#nms-the-future
1 messages · Page 55 of 1
Or is this a classic case of not wanting base building shoved?
Because for base building, I want to be able to show off my ships.
Two big things: first they need to fix the bug where black freighters can’t change colors, second they should add an actual trading terminal to use on the anomaly. I hate having to rely on trust. Despite the honesty of the people I’ve met so far, people are less likely to trade with me if they think they’ll be scammed
How would you create a market system that works for the majority of players, not just the top 10% of NMS?
A common problem is balancing things based on the highest possible faucets, which often leaves out players trying to make an honest income.
I’ll use war frame for reference. There won’t be a system, just a trade between two players. One player puts their stuff in a slot and another player puts their stuff in their slot. Then if both players agree on the price they will confirm the trade and if both players confirm, the trade will occur
The player trade system thats used in games like Borderlands would honestly be a massive improvement over the strictly item transfer system we have now.
Basically, both parties would agree to the terms of the trade before accepting.
Exactly. Technically people can still get scammed this way but at least they would confirm the trade of the thing they want, even if they end up giving much more than it’s worth
But this isn’t necessarily a bad thing. For example if a wealthy player needs nanites desperately they can trade a valuable worth millions in exchange for something worth the nanites they need
The thing is, you need to do a whole bunch of balancing in order to avoid both deflation and inflation.
That needs to be done first.
Because you guys are basically suggesting HG to setup a player market.
That’s the thing, it won’t be needed. Players will only trade items, not currency. Then the players can take those valuables and sell them to the galactic trade terminals or cronos or whoever for the units/nanites. I might not be understanding you well so let me know if I’m missing the point. But I don’t think any of that would be necessary
Anything can be a currency, so yes, they will be trading in currency.
Money == indirect bartering.
Adding an actual player market isnt going to hurt anything. The current player market is absolutely ruined do the amount of "generosity" in the Anomaly. Providing an option for the players who want an honest trade market would allow those players to trade honestly instead of the hobo economy thats currently being promoted.
the only thing keeping the economy remotely in check at the moment, is the 32bit balance cap.
So players will pick up a currency using items. If nanites are more valuable, players will use salvaged tech. If units are more valuable, players will use stasis devices. Otherwise, they may pick up something weird, like storm crystals.
But inflation and deflation can happen to anything.
Well yeah but that’s totally situational and depending on individual players. A system won’t be needed to regulate it. It would just depend on player preference, just like it does now
No, it's just that you give folks a few more ships, they'll want even more, and more, and so either you give them a lot of storage for them, or you keep dealing it piecemeal adding landing pad after landing pad to accommodate until it just looks silly.
Plus, having to swap ships all the time to manage their inventories is just annoying, so it's also a QOL improvement to have a ship management terminal for shuffling their inventories without having to constantly hop in and out of ships.
Same time, it doesn't have to be strictly swapping between them. If you have a ship already deployed it could work a bit like it can now when you pick up a crashed ship.
Keep the old ship out there while you've switched to operating the other.
I also think the ship management terminal is a solid idea. I've previously mentioned an idea where the player could save ship designs in the terminal and palette swap a current ship with a different design (seed) they've acquired from exploration (requires same ship type though). This adds a bit more customization to ships without outright giving custom building ships (which would undoubtedly ruin the community's efforts in the Coord Exchange).
An alternative idea would be to add "garages" at bases which could allow an additional ship (per base computer) to be stored there. Im not a huge fan of this idea though, because players have a tendency to pack rat things and forget what they have. I feel like the seed replacement idea is a little more balanced and clean. Also, it would totally fix the "my ship looks totally different now, help me!" bug.
Garages as you describe them would also have the problem of being planetbase bound, which is already annoying enough with geobays, for those that prefer freighter bases.
100% agreed there. It would be a horrible amount of management for the player to deal with
I prefer to keep my freighter relatively empty because it will spawn more NPC ships
So a terminal could be a good way for you to keep those open without having to limit the amount of ships you claim
I would rather have a hobo economy than an economy that doesn't work for most people.
