, contribute refined resources to the Anomaly like Cronus the cook.

tame niche
#

yeah, if there was an easier way to manage mining outposts then manually visiting each one to harvest stuff, itd be more accessible

#

as it is, if players bother with it at all, its almost certainlly for the highest chromatic metal metal they can lay hands on and nothing else

stuck bone
#

I think settlements have the potential to act as industrial nexus hubs for factory bases, if not a hub added to a space station or freighter base. I stopped using my stasis device farms when I learned about the unit cap. There was no endgame to the playstyle beyond personal wealth. If we connected it to visible planetary, solar or even galactic progress then that would be a solid structure for community-driven activities.

tame niche
#

settlements acting as a hub for your industrial bases sounds like a very valid use for them.

stuck bone
#

Add new models for existing planetary buildings and have the factories you build yield progress toward upgrading them across the planet, keep advancing until you have enough resources to upgrade the whole system.

#

Progress to a higher tier of manufacturing beyond stasis devices or fusion igniters, choose what field of industry to specialize in based on the system's economy. Seek out the most resource-heavy planets to maximize efficiency, extract minerals on a planetary scale once you build enough bases.

#

Expand on the existing base building system and create a new version for building factories where you have to manage electricity, fuel, processing and manpower with positive and negative consequences toward efficiency. Too little power affects processing, too few crewmembers lead to more accidents.

tame niche
#

well, lets not get too carried away

#

there's only so much they can add on top of the existing systems in a single update.

dawn crystal
#

Wonder when they're going to update the factions & conquest system.

I can appreciate the work HG has done but if they left the game the way it is, I'd still say its unfinished, just prettier

fallen crest
#

I believe caves should get a complete overhaul, maybe even get their own big release, because currently their verticality is so shallow, and their biodiversity and mineral composition are so scarce, that it feels like those caves are just an excuse to make the terrain a bit more interesting and are there to just give the terrain manipulator another use apart from digging up ore deposits

fallen crest
static ridge
#

freighter hangar bay and bridge interiors need an overhaul and maybe the system freighter designs as well. They've not had any work done on them for years

winged canopy
#

honestly being able so customize your hands and feet individually would go hard

fathom kraken
#

i hope in future we can claim system, we can control that star system politics, make a faction, tax npc, and multiple star systems control, also we can have more complex economies, also like and some player faction that control multiple star systems and we can have multiple fleet of freighters and frigates and send them to control some system

robust marlin
fathom kraken
#

wait, maybe we can also have more industry, like we can have ship yard, for space ship, to build ships for military, and we need a lot of resource for it, we cant just buy random freighters, we can also build it from 0 with enough resource, and units

#

so we not just role play as nation and company, we need it real

noble fox
#

Dude if some Hello Games Developer had an Alt on this server farming ideas from this channel this game would be 1000x greater than it is now

hidden sequoia
# fathom kraken wait, maybe we can also have more industry, like we can have ship yard, for spac...

Shipyards would be really cool and could give us actual space delivery/hauling missions, introducing a new gameplay loop for corvettes similarly to how Remnant expanded on the Colossus.

Even if it‘s just hauling space junk from space to a shipyard so that they can build or recycle it, it would give me a reason to build a large corvette capable of fulfilling this task (assuming the rewards are attractive enough).

fathom kraken
#

imagine NMS collab with Titanfall

twin lake
#

@fathom kraken ''That's a funny looking ship."
"That's not a ship...That's my mech's rifle."

slender epoch
#

Ngl more collab expeditions in general would be cool.

humble thorn
#

they should add a new ship type

mortal hedge
#

Do we expect a new update in like a week?

manic plank
# mortal hedge Do we expect a new update in like a week?

I'm saying that the odds are unlikely, unless we get some more emojis from Sean before the end of this week, I have a feeling they are working on something absolutely massive for 10th anniversary of the game and so it's gonna be a few relatively small updates until then

oblique smelt
turbid scroll
#

Terraforming for 10th anniversary update?

teal stump
#

Overhauled combat and having more than one freighter in your fleet would be dope

vocal mason
teal stump
#

I mean its in game already kinda just not for us

#

Like look at the npc fleets when they warp into a system theres a few freighter looking ships that arent really freighters that are apart of the fleet

#

And I meen you could then get like specialised freighters that have a unique job and has its own upgrades or almost like a "mother frigate" for the smaller ones

#

And I mean visually it just looks really badass

#

And if NMS really wanted to get me pregnant they would add massive fleet wars with special gunships and carrier ships that got the same repair mechanics as the frigates when they get damaged

#

If be happy if whatever big update comes next is just a bunch of combat reworks and new festures lol

nocturne vigil
#

I want a space mining overhaul tbh. Give me mining lasers and magnetized haulers in space to mine asteroids

mild adder
#

I think we're in for a freighter update sooner or later. We've already got some stuff in the game files that lets you have 8 freighters at the same time. Also possibly new freighter bridges

vocal mason
#

If the team is gunning for a major update for the 10th anniversary, maybe we get an expedition redux type of event next week after exp25 finishes?

oblique smelt
#

Very low chances

#

Redux start at end of nov/start of dec

vocal mason
#

Even if an expedition ran for just 4 weeks, one could only have 13 in a year...