#nms-the-future
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i mean you see jellyfish and anglerfish and the like but i'd like to see sea stars and anemones with ridiculous numbers of legs and weird styles of moving about
or sea slugs and cucumbers! weird fleshy creatures with seethrough bodies
The terrain generation can do with a revamp. There is no flowing water. and the inability to dig below the watertable without hitting water is... ...
One crucial difference between minecraft style terrain and real terrains, is that while real terrains are fractal, you can always follow a river to the sea
but, even on water worlds, if you follow valley systems on a nms planet you can find that they are closed. Which makes no sense
@deft prawn as to my reply - my cargo is taken up with consumables and other items its useful to have in a pinch. tech is, obviously. tech. my main inventory has a row for consumables that are direclty used: planetary charts etc. the rest starts empty, but by the time a derelict freighter is done, is mostly full.
I wonder how possible of a change that would be... Flowing water would mean simulation of the whole planet. I'm not saying it's impossible, but may not be realtime, or may not be feasable due to memory constraints. Implicit river generation (i.e. one without a macroscopic scale simulation), now that is something I didn't see done anywhere, yet. Minecraft gets away faking it half way because it has much lower voxel resolution, and the bricky nature of it allows fantasy to fill in the blanks in convincing ways. Blocky water in NMS would be a no-no, and anything more (due to our ability to change terrain) would be prohibitively expensive to implement.
Buy ships from each other!
I really wish there was an option to turn off the lights on tables...😩
@chrome swan I would think the biggest obstacle to flowing water is the terrain manipulator...
Ignoring the terrain manipulator, I don't think you would need to load an entire planet. The procedural generation would need to be changed again. I'd think you would do something like create the water regions/paths first then build banks/shores up from there then fit the rest of the world in between...
I think there is a low frequency (low detail) elevation map covering the whole planet right now, and is used to generate ocean regions. So the game actually generates a coarse version of the planet for the from-space views. The question is if it would be usable for this kind of generation. Maybe. But imagine if added detail (when flying closer) is a huge hill, and the river flows right through it - I don't see an easy solution for this.
I guess what I was saying is that I don't think that would be necessary outside of views from space. Keep in mind I am Ignoring any affect the terrain manipulator would have on the flow of water.
This way I'm picturing it is you are walking through the world and the procedure generation rules say that there is a rock here, a tree there, and over there is flowing water. Loadable on demand.
The issue I see is that the game will not be able to act realistically if a river if blocked by the terrain manipulator. Removing terrain is easy to stop with bed rock so I'm not worried about that.
I really wish cooking had a better implementation, the only things it's good for are the one time every ten years you actually take health damage, or nanites
vending machines
you put your food in vending machines at bases with at least one pad and they'll be exchanged for units...
A food meter for survival/perma maybe
Bigger and more robot fauna would be nice, also more baits to go with that
something nobody wants: sometimes your ship just has problems when you have damaged slots
like if you went to pulse jump with damaged slots you have a little chance of your pulse drive firing out of the back end of your ship
it's like throwing a rod but you throw your entire spacecraft's propulsion system
I kinda experienced that, I was pulsing and randomly got pulled out and couldn't use it because of "extreme gravity" but there was nothing around
we should be able to destroy sentinel motherships, it feels so unfullfilling to get to level 5 and defeat a mothership to have nothing happen, also i wouild like fighting a mothership to be something more than just shooting turrets on the thing, like maybe creating structual weakness, and maybe even boarding it for a bit of the battle
or, once fully disabled. we should be able to dock with, and raid it.
That'd be cool and sounds acutally doable. With HG knowing how to do procedurally generated dungeons, it would acutally make getting 5 stars wanted level in this space GTA worth it
Short and simple things: Ocean waves, tsunamis, flooding, rivers, elevated water sources (any body of water above sea level). More properties for water if possible.
that would be cool, maybe not tsunamis tho, would be really annoying to find the perfect beach to build a base on only to find out the planet has frequent tsunamis. I doubt it would destroy your base or anything but it would be really annoying to have to wait around in the air on your ship and do nothing until the waves receed
good point. maybe a tsunami could be a feature for plants with earthquakes as a rare occurrence
we already have underwater bases. maybe we could build our own space stations or even claim a npc station
refurbish a derelict one
i just wanna grow space weed in space
planter box on freighter done
derelicts of different freighter types, that way sentinel derelicts can be a thing and maybe used for raiding a sentinel mother ship
the ability to change planets on a fundamental scale
make distinct alterations to planetary terrain generation, color sceme, flora and fauna
basically what we could do to planets in spore
you place down a terraformer and it says "25.2 million years until completion"
pirate attacks should be less random and more deterministic
if you stay in a system for a long time and trade a lot, you slowly build attention in the system; the more attention you have, the stronger and more frequent pirate attacks are
say you're an artifact or fossil person and you collect a lot of those things in the same system over and over, you'll get a ton of attention
alternatively i imagine you could also use special items to attract pirates and vice versa, say a cloaking unit that scrambles subspace scans and makes it more of a dice roll than a definite yes or no
ideally that scramble unit would work like the conflict scanner in that it's passive
I did find a space anomaly that was a pirate system scanner so I think they're constantly scanning nearby ships for what they have. destroying it didn't change a thing but it should have an effect on conflict level, at least with pirate frequency. but I agree they could be way more dynamic with how conflicts start instead of just happening
mhm
like yeah, that makes sense, but at the same time it should be more like a thing that happens if you're not careful about your offloading rather than something that always happens
yeah totally, you'd wanna hide precious cargo to transport it without being attacked
also if you're taking a bunch of missions from the guy in the space station
Yeah like the pirates got into the mission system to spy on whats being done
Thinking about it, besides freighter attacks, you dont see pirates attacking other ships
a close one is some of the crashed ships send you on a mission to take down the pirate that attacked them
yeah, but its very like... after the fact
Wish hellogames had a random person just reading this channel lol some ideas are hard to write out to them
i'm sure you can always write them a suggestion
yeah it's collecting it all into something readable lol I'm not that good at that kind of writing, I end up just rambling lol
honestly if you get a good use-case together and effective implementation plot you might just turn some heads
I suppose if you get to a more narrow feature it would be easier. Right now I'm just thinking of pirates as a whole rather than aspects of them
A gameplay loop.
There is none at the moment
Would be cool if you could also properly tame creatures and put them in a zoo or something
Space zoo
Also
The crafting system is whack
No items are special because you can sell any item
The currency system is boring, you shouldn't be able to buy or sell items
The items should have special uses other than getting a very small amount of units
Hi Travellers, This Is my Current Fan Update Concept
called No Mans Sky : Escalation. It aims to improve space combat and space encounters. If you could please give it a read and leave constructive feedback I'd be so happy!
Water shaders that don't look flat
aurora borealis
every atom procedural
kidding / not kidding. I hope that things can become more procedural on both the macro and micro scale now when they cut off last gen and use the CPU/GPU power of nex...current gen consoles as the technical base
Be able to click and type a precise amount instead of hold a key when buying/selling/crafting things.
in case like that :
https://gyazo.com/a963917fc4da312190a3bcd721e8e6f8
You can vote below if you want
idea for streamlining recharging: combine all charging for ships and multitools into "reactors" that draw power in set amounts
you only need to refuel the reactor and actions such as taking off, warping etc. will all draw on it
this could also extend to ship shields: shields charge over time as the reactor powers them, making combat a little more pick-and-mix than it is right now with instant shield recharge if you have a bit of sodium
i think this might be better implemented as ablative armour that can be patched out of combat and will keep your ship in one piece when the shields are out of commission
upgrades would remain, but would reduce reactor drain instead of reducing fuel usage
another way of keeping ship classes in check: reactor upgrades. reactors would require certain types of fuel - think like fusion reactors!
dihydrogen would be ideal for this esp in early classes, moving up to deuterium s-classes
might need some thought on that though as it sounds like it would introduce a little weirdness unless deuterium were able to be purchased or otherwise acquired outside of refining
well.. ideally, actually, the fuel types would be value-based like condensed carbon
tritium is okay, dihydrogen is better, deuterium is The Shit
or perhaps strike a balance between trit/dihydrogen and make deut very good? idk
my idea about streamlining a system has taken up a page... lmao
Refuel reactors with Tritium, Dihydrogen, Deuterium. Deuterium is available in small amounts on the Galactic Market
Space stations refuel your reactor as courtesy. Landing pads at trade stations cost a pittance.
Standard suite of upgrades remain and can adjust power consumption from reactor. Reactor has its own dedicated upgrade category that increases fuel efficiency and other properties.```
here's the short version
This is really cool!
here's the other part i was thinkin about :]
Replace shield charge with a slow, constant trickle from reactor. Damage to ship is determined by strength of shields.
Armour damage: ablative armour can provide a safe buffer to take damage in and is repaired out of combat with ferrite of all sorts (metal plating too?).```
cuz really i think the current combat is ok, it just needs to be more dynamic
i'm not entirely sure on ablative armour but like, still, i think it'd give ships a bit more interesting management and specialisation - for example, a ship with strong shields and heavy armour might move slowly but would tank pirate attacks, which i also intend to propose a better system for with a Heat mechanic that increases when you trade and determines the rate of attacks
I like the idea of recharging everything with one item to an extent, but it also seems like it would make refueling too easy, especially with the extremely easy glitch that can be used for infinite di-hydrogen. Additionally, if they were going to use the three things you suggested for fuel, di-hydrogen should be the worst, then deuterium, then tritium, for a few reasons. Those three are actually all real things irl, and they’re all isotopes of hydrogen. Hydrogen (or di-hydrogen which is just two hydrogen atoms bonded together) is regular, with no neutrons and an atomic mass of 1, deuterium is just hydrogen but with a neutron, giving it an atomic mass of 2, and tritium is hydrogen with 2 neutrons. This means that in a hydrogen-based reactor, tritium would be the best because it is the most dense and has the most mass, in addition to being highly reactive on its own.
The idea of better shields slowing you down also seems pretty cool, and maybe there could also be an option to direct more of your reactor’s power to one system, so for example you could decrease the power to your shields and send it to your thrusters instead to go faster but be weaker.
On second thought that seems like it would get overpowered pretty quickly and decrease the need for specialized ships, but having upgrades in one area decrease other areas still seems like a good idea.
it's more intended as a solution to a primary criticism of the game, that being that it simply has too many falling bars. ideally the reactor system would dramatically simplify recharging and that's sort of the extent of that
also, on tritium - you can acquire it very commonly in asteroids, whereas dihydrogen is only really acquirable in small quantities and takes some time to create with cycling and deuterium is nigh impossible unless you have a refiner. that's why i suggested that order
really it's all about making refueling too easy - easy enough that it isn't an annoyance to the player while still being a ticking clock for you to watch
simplification is good for games bc it deobfuscates the core mechanics and makes it easier to engage with
Yeah. Your way would work better given the rarities of those materials currently. I was just giving a suggestion for how it could be made more logical if they felt like changing something else too.
yeah for sure, i mean nothing is groundwork. perhaps a better solution would be dihy + trit + fuel cell casing for a reactor fuel cell or somethin
either way, it's an exciting idea
I also think it would be cool if there was a better way to use solar power (other than in the launch thruster recharger), since some ships have these MASSIVE solar panels that just don't do anything. Maybe solar power could be used to condense hydrogen from the atmosphere while landed on a planet.
oh yes, that's what i was thinking too
reactor upgrades would allow you to cycle and process atmospheric gases to fill up the fuel tanks
oh! something i literally just wrote up btw: pirate / bounty hunters revamp
New Heat level determines how you are perceived in a given area of space. High roller or big seller, cop or robber, you'll get noticed one way or another.