Given how much trouble HG has with handling a non-player economy, I can't imagine enabling a player-driven economy working much better tbh
It absolutely is going to hurt things. Its going to hurt the already broken balance of the game.
However, I think improvements to exchanging stuff could be made without much regard for player economies. A simple step would be allowing you to disable or set player transfers to friends/team members only to prevent flooding inventories.
I think the ship terminal and the player trade terminals are different conversations
I do agree there. I want to try and make things work for people.
for sure, i'm bouncing between convos, lol
Adding landing pads is the same as a garage in my idea.
Not sure why adding a player trade menu would hurt anything. I just keep hearing entirely nay saying out of this channel and its making me wonder what the point of it is now. The game economy is broken.
What is the fix?
Someone here wants to be able to trade with players. Currently they can barely do that. That means the current economy doesnt work for them.
What is the fix?
I want people to be careful with making such broad changes.
Are you willing to be careful?
And yeah, i already turned off multiplayer a month ago becausr the current player economy doesnt work for me either.
If so, how would you design an economy that works for most people?
Thats not a broad change. Its just adding a new feature
It is a broad change.
It is changing this community and the way the game is balanced as we know it.
Ok. You arent explaining why an optional update to player trading is broad and i can tell you and I will continue to disagree.
It makes every single part of this game quantified. And add more competitiveness in a pretty cooperative community.
Its optional.
Gift away all you want.
Join a player at their base and dupe to eternity. Im just suggesting a player trade menu for those of us that want to trade.
Dont partake if you dont want to
9999 AI == 20 storm crystals.
10 Salvaged tech == 30 Storm crystals
9999 Magnetized Ferrite == 1 storm crystal.
That is what a player market may look like.
Or Duping will absolutely crash the market and people will demand action from HG.
If AI had a balanced value, it would be worth 1 rusted metal unless someone needed 1000 of it suddenly
I think part of the issue with player exchange at the moment, more than economy broken ono, is that there's no real agreement on any exchange. So I agree with Toasty's basic idea which is similar to a lot of basic trade systems in other games.
Folks put their stuff in slots, consider the exchange, agree if they like it.
Add to this options to then flat out disable exchange requests or limit to friends/team members, and that's already a small but important/useful improvement
Thats exactly what ive wanted as well.
Im struggling to understand why thats a bad thing
Yes. Let me disable player transfers at the very least. Im sick of JUNK everytime i go to the Anomaly whether or not someone thinks theyre being generous
On that same note, an option to disable friend requests would be nice, lol
People can troll with that too easily, disrupting NPC interactions and even trying to leave the Anomaly
I agree.
If we are talking player markets, the game requires balance fixes first. Because the way markets work, every exchange is weighted by how much both parties can get. Everyone connected will be impacted.
I think at the moment the most that is being discussed is very basic trade/exchange improvements tho
Exchange systems is doing exactly that, setting up a player market.
Some MMOs don't even have an auction system, just rely on player trading.
And I can bet that they will have websites for tracking prices.
and MMO economies are often notoriously broken but ppl still appreciate the ability to exchange junk
for every outspoken trader mad about broken economies, there's some quieter folks just happy to be able to share stuff with friends
Frankly, we already have the exchange system in place right now. It's just clunky.
That's why I want to exercise caution.
Too late, it's already broken, lol
Let's design a system for friends then. Don't put it at the anomaly.
The system is already there, it's just localized
Is it?
And clunky, and you can't agree to exchanges, lol
Yeah, the resource transfer between people is just a clunkier version of an exchange system
You don't see it often because it's clunky, but you can occasionally see people offering to give people stasis devices or some high value item in exchange for void eggs or whatever in chat over in #no-mans-sky
Alongside some other stuff, it's infrequent but it's already happening among some of the folks in the community
So, what if we put it at freighters and bases?
For freighters, your choice: Fixed hangar terminal or placable terminal?
what, player exchange terminal thing?
Yeah
If it was base-related I'd say installable/placeable
Oh, I thought you had a problem with placing these terminals yourself.
Since you dislike base building.