Vigilantism and big trades will please local authorities but will draw the attention of pirates.
Station vendor deals and pilot sales may get better as reputation increases.
Piracy and losing rep with factions/races will get you in trouble with local authorities, but will generate respect from pirates.
Black-market deals may get better as reputation decreases, and suspicious upgrades will be higher quality.
Reputation changes affect systems within ~250ly of the current system.
Reputation will return to neutral if you leave an area for a long time.
Dying resets your reputation in an area around your current system.```
Seems pretty cool except for the depot part. Most of the time the "local authorities" (especially the Vy'Keens) HATE the sentinels and their depots, so maybe they would reward you for destroying them instead.
yeah, ideally sentinels are more like a passive threat i suppose
idk ive always seen the depots as planetside and owned by the local authority
but yeah like, as they are sentinels are fine, no need for constant stat tracking
Aren't there quests that ask you to destroy the depots though?
yeuh, i was thinking about that while i was workin it out
how about "Piracy and losing rep with factions/races"
Seems pretty good
i'm also thinking from a data standpoint
like, ideally you don't want to be constantly updating a list of reputation stats every time you go near a system else you'd end up with a list that's gigabytes in size
i think it should be based on the current cluster system, actually. there's a system in the galactic map that dynamically generates lanes between systems in clusters
alternatively: a lookup table that calculates proximity to nearby repped star systems using some funky vector math, then calculates how much reputation you have in the current star system and pops it into the table
ideally the data would be some sort of compressed plaintext that simply tracks a couple signed 32-bit floats or something and the coordinates of that star system
whenever it looks it up it just checks if the star system is in the list (and if so pulls its rep data), or if it isn't, calculates an average reputation based on all systems within a set range
every couple ingame days, give the list a tick and reduce the rep by a proportional amount until it's within a certain threshold, then pop the entry out of the list
of course it sounds relatively simple when i lay the logic out like this but like it most definitely isnt in practise and is probably why they havent gone for a rep system lol
How about making the personal refiner stop making the refining sound when it runs out of fuel?
Dumbest bug or design possible.
Not only does it not give you the information that it has stopped running, but it also makes you listen to the overly annoying sound for much longer than you had to if you don't realize it's just out of fuel.
random quad/walker sentinel spawns would be ideal. like, in a slow sort of passive mode
a bunch of quads sprinting in a pack past you
Can you guys click my link I posted? And give it feedback?
Hi Travellers, This Is my Current Fan Update Concept
called No Mans Sky : Escalation. It aims to improve space combat and space encounters. If you could please give it a read and leave constructive feedback I'd be so happy!
frigate bartering menu: freighter captains will have a new prompt that allows you to sell and buy frigates, with increases and decreases to price dependent on current amount of available frigates + "need" determined by preset fleet balance (i.e. an explorer captain won't part with explorers for cheap, but will offer them at very high skill grades; they'd probably sell you combat frigates at a pittance)
Frigates are priced and graded by the amount remaining in the fleet and specialisation of the fleet.
An exploration fleet would offer higher-grade Exploration frigates at a substantially higher price, but may sell their other frigates for lower than the going rate.```
there we are
I don't want them to do anything with frigates unless it starts with "you can now go on missions with them"
i wouldnt even mind just riding along and drinking coffee watching out the window with mission log updates
oh yeah i'd like that tbh
I feel that the 3 core resources shouldnt always be available, some planets should need preparation
I feel like they could flesh out how to use the menus just a teeny bit more
And then fix whatever is going on with the ground on grassy planets turning into 2d mashed potato’s and we are set 10/10
That might just be my PC having a stroke tho
Wouldn't that just soft-lock early game players? Oops you landed on a planet with no dihydrogen, guess you can never ever leave
dont land on the planet then
So you're saying a planet scan should offer a warning that certain basic resources cannot be found there
Also putting in soft lock chances is antithetical to the design of games like this
HG doesn't want to wall off content or alienate players by trapping them on a planet just because they didn't scan it first
I'd love if they changed the tag for areas with only a save point from "Unknown Building" to "Unknown Beacon," or something.
+1 to that
My guess is that each save point has a chance to appear alongside buildings.
Also, I'd love the ability to build smaller two-way transporters that I can build on my base to take me to various parts of the base, and then I can use the transporter again to get back to where I started from.
And the ability to build indoor landing pads that have ceilings or wall doors that open up to let me in.
Sorta like a hangar.
Base transporters are a thing. Can't help you with the self-opening hangar roof.
Some nice base builds out there that use them to cross lakes, deep ravines, or just to get out to the power and extractors without a long walk.
I'll have to look into the base teleporters. Also, I'm surprised there isn't individual audio sliders for regular sound effects and storms, because the volume of storms is crazy.
i'd really like to see shrimps, isopods, cuttlefish etc in oceans
chambered nautilus for example are some of the weirdest and most wonderful little critters. they drive themselves along with puffs of water from their er.. waste... pipe.. thing, and are neutrally buoyant
cuttlefish as well would be interesting, something that changes colours
i mean, it'd definitely be a nightmare to implement, but still very good creatures to have
game already has nautilus
Personal Drone
This drone could be purchased either by the Anaomly Vendors or maybe Spaca Stations or can be found via derelict freighters.
It would essentially be a personal Deployable companion that can be deployed when on the surface of a planet, inside freighters (derelict ones aswell), Space Stations, and The Anomaly.
This little Drone would mainly be a little robot companion that would make cute Beep noises aswell as do various little animations like scanning Rocks, Fauna, and Flora when on a Planet. It could also be outfitted to handle very minimal tasks like equipping it with a Drone Mining Module that will allow it to mine any marked object that you tell it too (It would need some sort of Drone Commands UI)
Expanding upon this maybe it could be equipped with a Boltcaster and offer minimal combat assistance on the ground, or it could be outfitted with a Support System that could give your Life Support Systems a recharge and what not. (This would need to be reloaded)
I like this idea
Not sure if it would work on derelicts given the movement sensitive nests, but apart from that I see no issues
This already happens sometimes, particularly when they land on small islands. I've had a couple space-AAA calls before where there was in fact no dihydrogen nearby.
Repurpose the Colossus for Base Relocation
Its pretty much used as another forgotten storage container for hoarders and unused by those who keep a clean inventory. Instead, allow it to "pack up" an entire base, then unpack it at a new location.
Obviously it wont be perfect (land features, hotspots not the same, etc), but it would allow players to relocate their favorite base builds to a new world in the event of a radical biome change (future updates, resets, etc).
I imagine it would still have a base part count limitation (hardware constraints of placing 3000 pieces at once = oh god), but i think that a ton of players would see value in this (note: i am not one of those but can still see the worth).
Edit: this could also finally get rid of the nearly useless Base Salvage unit.
That would be a nice change, really never use the colossus. It's just not a useful exocraft compared to the others
It would be great to have this, or maybe if they didn’t want to do that specifically they could let you build directly on top of the colossus.
But on your earlier point, having no dihydrogen on planets would be very different from just not having it on islands because you can always swim to another landmass (at least in theory) and bring dihydrogen back to your ship, but you can’t fly to another planet to get it if you don’t already have some.
colossus as a small mobile base, similar to the freighter base but purely for land would be interesting to have too
Well, some planets have toxic/cold/radiated water, so even that could be a soft lock point if the land masses are too far away
Granted, its usually the case that the new player just doesnt know alternative sources of dihydrogen (some underwater plants/minerals), but thats still a pretty tough situation since they have to survive the environment long enough to even get that. Hazardous water is typically worse than the hazard itself.
The colossus needs to have 3 "turrets" that teammates can use to be seated in the colossus. While seated they are protected from the elements (as much as the colossus provides protection) and can use their multi tool - including shield - to assist the colossus in its assault or defense.
no mans sky should make weekly patches that add small things to the game or fix bugs
like with minecraft and the secret Friday updates
like adding a new type of planet
or fixing a few minor bugs
or adding a few new creature/plant varients
tbh, they did that, theyd end up with the same level of feature creep
Would 2 person ships be possible?
one day
I would really like that so you could have them with your friends
i mean really it's more a matter of attaching two players to one ship, something i don't know if there's a good answer to. but yes, i hope they add multiple seating functionality to some ships
ideally haulers, yknow? big cargo bays
ahah, now that i like
point defense
maybe with a more detailed combat update for sure
Yall want a combat update? read this post
Can you guys click my link I posted? And give it feedback?
Hi Travellers, This Is my Current Fan Update Concept
called No Mans Sky : Escalation. It aims to improve space combat and space encounters. If you could please give it a read and leave constructive feedback I'd be so happy!
From what I can tell, current code wouldn't allow a 2 person vehicle (ship or other wise) - It seems the permission system is very limited.
has to do with Ownership
however, I would LOVE that feature so we could have ships like the Millennial Falcon
if they ever do a ship construction update, could sacrifice storage on haulers for a player controlled turret seat
honestly i can't see multi seaters without ship interiors
imagine.. procedural. spacecraft. interiors.
that would be amazing
would mean a new type of ship though, current ones are way too small for that.
haulers!
nah they are still too small :/
unless they make them a little bigger
even 15% would do it
speak for yourself xD
honestly if they shrunk space station pads by one section i'd be happy
ships are just way too big for the current arrangement
I have a few ideas of my dreams:
Mainly i want more sentinels, sentinel wave types and smarter sentinels.
Updated stuff:
Stomping walkers with something more interesting than aimbot laser as a primary
quad wolfpack waves
differently armed drones
Flying sentinels now also working on the planet itself with maybe a suit warning of "airstrike inbound"
Dynamic difficulty, where when you go past 5 stars, they get random upgrades such as forcefields, different weapons, etc
New stuff:
Sentinel exocraft tanks
Sentinel mechs
Suicide-drones
Raids of sentinels onto the bases that farm too much or something important like those glow orbs
Base defence buildings to counter that
Stealth tech that allows you to better hide from them or maybe jammers that stop the wave level advancement for a bit
Sentinel S-A missiles near their structures that stop you from just hopping on with loot and running away
Maybe some multiplayer-only features such as sentinel sattelites, that only spawn when there are several people fighting, a bit of a nuisance and need to be destroyed from space, requirung cooperation.
.. or make space stations bigger
I want to feel like i truly anger those little buggers when i go trigger happy once again
but yeah, that hauler you have is ALMOST big enough. Though, I think alot of players would rage if they were now required to open a door, walk inside and sit at the bridge chair to fly their haulers
but yeah, that hauler you have is ALMOST big enough. Though, I think alot of players would rage if they were now required to open a door, walk inside and sit at the bridge chair to fly their haulers
@marble bison make it a shortcut in the front
So you can still enter the seat like now
true
would also need to edit those parts with the angled thrusters to be at least 1m away from the body
but, I still think ships with interiors should be relegated to much larger sizes - like the size of the M-Falcon. You won't be able to land on stations or freighters (perhaps a docking port for freighters?? Perhaps two for stations) (planet only) but you'd have a procedural inside you could decorate. And more storage
idk; being able to haul other players in your hauler would be cool too
like, each player chair took up 4 storage slots, interior would use 8. Or something like that.
so, interior + two player chairs would mean max 32 slots vs 48
not sure that would be a good use-case tho
like, ideally ships should just let players jump in
rain on desert worlds
just saying, big torrential rainstorms
very good
They need an option to remove the cameras auto movement when in third person. Go to run in a straight line then all of a sudden the camera starts panning. Start jet packing straight up, all of a sudden I'm flying sideways. I don't think it's possible to run in a straight line in third person without adjusting the camera aim.
There needs to be a creater mode where can create your own planet and fauna
Oh yes:
Can we please remodel space stations: Cubes and spheres are boring. There should be rings and way more interesting shapes inspired by sci-fi.
Also, remodel the actual interior so that ships can approach to land and launch in different directions because I've seen way too many accidents.
I'd love to be able to build a room on my freighter that gives me a teleporter on my freighter so I can get there immediately from any other teleporter.
All the shapes for space stations please and thank you
The most I'd look for there would be more extreme temperature variations between the poles and equatorial regions. But, until there is an effective way to map planets, tiling them with biomes isn't useful
Has there been any plans on creating civilization-stuff? Like creating a colony on a planet. Upgrade colony to get more cash each hour etc?
stargazer's delight: satellites in orbit around planets that you can see from the ground. when you focus on them with the analysis visor, they make sounds and give cute little readouts, and you might be able to fly to them if you're fast enough
that seems so cool
i tend to stargaze and it's lovely seeing satellites fly overhead in an otherwise still sky
and i'm serious, sometimes youi can see satellites, the light of the sun reflects off of their solar panels and you just see them for a moment
sometimes they flare as the panels line up just right and it's like an explosion for a brief moment
i cant see fuck all in scotland haha just clouds
hey, you got mountains :] always wanted to visit scotland for the mountains
south eng, tragically
sorta out in the country though so there's not much light pollution, you can tell star colours apart here lmfao
would you pay for an expansion that brought an overhaul bigger than Origins to the game?
it’s hard to think HG have any intention of majorly overhauling anything else 4 years later. Origins was not really an overhaul imo but an addition to the universe.
making mountains higher but not much more change to terrain isn’t really an overhaul
Might be a weird suggestion but I'd like to see more variety in "barren" planets? stuff like Venus and Mars in the real world.
also unrelated but if we get any more story quests it'd be fun for them to be a bit more... messy? if that makes sense. less grand overarching universe-effecting plot and more small-scale "help someone woo their lover" or "duel with a pirate lord" stuff
I'm also a big fan of what they did in the halloween update with giving derelicts their own mini quicksilver-esque store. Would love to see more of those!
either way, what we have at the moment is already amazing!
small-scale stories between planets instead of stars would be wonderful
i suppose you get that already from space station missions, but an emergent mission system that isn't quite as fixed and is more story-oriented would be nice
oh I didn't really think of emergent stuff 🤔
like you accidentally insult a pirate captain after a conversation and you somehow become embroiled in a petty conflict over a tank of heridium
heheh that's be fun
but yeah, just the kind of messy, character focused stories that whilst possibly reflecting on loneliness in an infinite universe etc etc don't involve rebooting the entire world. (which isn't to say I don't love the Artemis path, I do)
oh yeah, like stories focusing on specific characters? i can groove with that
especially a pirate quest line. I feel like pirate gameplay doesn't get enough love.
rn you're risking race ranking for very minor rewards.
frigate raids would be cool but idk how they'd implement it
nodnod
like you can capture freighters but you gotta raid the frigates first
maybe some systems have a "pirate hideout" space station that you can get missions from. Completing these missions, whilst still lowering your ranking, would give you rewards worth it.
oh yeah, or do Shady Shit under the radar
maybe add in some kind of pirate currency that allows you to buy exclusive items.
oh ya, tainted metal
a cloaking tech for ships would mean that you couldn't get traced 🤔
that's the current thing for it
nodnod yeah like TM
and then tie it in with a specific pirate quest NPC that has their own story
maybe some deep space encounters become intercepts by system authorities while you're transporting like, idk 50 million tonnes of nipnip
( my freighter's cargo is entirely filled with geknip) "officer, this is for recreational use"
oh ya for sure, raiding freighters for big rewards. instead of just popping their little containers on the outside
maybe when you warp in on a freighter battle, joining the pirate's side and winning would have them give you a share of the reward
as well as units + useful items, you could also buy gaudy, gold-tinted cosmetics, capes, and run-down base parts
pirate cockpit adornments
ooooo
gek badges/medals, vy'keen blades, korvax er... idk hands or somethin
honestly i just want fairy lights for my cockpit
uhhhh YES
maybe more customisation there too, we got bobbleheads but ideal would be like, screen color/content modification, flickable assignable switches, decal and prop placement etc
really personalise the space
oh yeah I like that idea
also if they ever add sleeping? comfort seating so you can sleep in your ship
nodnod
my idea for sleeping was an Abzu-style thing where you just kinda fade out and it shows you a slideshow-type thing of all your discoveries
no real function, but cool all the same
now that's ideal
make beds usable 😆
waypoints you've been, the little thumbnails blurred up like a dream
Outer Wilds style
mmhm
take occasional screenshots and just show them to the player through sleep, clean them up after a while of course bc there's a chance players will just never sleep but yknow
it seems like a lot of work for a small feature but I'd still love for something like it to be added
maybe if you have enough discoveries you can meditate/sleep and ask the game to show you a point of interest
honestly it's kinda just chewing the fat in this channel, thinking out the ideas is very fun but it's unlikely they'll be implemented (and if they do, they probably won't be as described by us)
i had an idea a while ago for a potential concentration of the game's various power systems into one distinct system, by using singular reactor components that could be upgraded and recharged and that would be depleted by use
keep all the old systems in place of course, just centralise power into one simple thing that's a lot more intuitive off the bat
mmhm
I would like to be able to hook in stuff like antimatter accumulators to my central power system
big complaint i see is that players are just confused or frustrated by the sheer amount of bars they have to recharge, so why not reel it into one bundle
yeah I can see that
heres the writeup actually
Refuel reactors with Tritium, Dihydrogen, Deuterium. Deuterium is available in small amounts on the Galactic Market
Space stations refuel your reactor as courtesy. Landing pads at trade stations cost a pittance.
Standard suite of upgrades remain and can adjust power consumption from reactor. Reactor has its own dedicated upgrade category that increases fuel efficiency and other properties.```
oooo I like that, although not sure how it would work where in some cases power = health
so less for sheilds and weapons, but yeah I can defo see for launch thrusters + pulse
i actually thought about this:
Hull represented by critical damage points.
Repaired at landing pads as per standard game.
Armour represented by new Armour technology that provides passive damage resistance when shields prove ineffective.
Repaired with Ferrite outside of combat. An upgrade may provide gradual repair after being undamaged for a time.
Shield will block all damage within a certain threshold, after which damage will begin to trickle through to Armour.
Recharged continuously from reactor, providing near-constant damage reduction even at low levels.```
oooo
of course, this would totally add another bar to the game with armour, but it'd still keep to reduction and would allow for more dynamic ship-to-ship combat
seems a bit complex, what if you can choose from three different types of defence, and each weapon is good against one defence
also left this out lol, thought about that too
Certain weaponry may disable ship systems, trip the ship's electrical system and break components when the hull is damaged, making space fights risky if you're unprepared.```
yeah I like that
also slightly unrelated but along the lines of dreaming/meditating is I think more features to balance out the resource exploitation to co-exist with nature on planets would be nice
gotta agree there
sentinel dreams. ive always been sorta wary and respectful of the sentinels
oh here i got this too
Additional idle behaviours for Sentinels. All can scan; Quads pounce and play, Walkers squat.```
ive just been writing down my ideas recently like a sales pitch sorta gig lmao
lmao
I feel like adding more dimensions to the sentiels (have them help you if you help them) would make them slightly less disliked
oh yeah, if they were less irritating space police and more helpful guardians
yeah! Was thinking that.
basically: sentinels are removed from space, existing only on planets. Instead, the system authority will retaliate against piracy
oh yeah, system authority is only the local authority, that'd be good
like the local species
I get that the lore says ||sentinels are kinda going crazy, and wiping out all intelligent life is something they've done before||, but the lore has been altered before
their original purpose is to just be gardeners
peaceful sentinel worlds
but yeah, gentler sentinels I'd love, even if it's improbable
only really attacking you if you start killing animals, and if you do them a favour / help the ecosystem they won't care too much if you were to dig up a few rocks.
think i'd just like to see sentinel worlds
like, machine worlds entirely occupied by sentinels
i remember there was a bug which would cause literal clouds of sentinels to spawn, pre-NEXT
something like that? oh yes.
forgot how funny this goddamn picture was
LMAO
sorry, this is post-NEXT, but yknow
Sentinels: Have you heard the good news?
Not enough fuel in Launch Thruster
omg thats a terrifying picture
probably not an original idea but world that is a sentinel
although that could range from interesting to terrible game mechanic depending on implementation i suppose, I was thinking like a living planet but it's a machine
they would have only machine creatures (mostly) and probably unique types of machine flora (like plant shaped solar panels or "feeding units" for the "animals") and machine fauna
there would probably be special "weather" events there too
oh i like that
i mean, it's literally in the lore - a great sentinel host did descend upon the vy'keen that sixty-sixth moon
i wonder if said sentinel host was just a massive sentinel. perhaps a moon
gives me dead space 3 vibes, sentinel moon just shows up one day, that would be terrifying
Id like to see planets that dont revert to unknown after scanning and leaving the system or saving. They stay unmapped, but you can review them in your menu later. More options in the galazy map for viewing systems. Gas jiants in farther out orbits with systems of a dozen/large amounts of moons similar to real gas giants. Gas giants would allow for new explorations inside thier atmospheres, perhaps cloud city styled places to land and materials to harvest. Abandoned space stations that you can explore, raid, or even take over and build inside of like you can to some extent with freighter, but greater options. The ability to use the exocraft room in your freighter to access the inventory of all exocraft easily. The ability to dismount an exocraft at a building or galactic terminal and sell directly from its inventory if it is parked in range, like you can with the starship. Do something with stars. while you wouldnt want to fly into one, flying to them would be cool. esp binary stars, neutron/pulsar style, nebula clouds from exploded stars and exo-planet types like planets where the star fills the sky because it is so close. red drawf/brown drawf types and even landable comets or large asteroids that could be random encounters while pulsing around a system. Also, increase the number of ships or work it like a pokemon handheld game. you can take 6 with you, and swap them out at a station, but you can..well..catch them all. There are far too many cool designs to have just 6.
i've never seen a planet revert to unknown in my life
Really? They all do this, and it's pretty tedious
i only spent a half hour revisiting systems after realizing I should have stopped at an ossified planet I had found. Still havent found the planet. scanned but didn't land..of course since I didnt visit after checking 8 visited systems of unknown planets (where I had scanned all) I still cant find the stupid planet. I gave up.
Oh and heres another...more variety in ground based scan tags. Unknown building. Might be a drop pod, antenna, crashed ship, something that is barely a campsite or (shocker) a BUILDING. A white save tower and a couple crates is not a "building". Crashed ships should show as "unknown wreckage" along with perhaps drop pods. Some dont even show up when pressing C from the ship and just pop into view while it marks something farther away. And oceans are vast nothingness when flying over. missed opportunity for sunken items, floating facilities, and so on. Also, how is it I can jump in an ocean on a planet that is -50F, and have the temp drop to -80F. That would be solid ice.
oh and for the love of pete fix the scanner on the ship. sometimes I can point at a planet or moon all day and I dont see the unknown planet thingy that tells me I can scan it an actually get a result. Other times, aiming at a planet works instantly and I can scan the dumb thing.
Atmospheric Update:
Just like the same idea with Tornadoes & storms, we could have rain effect during storm or some hail (Possibly acid rain depending on planet type?)
Aurora: only visible in Polar Region
Add extra pulse option to ships to have sonic drive so like when traveling point to point within a planet, its doesnt require orbital height to begin pulsing; obviously need to be above certain height to avoid terrain collision but doesnt work in space. Its probably redundant but it will make doing mission easier when given a set of coordinates on a planet
More flying Fauna variety(dragons!) as well as the ability to ride them. It also look redundant when we got ships already but I feel its incomplete when you can ride land Fauna but not flying Fauna
I cant even figure out how to feed the flying stuff. the game suggest u can
well
you're not supposed to scan them and that's it
you're supposed to land on them
the planets are supposed to be landed on
and studied
should we though? it would make things a lot easier if they didnt go back to unknown. plus it makes no sense for them to do so. and in starforce2's experience, it prevented him from exploring
that was just starforce2 being dumb, he should have actually landed on his planets if he wanted to remember it, and he should take the responsibility to remember where you go as an explorer anyway
scanning is only for learning things such as names of the planet before you land on it
dont be rude
i'm not being rude
infested planets, covered with the pods from derelict freighters would be interesting.
Also, its a bit jarring to arrive in a T3 economy system and find some scummy toxic planet with a couple of habitats on it somehow represents this thriving economy of billions.
perhaps inhabited systems should get an extra planet that has a star wars style shield that prevents landing. But we can at least orbit and see cities and farms etc below the bubble.
Heres an update concept i made
No Man's Sky Update Concept - The Voidwalker Update
Allows Frieghters to be flown on their own
Adds physical Stars and allows moons and planets to orbit them
Adds a Module for the Freighter that allows it to fly in the space between systems
Adds the Void, a space that surrounds solar systems. The Void contains its own set of special features unique to it.
Planets: Barren, Frozen, and Volcanic planets are the most common, specifically Pitch-Black, Permafrost, and Solar Dwarf as some subset examples. These planets are set in eternal darkness, with some exceptions such as light from Lava, or Artifical Light. These planets would have very extreme generation, even by Origins standards, with little to no fauna or flora to be seen.
Planetoids/Asteroids: Some bigger asteroids can be located within space. Nowhere near the size of moons or anything though. These can be landed on and sometimes have mining equipment on them with light amout of resources within.
Anomalies: Mega Fauna colonies migrating through the void, such as those Space Jellyfish, or massive space whales. Planets within the Void have an extremely high change for Anomalous Weather, such as Gravity Storms, Raining Glass, etc.
NPCs: Satillites and smaller Space Stations can now be found orbiting around planets. Planets within the Void can have NPC towns located on them, lit by artifical light. A last bastion against Atlas.
Thoughts?
play ED if you want a game like that
i mena, im not arguing that i might not be a better game.
but nms isn't a sophisticated space sim that models planetary orbits, or the space between systems. or anything outside a box too far from the planets.
its the minecraft of space sims, with a wierdly geocentric model where the sun orbits the planets to provide a uniform day night cycle.
Procedurally generated derelicts are pretty fun, so why not make procedurally generated dungeon-esque buildings on planets?
Well i do think the space between systems is a concept worth exploring. Like you mentioned about Minecraft, it could be a render distance sort of thing where once you reach a certain distance, your previous system begins to unload and the next begins to load in
Wouldn't it just slow down the pace of travelling from one star system to the other? Because I really don't see the point of that
Pulse times basically doubled with Origins (probably to load the clouds of the planet), so I'd imagine it would only get worse.
It would be a pretty tough job to implement as well
The engine doesn't really load in star systems, they are being generated on the fly, so adding space between the procedural generation points would tank the performance
Or be a really tough thing to do for mostly just a gimmick that doesn't exactly add or improve anything
one thing that does bug me is the fact that systems with black holes still have their regular sun(s).
the black holes are not stellar objects.
So just rename them to reflect the fact that they are some kind of pre-cursor transport system
At least changing the black hole icon would be nice
And it would be nice if the suit lady stopped saying "Hostile ships approaching" when you use a defense chit
It confused me quite a bit
I think empty "systems" would be more feasible than space between systems
Those empty "systems" could contain anything between star/s, black holes, neutron stars, pulsars, asteroid fields and some interesting space phenomena and POIs. Or even completely empty. No planet at all
These systems can be home to some pirate bases or lairs of some evil aliens and their motherships
Or can be dead systems with a dead star and detonated planets
I think on systems with high conflict levels there should be some kind of outlaw bases which you can destroy for reputation, money and lulz
improved animations for each bodytype - fat one clips too much right now, even the multitool is a victim. maybe have configurable animation sets and personalities
I got thinking about this last night while ship hunting and I think it would be a good balance between keeping RNG ships (so that every ship feels unique), but also making it easier to find the perfect ship without implementing ship customization and ruining the RNG nature of the game; A Ship Catalogue
The Ship Catalogue would be a terminal that would be in a space station. In the Ship Catalogue would be all the ship seeds that the system has to offer. You could then go through the list to see what is potentially in the system, but also purchase said ship from the Catalogue. The catch being that the ships are only sold in C-class base model. You can either do things the old school way and wait for the perfect ship to land in the station (or trading post) OR spend the units and nanites upgrading the C-class 'stock' version of the ship.
It's like the difference of going to the dealership, buying the stock model of a car and fixing it up yourself vs. going to a car show or finding a great car on auto trader.
on that note, if they could change the rng a bit so when I land at a space station or trade outpost 2 of the same ship with the exact same pilot don't show up that'd be nice, it looks so weird to see clones
except for exotics
yes, I was going to say the exception to the Ship Catalogue idea would be exotics and living ships
I was just thinking this because I've seen a hauler in a system that I loved, but couldn't talk to the pilot in time and I've now spent a good 2/3 hours just waiting and refreshing hoping to see that ship again. I know it's in the system, it just never shows up. I would rather just go into the station and buy the shitty version of that ship and then spend the 2/3 hours getting units and nanites to fix the thing up.
This is exactly why I track ship crash sites. Those are sure deals basically every time and most of the repair materials are easy to come by. When I find a cool crashed ship, i get pics of it flying and include the crash site coordinates as an alternate way to acquire the ship (with the trade-off being the repairs).
lol @brave plinth totally. That's one way to do it now. It would just be a more user friendly version of that
Honestly, can I suggest they be acquired any other way than units/nanites? This community has absolutely devalued units to the point they aren't even a minor inconvenience after you visit the Nexus.
Like make it a quicksilver thing at least. Or make the hunt more interesting for other players (kind of like how ship crash sites require using position coordinates).
Holy shit just started playing again on my new series x and holy shit this game looks so good
I might cry
Gib space station pls
Archive Block / Menu, re-read all conversations from all campaigns and storylines.
You'll have different storylines you then can go out to complete, like the abandoned building one or boundary failures
or if you visit a plaque or ruin, everything will be saved for another read
Anomaly terminus expansion:
•Feature a weekly community made racing track, for everyone to be able to compete
please... i want that so bad. also a dictionary would be nice, or a continually expanding thesaurus
ok i love everything about this, it is exactly what i want this game to be
i wish pirate attacks were actually difficult and dangerous and not just a slight inconvenience
showing where they are going to warp in from is a mistake lol i just wait and space shotgun them as soon as they appear
even if they didnt do that it will still be way to easy
i just hit them with a rocket launcher and a few proton blast and they are dead
it ends up just being a lot of just flying in circles until you can hit them
the chromatic metal is nice tho
A list of things I want hello games to put into no man's sky
-Combat update
•stronger and smarter enemy types
•the ability to pilot your Capital ship
•fleet battles against sentinels and pirates (these battles can alter the system you are in)
•the ability to mount multiple weapons on your frigates and Capital ship.
-True Ship Customization update
(This one speaks for itself)
- Cities
• no man's sky feels empty without npc life on planets, sure there is trade stations and stuff but I would rather something bigger, something that would influence the whole planet.
+upping the max number of planets in a system to 8
i want gas giants
Same
they could be much farther out but also much bigger than normal planets
and with upgrades you can collect some of the gasses
it would be awesome if they could end up holding way more moon then rocky planets, but it would end up being way to much
I would like to see the oceans become deeper
And aggressive fauna the deeper you go
subnautica the NMS way...
Ngl Subnautica in nms would be hella cool
ye
Also more massive creatures like the sand worms would be awesome
I really like encountering massive creatures
subnautica is so damn terrifying sometimes
Yes
it would be cool if no mans sky was too
*reaper roars in the distance
Imagine something like that in nms
That would be awesome
Yeah
I think the only leviathan scarier than the reaper are the ghost ones, but only when you’re in the void
the other leviathan have some glow to them but the reaper doesnt, so it is way easier for him to sneak up on you
Yeah
you can find ghost leviathans in the lost river, blood kelp zone, and the other one that i forgot the name of
not just in the void
I know, but I only find them scary when they’re in the void
oh ok
If I can see it coming it’s fine
Plus the void is just terrifying in general
I think that the easiest way to implement something like that would be similar to the sand worm, except that it actually interacts with the player. Have a huge creature that doesn’t change much and spawns really deep in oceans
And improve combat controls/mrchanics. Add dodging, strafing, sliding
Space dragons you can ride
In space
Like space freighters but alien
Like the living ships
sounds good
I kinda want to fight intelectual humanoid alien with gun... Not when in suit or plane, but like the other shooter games...
Imagine ship customization
Like painting it
Instead of a red guppy you can make it blue
Why does quick move show only one storage container? And why can't I rename them as well?
You can rename the 10 storage containers
But quick move still doesn't show them
I think it only reads the type of the container, like it always reads starship and not your super starship name here
And the items get send to probably the last container you interacted with?
But I'm not sure about that
Just find one. its why we explore.
I think it's only the first container
What I would like to see is renaming the container remotely and quick move to all of the containers
the interface wouldn't even be that cluttered, they could just make pages like in crafting and such
it would be a lot more comfortable than moving every single item from one tab to the others
I know this sounds weird since the game is never coming to Switch how about a spinoff game that takes place
In different 4 universe's and has it's own story?
Thats pretty much just Starlink Battle for Atlas
Quantum Tunnels:
• The player is given the ability to create Quantum Tunnels, which function similar to black holes
• By selecting 2 star systems, he can create a shortcut between them. Either to optimise a traiding route, or as a community project, building a highway to the center
so a permanent sort of wormhole... that sounds funky
ye
Uhm, but why? We got teleporters, just setup a base with teleporters in either system
Or do you need to be able to fly in and fly out with your ship
i think it's more like, the convenience of just being in your ship instead of being in your ship, stopping at a space station, teleporting, getting back in etc
it's more streamlined with the gameplay
Advanced Planetary Exploration/Exploitation:
• Cartograph a region by interacting with it's way point
• From there on you can complete a wide array of objectives such as
→ Fighting off hordes of Sentinel's to permanently stop them from spawning in that region
→ Construct advanced scanners (or drop them from orbit via your science frigates) to reveal all available hotspots
→ Building Infrastructure / Terraform to gain more control over random spawnings (such as black market pilots
Fighting off hordes of Sentinel's to permanently stop them from spawning in that region
How will that play together with missions about raiding supply depots where you have to fight off Sentinels?
stop em from spawning randomly
The missions won't direct you to liberated sites
should you have liberated every single region of a planet (which might take a very long while), such missions simply aren't offered
would that mean that for a nice planet but with super angery sentinels i can just hit them really hard until they go way? Yes please
Dunno, not my idea
maybe the focus should be pacification
Speaking of planet descriptions in main channel gave me this idea
Glitched / encrypted planet descriptions
New anomalous planets / biomes would have their info card glitched / encrypted when scanned from space
Only after landing there the actual info would be displayed
I know we got the [REDACTED] descriptions, but we can still make the general idea of a planet from the rest
Hiding that info would give curious players a reason to visit those planets
I've never seen patrols of sentinel walkers or sentinel quads
Do they even exist?
It would be nice if systems had some sort of a raidable procedurally generated sentinel HQ
You deal with them which is a challenge and they cease their activity on every planet at a cost of higher conflict level
Quads are patrolling manufacturing facilities, and sometimes walkers too, I got surprised by a walker at one last night
It would be nice if they sometimes walked around the planet more, maybe in groups of two as well
That's what trailer for NEXT showed, but I don't think we got that actually in game
yeah I want the same thing, especially on the more dangerous sentinel planets, not just annoying little ones. I find sentinels pretty non threatening as its super easy to run away from them or just go inside a building. but I know others who want them to be weakened more
Hello,
I'm asking you to make better multiplayer. Please.
Currently, after creating the game, a local save is created, which can be changed with NMSEditor (infinity of money, all blueprints, perma 48 slots everywhere etc).
Please do this so that after creating the MP game, it will create a save and upload it to your online servers so that it cannot be found on the PC and changed. In this way, each player "hacks" everything to the max and there is no longer a reason to continue playing. Compared to other players, this is really unfair.
The game is good, but this way of "legal cheating" sinks the game hard. Each player I meet has 48 slots, although a maximum of 14 slots is possible, for example. In the exosuit, in the ship, in the multitool, 48 slots everywhere, billions in the account, hundreds of thousands of nanites during 2 hours of playing.
I would also welcome a global world where it would be possible to meet players outside of the anomaly. The player would not be seen or marked (you would only see a friend) in the world. The player could meet new players in exploration, help them, trade with them, get to know each other, or create factions (factions could pvp with each other) etc.
Such great potential for super multiplayer, but that stupid NMSEditor is terribly fucking up the game. Everyone is cheating here and there is no reason to play, I have to give a really big minus for this. At least for the MP world, do the save via the cloud and not local, please.
After I knew about this way of cheating, my enthusiasm and interest in the game dropped really deep.
Also, allow a player who has already been invited to the game to enter automatically without having to invite him again and again.
Thanks in advance and I hope you at least try. Don't do SAVE locally for multiplayer, but store it in the cloud, that's literally all you have to do against it. I believe in you.
I know it was originally just singleplayer and I don't have to allow multiplayer at all, but playing it like that solo is just not the right experience.
Just a heads up hello games doesn't actually read this, need to also send it to their Zendesk if you want them to consider it. This is a place to talk about the ideas with others, just an FYI
I have already sent a ticket regarding this. I was just hoping to add more players to my proposal.
I'd throw in my two cents but I don't play multiplayer and don't care if people save edit lol
This is a community issue, not an issue of the game. If there's a way to cheat, players are going to use it, AND they're going to justify why it's okay to use it. It isn't a competitive game though, and you shouldn't be comparing yourself to other players. Plain and simple, if what they're doing in the game isn't affecting your game play, then it's their problem, not yours. There are no leader boards in this game. There is no real PvP support. The main story-lines break half the time you attempt them in multiplayer. Basically, this is not much different than players who run Minecraft servers that console command themselves materials all the time.
Now that that's been mentioned, let me open your eyes a bit on this issue. Save editing isn't even the worst issue with this game's multiplayer community. Players on ANY platform can and will continue to use duping, glitches, and other exploits to undermine challenges of the game. Duping can be used to get unlimited units, unlimited nanites, and everything that comes with those two things. They can get quicksilver items for free. They can take advantage of glitches to expand inventory on things that shouldn't even be possible.
They can do all that without a save editor.
So I probably don't have much of a chance to succeed with my proposal
I sincerely hope something comes of it because I for one am tired of getting 3x Ferrite Dust everytime I step foot in the Anomaly.
The duping is absolutely the bigger issue in my eyes. Even more so because the player community has a tendency to justify it (happy to have this discussion in another spot than this channel though).
I got 9999x cobalt today somehow in the anomaly dunno how it happened
Random player in the anomaly handing it out so you can go exploit the economy mechanics of the game.
^^ this is the stuff I am talking about.
Ow great, thats why it was worth 2mil
Thought it was weird
I played like 8h and got 9999x cobalt
Which seemed okay for me so I could get my upgrades yet it kind of took a grind away 😩

I hate the excuse of, "it's to help new players" but unless they ask for something you're just taking away part of the experience
My friend got a rare thing twice and had an earnings of 30 mil just for entering an anomaly.
The player who gave it to him was just as likely to have billions via NMSEditor, I guess
I have 1 billion units and like 120k nanites. I abused old active indium farms before diminishing returns and i had the 9999 salvaged data in personal refiner glitch happen to me on multiple occasions
When you think about it, even with duping, save-scumming is also a thing. Like reloading for better drops or an S class ship
Its up to HG to make the decision: whether they want this game to be more of an MMO or more of a minecraft type open world exploration/building kind of thing.
I assume the community will make that decision for them with feedback though. With NMS getting awards and news 4 games after release, the player base is gonna skyrocket. And with a bigplayer base, come bigger expectations of HG
I doubt they'll go the MMO route, it would be a pretty big turn around of where the games been going for 4 years
The one thing i do want in NMS is better combat, player factions, and pvp
Like if your faction has enough bases from seperate players from that faction in a system, that system can be claimed by that faction. From there the faction can influence certain things in that system, mainly a PvP setting. If the Faction has PvP on, and the System has PvP on, and other factions entering the system have PvP on, the game will actively warn you about them entering the system
I agree but i think that that's going to be further down the road
maybe in 2 years,
implementing and grief-proofing/bug fixing that would be a monstrous task
However, i think that a combat update featuring more diverse and improve threats (like different types of sentinels and mutated monsters) would be cool. Dungeons outside of the derelict freighters would be cool, featuring puzzles and such, and giving out rare and lucrative rewards that aren't just to sell, maybe some kind of rare multi-tool or base part/accessory.
Cause right now, maxxed scatter blaster is overpowered,
i'd love for them to heavily nerf it and make us have to utilize strategy, having big threats for seasoned players, and normal ones for new players starting out
In example: Lush planets= usually low threat, extreme planets= uh oh big sentinel boss guy
I know I probably said it hundred times before, but please, for the love of Atlas
Please let us turn off storms and other effects in photo mode
Just for the sake of getting a nice picture
Actually one can shoot awesome pictures during a storm.
But yes. I understand your request.
Not if I'm entering a photo mode to get a good view of ship and it's colour scheme
Woohoo new spammer rank
New Exocraft:
• A hover scateboard with only technology slots, which lets you perform tricks while being airbound
Radio technology:
• Install a radio into your starship/exosuit to be able to hear the latest banging NMS OST
proper high beam ship headlights
i said this many times before but ship cosmetic customization. i still wonder how this isn't in the game since a long time ago
i kinda want another exocraft like the minotaur, but like a spider? with 4 legs, a bit like the huge red bots in jak 2 and jak 3, with sideways jumping and better handling than the minotaur
oh that sounds fun. donk donk donk donk. give it a forward drill
how would it even place its legs though
like an x
i was thinking of a sphere where the player goes in, then the sphere would move in every possible direction, making it easy to dig ressources etc
i mean on the ground
like, would the cockpit placement be just "somewhere above the ground" and the legs just use IK to figure out where to go? or would it be able to cross gaps and detect dramatic changes in height
always thought that some kind of crab-like walker would be useful. something quite tall for a good mobile vantage point
a lot of the time i see stuff like "I want to be able to terraform planets" in here and ill be honest i just want to put a desk fan in my shuttle
like i totally support you in your endeavours you terraforming-hungry hound you, but like i kinda just think small to make big
Lol one of those small fans as a cockpit ornament would be pretty funny to see
More ost/ost that plays more often would be nice
grow big tree or other plant and can build on it?
The fact they called origins the beginning of something is so exciting
It means there's a new focus on exploration gameplay probably
Can't wait to see what's next
Origins essentially gave us like a second golden age for the game
A relatively stable release, and the stuff we missed from earlier versions to an extent
With the gameplay of the modern version
Yeah, it won them the Best Game Expansion award
Even Everspace with some NFS heat level of customization for ships in NMS would be golden
One thing I think would be cool, and add a bit to the pirate gameplay idea is, instead of having to blow up cargo pods, you could enter a freighter and battle some crew members in the hanger (it would have to be very challenging, and require good upgrades and gear). Then you could steal the freighter
It would have to be a very difficult fight though
Or you have to enlist other players ( maybe an npc pirate faction) to help
It may be rough to implement, since the game doesn't really have any sort of AI for NPCs
But at least Everspace-ish outlaw outposts would bring in some fun
And destroyable freighters would be cool
Something that I think might be easier on the engine would be several batteries of automated defenses and sealed doors inside the freighter, similar to the derelicts. If you can make your way past all of it and enter the bridge armed, the captain and crew surrender. You can either accept a hefty bribe to leave, or demand the freighter, which will have heavy damage from your assault that you will now need to repair.
The downside being that most of the main and tech inventories will be clogged with damaged slots if you commandeer the freighter this way.
Requiring exotic materials to repair.
I think that would be fair as far as balance, right?
The freighter's interior design might need to be drastically changed though, since it always looks exactly the same
That could come alongside this, randomized interiors
I don't know how it would affect claimed freighters, but it's still a great idea, because once you've been to one freighter, you've been to them all
I do think that if the option to commandeer the freighter was available, it would have to be balanced by clogging the inventories with damage. After all, you just shot holes into everything and blasted all the doors open, with no regard for how much all that probably costs to fix :V
Maybe it would be sorta nice to make something similar to the frigate ships, where you go around them and fix stuff
Or you could accept a bribe. T1 econ nets you 300 nanites or 250,000 units, T2 econ gets 600 or 500,000 units, and T3 econ will give you a whopping 900 nanites or 1,000,000 units
But the higher the economy, the harder they are to capture
I think it should depend not on the economy, but on the class of the ship
The bigger the class, the harder it is to capture
Actual faction wars would be really cool
i'd like to see Matter beam functionality extended. an example. right now, if i have a korvax casing on my freighter's general inventory, MB allows me to sacrifice it at a monolith without having to first move it to my exosuit's inventory. right now, i can feed Cronus at the anomaly with food items that are stored in my freighter's general inventory. there's more situations to which it could be extended to, but for example, i would like for MB to let me recharge my exosuit systems with any resource/item that's stored in my freighter's general inventory.
Maybe another option would be “Seize Frigates”, which would let you take up to three of the frigates in the freighter’s fleet, instead of the freighter or the bribe
Handy if there’s an S class in the fleet you want, but can’t afford
Downside is you have to do ALL THAT just to get it instead
If you pick an S class then that’s the only one you get, other than that you can take up to two B classes, up to three C classes, or one A class and a C class.
When entering the bridge:
*The lifeform in the captain’s chair barks a clear order to his men to lay down their weapons, and with clatters of metal all around me, they obey. They are all now my hostages.
The captain tries his best to plead with me, showing me a datapad with what appears to be a large bribe displayed, ready to be transferred to me immediately, should I show mercy.
I am in control of this situation. The captain and his crew cannot object to my decision.*
Take Bribe
Seize Frigates
Demand Freighter
When anything except “Take Bribe” is selected:
*The captain looks to me in horror, gesturing pleadingly, but as I raise my weapon again to remind him of his position, he understands that he has no choice.
With a pained sound to his voice, he capitulates, and wearily presents his [freighter/frigates] for inspection...*
I like writing 😄
I think one somewhat simple thing for NMS is alot more customization. We have ByteBeat, so why not a way to "digitally" store and broadcast you bytebeats, like in your bases using speakers, in your ships, or in your freighters, making playlists and such.
Or why not custom decals that you can draw onto your ships and bases?
Im certain some would make some not so tasteful custom decals, but there would also be a ton of amazing ones
I think there's a missed opportunity around flags. It typical to imagine putting a flag when you discover a planet like how the astronauts of Apolo did on the moon. Although, you can technically you can put a flag there should more customization, in my opinion with the banner which also doesn't really hold a purpose, it's only visible to others when you make a group.
animated canards and lift surfaces
something i might like to see: weird specific things in weird specific places. one pad of a space station entirely occupied by a mass of scrap metal that nobody's been bothered to move for years, buiilding materials placed down for repairs somewhere that are gathering dust
a tiny shrine that you occasionally see station inhabitants making offerings to but you don't exactly know what they're offering or why
i agree with @merry pivot
it needs to be more fleshed out
the little things are captivating and immersful
space stations themselves need different interiors
all structures in general need random interiors or variety in generation
If you can make it via base building it should be allowed in generation imo
with limits ofc
its really just the tiny things for me
like, the smallest details. vendor items that are slightly out of place every time you visit or props that change as the days and nights go by
a betting table whose game you'll never be able to learn how to play but still sees plenty of attention throughout the day
I think a new type of planetside structure could be fun: Abandoned Base
Characterized by a bunch of player base structures, arranged into a small but still recognizable shelter with amenities, all worn with age and neglect, and a malfunctioning base computer that you can extract a creepy final log from, and then reprogram to take the base for yourself.
Already has a small handful of things like a storage container or a medium refiner that are usable, but the power is out
You can either tear what’s already there down for materials, or restore it to working order and use it yourself
These structures would be very rare though, two or fewer per planet, only a few per system
Would add to the feeling that maybe you aren’t alone, maybe you were just too late... Or that maybe you never want to confront whatever it was that drove the former occupant out
that sounds interesting
maybe have some storage containers strewn about full of useful materials too, like in freighter wrecks
Maybe. The idea was more to look like a newbie’s first planetary base, relatively modestly sized, not even a landing pad
Has either solar cells and batteries or generators, but the majority are “broken” and have to be scrapped in build mode and rebuilt
There are also “compromised” base pieces that prevent the structure from recharging hazard protection while inside until they’re replaced
It’s in complete disrepair, but you can salvage what’s left with some work
It’s supposed to look like no one’s been there to maintain it in decades
And cryptic, creepy final logs on the base computer
*”The creaking of the structure around me is finally starting to worry me. I built it with my own two hands, and yet over these past few months I’ve grown to distrust it. Last night my hazard protection wasn’t even recharged while I slept, I fear there may be a leak somewhere, too small or slow for my sensors to detect. And the nightmares... Every night my mind replays the same scenario, of it all collapsing inward around me, this forsaken planet getting its revenge for my defiance of its might. I’m leaving, I’m done. I’m setting off tomorrow morning. I’ll update with one final log before launch.”
... There is no log following this one.*
I dunno, I just really like the creepy log entries found in the abandoned buildings and freighter wrecks, they’re some of the most intriguing bits of lore in the game
i like it i like it
*”Following what I presume must have been a solar flare of some kind, my solar array has ceased to function, the panels half-melted and useless. I cannot easily salvage enough from them to rebuild the array, so for the moment I have resorted to carbon generators to power the shelter’s core systems while I search for an alternative. Will update.”
“Where is all the fauna? Was this more than just a mere solar flare? The flora alone is proving an insufficient carbon source, and I have not seen another living creature since that destructive event. Have they moved underground? Burrowed perhaps? Brief excavation reveals nothing but bones. I have maybe days left, I must find an alternative.”
“Today marks the unfortunate point where I have run out of carbon, the land for miles around desolate, stripped bare of fuel, and as I watch the meter slowly run down, the only potential source I am left with is the faithful pet lifeform that has accompanied me since I first landed. I don’t want to... I can’t...”
“I’m sorry...”*
The cruel realities of space pioneering
those make the lore so good, some of the derelicts have great lore too
Maybe just to add to the tragedy, in that last one, you find a traveler grave not far from it, the last message simply being “I’m sorry...”
Wracked with guilt, they left the shelter to die...
Some of my favorites come from the freighter crash beacon logs. The one about the VyKeen general seeing a traveler stand before them, then recalls killing the same traveler several times now, and orders for their death again. That's like the definition of insanity.
Also, the story of the couple who "drank the water," and its possible connection to the ||story of Telemon gathered from the Boundary Failures.||
What do you think of my little story idea though? That as a concept is something I want to see, little micro-tragedies tied to each traveller grave
Maybe these abandoned bases always have a grave nearby, which has an ending to the log on the base computer
Oh lol, I thought those were from the game haha
Dang, yeah, that's right up the alley imo.
The thing is, when the magic of the game isn't spoiled by people sharing the mechanics with new players, those moments actually do happen.
i want more hopeful stories
it's all well and good to see things dying but it's no fun after a while
@merry pivot That’s fair, there would be a decent mix I’m sure, I just found some of the darker log entries I found early on in the game to be quite memorable, they gave the game a different feel
oh yeah for sure, the void is cruel but you rarely hear a happy ending or good things happening
Here's an example of my unspoiled experience with the game.
In my very first system there was a dead planet named Jerr II described as a Terraforming Catastrophe. When I first landed there, I had no idea what a dead planet was like (it had been a while since I last played), and all I saw were these things called "whispering eggs."
Fast forward a few days, I've finally arrived at my first green star system, and I'm looking around for the space station after warping in. Suddenly, I start getting scanned by pirates, so I immediately swing around to look for the closest planet and run for it. As I break into atmosphere, something seems very wrong.
As I approach, I see a mechanical looking world of hexagon structures and strange glowing synthetic trees. I decide to land, and see the message on my ship console....[BOUNDARY FAILURE]//[STRONG ANOMALY DETECTED]. I exit my ship to discover the planet....Ew Jerr II.
Now how creepy is that when you know every single exotic biome type and every aspect of the game's mechanics before experiencing it first hand?
Because to me, it was creepy as hell.
My spawn system had a rattle spine glitch planet in it, which I stumbled onto because I needed gold and didn’t know you could get it from asteroids yet. Stumbling onto the boundary failure structures for the first time and reading those entries, combined with the chilling ambience, and the fact I’d only just started following Artemis, made me instantly feel as if something was very, very wrong with this universe...
There were other moments one by one after this too. Finding my first archives and learning about what seemed to be a multi-racial conspiracy, encountering my first sentinels after taking a strange glowing ball off the ground in some ruins (you should have seen how much I was panicking, I had NO IDEA what was going on), finding a Gek ruin that apparently had someone sealed inside as punishment for heresy who attacked me when I tried to free them...
And getting attacked by a freaking DREADNAUGHT and what felt like a million sentinel fighters just for blowing up some mirror floating in space
Going into the game blind was the best most terrifying experience
I just keep stacks of that in my cargo. Otherwise, what is the cargo tab for?
In endgame, it’s for all your resources, while your main inventory is basically your second tech inventory, filled with columns of environmental protection and shield upgrades
Well, I have no sympathy for you then
I get by in the end game with tech in tech. on survival.
so i dont know why you feel you need all of the general tab.
Are you scared of storms or something?
That notwithstanding however, it is a bit stupid to have a random space encounter, with a pilot that really needs a widget or something that you have in your storage. And your capital ship has the matter beams and is in system, but you still cannot complete the dialog.
And the strange way that storage containers can hide things from the mission system...
I had one that needed metal plating, and I had more than enough ferrite dust in my inventory, just no plating. So I had to tell him to go away
Spaceship pilot; “Ho there friend, can I have some metal plating to repair my critically damaged ship!”
Me, “Sure, just give me a moment to craft..”
Spaceship pilot, “no it’s fine”
lightspeeds away in critically damaged ship
Imagine if they added ships you could walk in like the Millennium Falcon. And yeah i know that they added freighters but they dont really move so yea. Would be cool if you were traveling to a planet or space station while your walking around in your ship.
NMS already does a great thing with how they dynamically load levels as you transition into and out of planets and the anomoly
so it would be super cool if, when you warped on your freighter, the freighter level could stay loaded while the next system loaded. Then you could walk around the freighter while warping,
The anomoly is another place that could and be loaded outside of a system map. it already is as you share the space with other players who are not in your system.
so it should be feasible to give the game enough hints about the system you wish to exit to, that it can be preloaded. i.e. as soon as you accept a mission, the game can unload the current system map and start loading the new map in the background.
Craftable Scan Drones Which Scout Planets
Scan Data And Store it on a Computer
after 1-4h a planet is Fully Scanned while u do something else
see i reckon that'd be really good as a secondary thing for exploration frigates too
hey, get those nanites
i agree, i don't land on explorer frigates because theres already other tools for finding the same things they look for
Look for other things
I think some kind of addition to exploration would be cool oh god the planetary survey missions, but maybe instead of doing stuff for you it's like an assistant?
so maybe it's a computer/drone/companion that will point you to where the next thing to scan is
that way it helps with exploring, making it more enjoyable, whilst also ensuring it's still a part of the game.
perhaps you can drill deep into the crust (maybe in ice caps?) with a portable device, feed that data into a computer, and it'll tell you where all the rocks are?
~alongside similar devices for Fauna and Flora
I'd like to see something that encourages me to stay on a planet to discover stuff, but isn't just "scan- move on"
maybe even encourage the establishment of research bases
new missions could encourage you to not only discover one species, but also monitor a certain behaviour, or record a certain type of animal call
of course this is all a lot lmao 😅
maybe specific planets allow you to research new abilities/ technology/ discovering - that takes real time like void egg -
maybe less time then the void egg but I like that 🤔
almost lost my mind 2nd void egg stage
I was thinking alongside the universal minerals each planet could have one randomly generated resource marked as ??? in space
after drilling down and taking a sample, you might find a special fuel that makes your ship go faster whilst running out of energy quicker.
or other minerals with other effects.
I want more upgrades that have extremely significant bonuses compared to even S class, but with drawbacks to some other things.
Like a pulse engine upgrade that nearly doubles your pulse speed but drains fuel 2.5x faster, or noticeably reduces maneuverability out of pulse
Would encourage more specialization, ships feeling more different to each other
I'd really love to see a really navigation database that would utilize names and Lat/Long for systems/planets/locations.
Maybe stored in your starship, but some place where you can "add location" to the database, and then navigate to it that doesn't require building something. Then, new activities could be built around navigation and locations, puzzles contained in planetary coordinates, etc.
To add to that, maybe your database is tied to your online account, like Steam on PC, so friends can easily check out places you’ve saved
Right. Lots of good options. It took me like 30 hours in to realize that the analysis visor and starship cockpit show lat/long for the planet. I feel like it gets under-utilized.
But yeah, as far as the ship thing, I want the base differences between classes to be more extreme too, I dunno if it’s just me
Like, not classes, types
It’s too easy to get a fighter that’s also amazing for warp with an almost invincible shield
Discourages having multiple types for any reason other than collection
Haulers in particular have basically no downside at all once you stuff their slots full of S class upgrades
So most everyone has a fighter that looks cool and then a hauler for everything else, and that’s boring
Explorers in particular are underpowered compared to fighters, they don’t get enough of a warp distance bonus to be worth it for a lot of people
More preinstalled tech per type might help too. Like, all explorers B class and above come with some new sort of resource scanner (lets you see all the unique resources in a system before entering and see what resources each planet has without scanning them individually), all haulers B and above come with economy scanners, all shuttles in general come with a handful of free upgrades corresponding to their class, stuff like that
ExoDrone that Survey the Solar System you are In, You build a Drone hive
XYZ Mats + Running Cost Say 1h Costs 100-200KW + 10-20 Salavaged Data
I want a reliable way to locate archives
They’re my favorite landmarks and always where I start bases because of all the useful stuff
They’re huge and hard to miss sure, once they’ve loaded, but sometimes that’s after I’ve already flown past them
They should have a WAY higher draw distance at least, like, visible just before the horizon
Tbh I’d settle on a giant beam in the sky
Dude yes, or like, a hazy glow around it like city lights at night
Hmmm still not sure, I guess I just prefer doing exploration myself
Like, you can see it from far away because it’s so well lit and busy that it lights up the sky above it
Nodnod
I do still like the idea of it being visible for a huge distance
Just a basic model obviously
You’d be able to see it kilometers away
They make great landmarks when exploring for long ranges on foot
Make them even better for it!
Ooooo I was going to say a landmark system would be cool
Kinda related
Like as well as archives and crashed frightens the game could generate terrain that’s an outlier (like a single mountain on a flat planet)
Just a thought
But yeah I love archives, imagine if you could get pirate controlled ones 🤔
Anomaly Archives
👀
Actually if more scanning stuff was introduced archives would be a good place to centre it around
Gives you a derelict scanner for looting it
Every time
But you need to fight your way in
I was thinking of something similar that would help repair the planet / systems sentinels when completed, make them more like gardeners then cops
Speaking of sentinels, one thing I think would be a nice touch would be once you begin the Atlas Path, as long as you don’t transgress against the sentinels (looting endangered resources, robbing depots, etc), they will never be hostile to you, even on max security planets
As long as you remain loyal
Like, you can get caught a couple times, but get caught too many times or get wanted level two, and you have to wait for The Atlas to pacify them again when you reach the next milestone
They will also appear in your defense against pirates
Basically I want more opportunities to coexist and ally with them
Even if a fragile alliance
Right?
Yeah I agree kinda, I’d like more ways to coexist sentinels, although I’d make sure it’s not entirely easy
Like, as long as it’s clear to Atlas that you’re loyal, he commands the sentinels to look the other way, just don’t betray his trust
After all, it’s against his best interest to attack his pawn
You have to remember how easy it is to get a wanted level just by collecting specific things or getting seen at a bad time. Plus, this would put your perceived loyalty in direct opposition to many of the missions given by the races, which involve destroying stuff, destroying sentinels, collecting an endangered resource, and so on
So you have to decide whether you want to keep them passive or complete something else
Hmm good points
@halcyon mason minor point on ships, but along with Explorers being underutilized, they're my favorite cockpit view aside from fighters. I like being able to see all around.
Exotics also have it... Exotics need their own totally unique one
I want something that feels cool and alien for them
Not as extreme is living ships but
Still like, barely recognizable as a cockpit
Ha. So I'm about 150 hours in, and tbh, I haven't even gotten an exotic yet, nor do I know how. I was feeling pretty good that I just got an S Class explorer and A class Freighter....
I still have a crappy C class freighter cause I barely use it for more than just more storage space at the moment, and I actually do use my S class explorer cause I love how it looks, quad boosters
Exotics are kinda overrated, I mostly just grind them up into S class upgrades, inventory augments and nanites
Their benefits are pretty simple: they are always S class and they have very strong stats for the cost - they never cost more than 12m in my experience, but also never less than 6m, outclassing similarly priced A class fighters in damage output easily
They’re not the best at anything but they’re really strong at everything for ~9m units average
The catch... their inventory sizes suck. They are always very small, smaller than T1 fighter at worst and not even T2 fighter at best.
They also have some wildly varying appearances that can look pretty weird or cool, they can even be a squid rarely.
They have less than a 2% chance to replace any given S class that spawns in a T3 economy, less than a 1% chance in a T2, and “effectively never” in T1 since S classes don’t spawn there. Predetermined spawns are the exception to this, they’re cases where the game has permanently assigned an exotic to one of the primary ship slots in that system, so you’ll always see it if you wait long enough
Or sometimes, it’ll be one of the first station spawns following a warp to that system, these are “first wave”
In summary: they’re very rare to encounter randomly, have excellent stat value for money, and can look really wild if you like flaunting ships, but they have terrible inventory space and are outclassed by S classes in other categories at what those categories specialize in.
They’re basically the inverse of Shuttles, which have mediocre stats but great inventory for the price.
WOW that was a big tangent sorry
Minor correction, Exotics are not part of the economy spawn chance for S class.
Exotic ships always have the same chance to spawn in any system regardless of economy, and will definitely show up in a poor economy. But yeah, they're basically the shuttle's faster and sexier cousin.
I still want a way for players to interact with the animal generation system
Like being able to modify/create custom animals
This would also allow for stuff like invasive species on planets
u just wanna turn a mecha world in to Jurassic Park
would be cool tho
creating domestic animals
like having a Nibbler to protect your base
No Mans Sky - Ecosystem Update Concept
More Fauna Parts added to the Generation Tool
Gain DNA for certain Fauna Parts upon scanning them
Create custom Fauna using your unlocked parts by interacting with the new Genetic Modification Station
Use DNA on Fauna Parts to give them certain perks for certain planetary environments, such as Cold, Heat, or Toxin Resistance.
Fauna that are over-evolved for an environment can become invasive if you aren't careful, causing other Fauna on the planet to become Rare over time
Fauna rarities are now influenced by other Fauna based on their diet and environmental adaptibility
So if there is a Fauna on a planet that is deemed as Rare that you cant seem to find, you could introduce a prey Fauna that is built for that specific species, causing it to slowly become more common
You could also do this to introduce a Fauna onto a planet with a Fauna you dont like to cause the one you dislike to become so rare you basically never see it ever and the other way around, introducing a perfect Prey Fauna to a planet with a rare species you like to cause it to become more common
I know it kinda goes against the longstanding idea of searching for the exact ship configuration you want, but... I want the ability to not paint existing ships and apply decals, but heck, maybe even salvage specific parts by scrapping ships, that you can either install in existing ships, or... build your own from scratch, using parts!
Like, when scrapping a ship, there’s a chance you’ll salvage one or two of its traits as parts, like the style of nose, type of wings, booster arrangement, all that. With these salvaged parts and a nanite fee, you can the ship terminal in the space station to replace your ship’s existing traits with new ones
OR, if you were lucky enough to salvage the minimum needed, you can use that same terminal to create a new ship from the parts you have.
With some exceptions and limitations... Exotics cannot be customized at all, they are what they are, and the only way to change cockpit/mainbody style is to change the ship you’re customizing, you can’t swap that part.
If you get it as a salvage, that’s a starting point for a new ship only, but getting a mainbody salvage is rare, so lucky you
world of warships has a drydock feature...perhaps missions that give you parts based on the dificulty and class (have a few to choose from, from C to exotic) and run mssions and you watch your ship get built as you complete goals ina startrek like shipyard
I'd kinda like it if they could prevent asteroids from rendering during pulse cruising, it takes away from the effect of travelling that way
I hope we eventually get bigger planetoids that arent planet or moon size but are bigger than most asteroids ingame and these could be solid and could have like mining equipment on their surfaces with a bit of materials
would be cool to see rotating planets make a return.
Things like rotating planets are quite a game changer for casual players.
I would support however, sets of "realisim" toggles that got turned on, the more galaxiies away from Euclid you travelled.
Yes
it would add an interesting dimension, and an actuall reason to, jump galaxies. if they each provided a subtly different experience.
It's why I can't wait for Elite Dangerous Odyssey
Who go for a more simulation approach
ED is if anything, too realistic. NMS's charm is the way that it plays to the more casual audience.
But, I think there, it misses the mark a lot. I think, especially being on GamePass, where it can be downloaded for free, to make people have a positive feel for a game and recomended it to their friends, you need to ensure that the game provides a positive experience to 4h, 40h and 400h+ players.
The game is too hard for 4h players. There needs to be easier start where the game doesnt try to murder you right away. Locking out survival and hardcore so they are not available on first run will keep them out of the hands of 4h players.
40h players are well catered for. The game has good progression and quest content and is new and fresh for at least that long.
400h players on the other hand, start to suffer. With this many hours in the game, even minor time sinks start to become a major annoyoance, and the player has proven their longevity and commitment to the title. as well as the ability to play it their own way regardless. After 400h of gameplay it should be possible to unlock a full page of exosuit tech. Close to 100% elemental resistance that doesn't require recharging. and the ability to bypass most timesinks
you don't need maps....
go back to all abandon buildings
with exo craft
Open eggs > get larva > get in exo craft
at 400h, a player should be able to just ping a planet and get map points to highlight. Where are all the portals in this system? colossal archives? 400h players shouldn't have to mess around looking for this stuff anymore
(I dont literally mean that 400h of gameplay unlocks this. Just that 400h or gameplay should reward the in-game resources for the player to provision these capabilities)
if you want larval cores. just dig a hole under the eggs. harvest eggs. collect. ignore swarm.
its funnier to get in exo a watch them kill themselfs
I thought they fixed bio horrors, they seem to be able to climb down into the hole now
I want to be able to have my freighter in the same system as my friend
isn't that the solution to the problem?
I thought they damaged it
if they spit ye but its likw 1%
just park the craft over where they spawn
body parts fly every where
i wish the small building units aligned with the construction parts
i wish we could build the smalle building parts and salvage stuff like chairs tipped over. they should partner with megablocks or lego and make a bunch of the ships
they'd be rolling in cash and new players
On the fence about building, kinda like the challenge glitch building provides but I also want more building options ¯_(ツ)_/¯
Imagine the ability to create your own sentient race (with the help of Atlas probably) and lead them to glory across interstellar space
Customize their base appearance and traits, and help them propagate by inhabiting pioneer systems or taking over inhabited ones by force
Even send them to war against the races made by other players by invading the systems they inhabit, or work together to build a mega-economy that benefits everyone involved
And once your race is successful enough, you can even choose to be one yourself in the appearance customizer
Imagine the satisfaction of helping with the colonization of an uninhabited star system, choosing spots for their first structures, aiding in construction and funding, and at the end of it all, building a space station to truly mark your combined success
And it becomes a permanent fixture of the NMS universe, inhabited by your race from then on
Dig or Die
Base Defenceses and Waves of Terrors attack ur base every night in Horror Systems
@halcyon mason sounds Awesome! but at what point does it become a first person colony building game?
wrong sort of challenge tho tbh. It's just fighting with a clunky system
Yeah that's true, but it's more entertaining than, click it's placed. The extra effort is what's nice
Of course it wouldn’t be isolated, it would tie back into the other gameplay systems in meaningful ways, like providing better trade prices for you and better economy tiers in their systems as your race becomes more successful, as well as more structures, better structures, better trade inventories, better upgrades available for your other stuff...
There would be both intrinsic and extrinsic rewards for their success
And their success is achieved by playing the game, exploring for new potential colonies, learning and using the auto-mining and refining systems to get enough materials, learning the ins and outs of trade to stimulate their economy...
It would give the player an overarching sense of purpose, past the story end
And it would teach them endgame mechanics they might not have utilized on their own yet, like trade routes and resource drilling
You’d be playing the game still, but now you have another long term goal, if you want one
Galactic domination
well, there are surely better ways to intentionally design that into the building gameplay, lol
so Stellaris but with extra steps and first person
so Stellaris but you're the leader, general, soldier, and worker and it's as draining as that sounds
we should have fusion bombs. I want to blow up a moon
create your own race is a cool concept but this game is entirely about exploration, everything else is secondary
your proposal was the exact opposite tho
hm?
lol no worries
@gloomy hazel "So pick a nova, and fire an anti-matter missile into it's core!" Heh, had too
also hello I'm new
It would be nice if the whole building menu was a little bit more organised and categorised, it's sometimes pretty hard to find the thing you actually need
for sure, thats why I mentioned it
frigate revamp: no frigate model specialisations. all of them are fully procgen and may spec in one stat or the other. frigates can also be traded via freighter captains and their price varies based on how many they have / stats on the spec of the captain
no more weird fleet frequency calls when you're just flying through space
buying frigates is explicitly initiated by the player
That's a pretty great idea, don't remember the last time I was in another freighter (I skip rewards for saving them). It makes more sense to go through the captain too, the current implementation is kinda strange, they essentially lose fleet members out of no where
and plus you could get better frigates from specialist captains!
in the basegame there's no specialisation at all, it's kinda just a roll of the dice what fleets are made of. with this idea, fleets have random specs and random appearances, making them more attractive for people who just kinda want good-looking ships and more interesting for ppl who want to break into frigates but find the current system a little stilted
for instance i'm convinced yhou can run a fleet off of support frigates only
yeah you can for sure run a whole fleet on supports right now, I think they do need to be s class to really get good results but it's still possible. kinda shows how the specialists aren't all that special
also i think sending fleets on specced missions should improve that spec by a little, if it isn't already in the game. i know they slowly increase
just, yknow, make that for basically every frigate
the current system i think makes specialisation incredibly difficult and unrewarding and it's far too... well... easy? to make money with frigates
yeah I thought they stopped going up at s class but I did have one named with its specialty stat listed and it had gone up 3 points after a mission, but it only happened the once
i know i dont often complain about things being easy in this game but it's really just silly after a point, 2 million+ for difficulty 1 missions is ridiculous
payment commission should really be a thing. like, you have to pay to keep your frigates serviced and crew happy if you want to send them out on frigate missions
frigates are my passive income basically, but it does seem the scaling of rewards is off. not sure what goes into the rewards to determine what you get, I'm assuming part of it is how many stars your fleet you send has? as well as bonuses from freighter upgrades
yeah, and time too, like length of mission
totally agree on payments being made to the fleet, sort of like a contract hire, if you don't pay them a cut from the mission they leave your fleet
i mean, maybe more like they devalue the frigate and can lead to experience loss and increased failure rate / destruction/abandonment during missions in some cases
like if you have a very poorly paid and underserviced frigate, the crew could decide to run off with a particularly lucrative reward
as long as it adds some fun depth to frigate missions id be happy :]
oh yeah that would also be good, a sort of reliability stat
i mean, you see approval ratings all the time in derelict freighters
for sure, it's just a cycle of get rewards and send more out with not much else in-between. the odd damaged one but thats easy to avoid
oh, also consider: other frigates appear on their own missions, with their own unique goals and calamities
like how you can see your frigates exploring, but instead it's just procgen doing its thing
maybe you save them from a pirate attack or help them do some reconnaissance work on a planet and you can get solid rewards from it, like not really nexus level but inbetween nexus and station for sure
also: abandoned frigates? hmm!
They kinda have that, I was in one system where its economy was mining and I saw a lot of explorer/industrial frigates but always with a freighter
all the components are busted, but if you land on them and fix them, you can get it up and running
yeah i mean just on their own tho, no freighter or anything, just a group of frigates
yeah, that kind ties into another want that I have. Some kind of repairing task that isn't, go to broken area, interact with screen, done. its kind of a shallow experience
procgen frigate interiors with weird parts and shit.
with that, you can also haaaave... frigate raids! and that's where an idea i just had comes in
just sent this to the devs, what do you think?: Currently, there is no use for the melee attack. It does so little damage there is basically no point. Due to this, perhaps there can be a use! Add a subsection of multi-tool specifically for melee enhancements, and call the current one ranged. Some ideas: Breaking Edge - Used to harvest materials by hand, has no cooldown, and does instant breakage instead of continuous. Plasma Point - Can be used for hand-to-hand combat for risky but rewarding damage to enemies. (Btw hold the melee button to switch the current melee). Inferno Touch; Plasma Point Upgrade - Used to burn enemies even after an attack is performed for continuous damage. Ground pound; Breaking Edge Upgrade - Has a 50% chance to also damage 1 or more materials in a nearby radius. That's all I got for now, but I hope you consider it in a future update after some bug fixes. Have a good day!
when a frigate is lost you can opt to go to the system it was lost in and investigate. if it's still in one piece, you can go inside and repair the ship, recover its personnel, and bring it back home
i actually really like this idea. multi-swords - thoughts?
there are travellers you run into that "come from an older time" and have a multisword lol they could make that more legit
same page same page
yes hahaha
must be reeeaaaally old then lmao
yo yeah thats a cool idea, when they get damaged they just warp instantly to your freighter location instead of being broken where they were (even says damage is critical so how did they jump to a new galaxy with me lmfao)
they ask who the baron is 😆 pretty damn old
i mean im fine with damage and recalling, just when you lose a frigate for one reason or another; maybe remove the damage system completely and just make it a small risk of frigate use?
like, frigates sometimes go down and you need to recover or investigate
alternatively you can put together a recovery party and send them off as a special fleet mission
yeah it could even be a mission that supports are the specialty for since they are more of a generalized help right now
i mean, i'm for retaining the mission specialisations
it's just the frigates no longer have specialisations; that depends on the captain of the fleet you bought it from and their own specialisation
sorta like mt upgrades
ooh right right, I was thinking of it as an addition to whats there, not the previous idea
yeah i dig it
oh there's an idea: per-frigate upgrades. make shit even more complicated
give those bitches three slots to work with that you don't even need to touch
probably stretching it though so that's definitely something for the dream
honestly thats what I want, my freighter has a bunch of upgrades and it's getting cluttered, if the the fleet related ones could be put onto the frigates instead it would be nice
oh yeah? huh
see i thought itd be a little too big of a thing, but i can understand the attraction there
you can have 3 of each type of upgrade (6 if it goes into tech as well)
and theres a lot of types lol
maybe it would replace one of the bonuses the frigate gets as it levels or something
yeah i figure it'd be three slots only for tech
it would be a pain in the ass to maintain though with a fleet size of 30
maybe increase as the rank goes up
and yeah that was my primary concern
it's like having to refuel 30 hyperdrives
not even the realism freaks want to do that
exactly, while its a good idea, it just might be impractical. at least without a lot of other changes I guess
pretty much. i'm thinking in the language of the casual player
like we can't even sort the fleet list, its in a set order no matter what
like, ideally someone can just jump into the game and experience what it has to offer
i dont want people getting lost in a miasma of different systems just bc someone wanted them, right
considering how well the beginning tutorial confuses new players, a frigate tutorial might not go well either lmao
pretty much. the upgradeable frigates idea is good in theory but it gets very spaghetti eventually and it's just not worth the hassle
i showed a dude who hated it 4 years ago all the stuff to do in this game now, his first question after was "Hey you still gonna be playing later today?"
bahaha, pretty much
you can just jump in, it's like a pool
just yknow, don't make it too deep or you won't be able to clean it, and folks might not wanna go super deep
pretty convinced its a two save game, one to learn and a second to get the start you wanted lol
it's always been iterative for me
it's ideal for someone who habitually starts over when they get bored or realise they haven't properly designed a system right
so basically, Minecraft survival?
I ended up doing the thing where my first save was normal but it ended up being creative after a while, had to restart on survival for some kind of change and a slow pace of playing
pretty much yah
Yeah, I started on normal, put my base at the top of a mountain for some reason, gave up trying to reach it again, played creative for a bit, started again on normal and now have finished everything but the atlas path
Definitely 2 if not 3 save game
i want to see the difficulty go back to the old difficulty
where you were struggling hard on hard planets
if you werent prepared heh...
a storm on an iced planet would drop you if you werent ready
permadeath mode was.. preety hard
yeah survival starts that way but doesn't stay difficult
i love survival, just a bit more grindy that's all
i don't recall normal/survival/permadeath modes ever remaining difficult throughout
nah not really, once you get off your feet it's not too difficult
I’m not even sure how they could balance the environmental survival elements with the absurd number of hazard protection layers you can get now, filling like 1/3 of your inventory
Unless they tweaked it so that exposure intensity increases over time until it straight up breaks through
Like, even if you keep recharging it, your hazard protection runs out more and more quickly the longer you’re exposed in extreme conditions
Until it just... fails, and you need to seek shelter immediately
Maybe some kind of stress system, where the longer hazard protection is being used in extreme conditions, the more it gets stressed, until it gives out and has to be repaired
Like, it’s straight up broken, if you overwork it for too long. The resources needed to repair aren’t uncommon, but repairing it in the field while you’re dying from exposure just isn’t feasible, so you NEED to get out of there after a while
Hanging out in your ship or a shelter of some kind for a short bit “cools down” hazard protection gradually, but not fast enough for you to constantly duck back in your ship for a couple seconds to replenish it like on non extreme planets
It still recharges, but the stress level of the protection system goes down quite a bit more slowly than protection auto recharge goes up
tldr: idea is that to make extreme planets actually intimidating again, hazard protection can fail entirely if overworked in extreme conditions, requiring repair
sorry for the ping, gimme a moment, lol
some ideas:
-reduce reliance on ambient hazard drain by instead introducing more localized hazards
-localized hazards would demand more attention to environments and navigation around them because...
-localized hazards would take out portions of hazard protection, not just more rapidly drain it. Think like hits to shields, but with hazard protection.
-reduce the efficacy of raw resources to restore hazard protection, instead changing it so hazard protection is restored by natural boons/oases
-natural boons/oases would again serve to demand attention to the environment to learn what to look out for to help one, while also...
-making it so environmental hazards are less of a joke even with base hazard protection (no upgrades) by making so you can't just keep a stupid amount of sodium stockpiled to recharge on a whim
I would just be happy as long as, if you get caught out in an extreme storm, your only hope of survival is tunnelling into the ground
If you get caught out by an extreme storm unprepared, you should die very quickly
I don't think storms should halt the game, the steps made in Origins are pretty good, if only there were more things to do during the storm
Collecting storm crystals can be tedious at times
I still think the worst part of storms is just the near complete lack of visibility
They basically halt what you're doing with that alone, supposing you don't go underground or underwater or something, but even there the visuals creep in
I tend to go in the opposite direction. I think that exosuit protection should be extremely flexible. conversely, I believe that planets need to be a lot more variable. as in, planets with an underground temperature of 500C, plus potentially multiple other toxic/radio etc hazards
To counter this, we should, as the game progresses, be able to stack more and more resistances, and/or potentially have multiple, specialised, exosuit loadouts.
for that to be at all meaningful tho really does demand more meaningful environmental hazards
hazard protection is already pretty stupid flexible, to the point that you can specialize in just about all specific hazard resistances, which makes it less of a specialization then...but 🤷♀️
Again - I dont think that NMS would benefit from being a relisitc sim, but I think that planets should be modeled to have a base temperature, that manifests both undergorund and underwater with an equator to pole gradient, with a potential to switch biomes dynamically to generate polar regions, and then a day/night cycle. Then the planets also need a base chemistry that defines the toxic and radio and storm hazards it might have. The actual biomes, weather, and overall hazard would be emergent from the conditions.
that's not what I was getting at tho 