Most of my issues with basebuilding are:
-Forced planetside bases for tutorial/story.
-Clunky/inflexible building system.
-No portability for base designs.
-Freighter base neglect.
I agree that there are issues, that need fixing. I don't like freighter base neglect either.
One thing I think might help reduce freighter base neglect would be some new freighter types that have the base area exposed, but in a way that looks right with the freighter, so folks can show off their freighter bases not only from within but without
It strikes me that a major part of the reason planetside bases get so much attention is the ease with which they're shown off.
Meanwhile freighter bases could be mistaken for planetside bases 'cause you can only see the interiors.
Im interested to hear the suggestions on freighter base changes. As it is currently, my freighter has a couple refiners, a teleporter, and a terminal, because I honestly don't like building in the freighter at all.
That being said, i dont want them taken away either becaude i understand some players love them.
Yeah, I'm a freighter no-planet base type, 'cause it fits more with my nomadic/explorer playstyle.
The simplest changes I'd like are those that put them on similar footing to the planetside bases. So things like a freighter alternative to geobays, so you can unlock exocraft aboard your freighter to then deploy through the orbital materialiser down on planets.
Better uses for frigates that enable them to net you resources & such similar to how extractors/AMUs can planetside. However, also having an active side to directing frigates because it doesn't make sense to treat a frigate with a crew like a differently shaped extractor.
It helps that the cubic rooms aren't the same as on planet bases.
Ngl when they first announced freighter basebuilding changes alongside introducing frigates I was tentatively excited, until I saw the results
I don't like not being able to raise the sealing, however.
I always go for 2+ sealing because I find 1 high too krammed.
You can build additional floors in freighters, but it no longer allows stacking the cube-ish rooms? I haven't tried that in forever
Nope, cant stack
I've largely avoided freighter bases since the revisions broke them for awhile...
Exocraft Garage: Unlocks use of the exocraft using the materializer, or a system's summoning stations. Displays a hologram of the chosen exocraft.
yup, made that sort of suggestion a few times now
most folks just get confused and tell me, "but we already have the orbital materialiser" tho, lmao
The simplest solution really would be to tweak the orbital materialiser to have a panel wherein you unlock the different exocraft for like salvaged data or whatever
And it displays faded holograms of the exocraft that light up once you've unlocked them for use
Another good touch would be to have another option at the panel to manage the exocraft, so you could handle their different inventories from one menu, similar to the ship terminal I described earlier
This also brings up the "other player freighter already in system" issue.
If a player's freighter is in the system, you should be able to summon exocraft if your freighter contains an orbital materializer, regardless of if its in the system or not.
Yeah, maybe treat the other player's as like a network extender for your own, lol
Don't make your players dependent on another player's orbital materializer, so just check if another player's freighter is in the system.
Prereq for the Orbital Materializer is the Exocraft Summoning Station, which was the essential blueprint during the weekend nexus missions
Speaking of, just what is the point of the summoning station not being portable tech?
...the Exocraft Summoning Station is portable...?
Actually, all the geobays are portable
Well, no but you can keep the 2 or 3 materials needed
Because there's a difference.
Nobody wants to be angry just because another player doesn't have an orbital materializer.
Yeah, then it's not portable.
Its not like a signal booster. It doesnt need a base computer though
Portable tech is a specific thing in NMS. It's like the signal booster or save station.
Its portable, this is just an argument of semantics that i wont get into
No it's not.
I like a base item summoning station, but there should very much be a player or ship tech for this.
Even if it costs fuel.
If you can build it without a base computer, then its in the portable build menu. End of story
I'm pointing out there's a specific gameplay mechanic that defines portability of tech in NMS.
It's the ability to pick it up without deconstructing it.
Yes, and its in the portable build menu. Not continuing because this is stupid
🤦♀️
Its not an inventory item. Thats what you are saying
Yes. And it should be.
It is in the portable build menu, whether you like it or not.
That is not what I mean when I talk about portability.
The build menu is the build menu
There is not a separate base build menu or field build menu, it's all the build menu, though the functionality does change when around a base computer or aboard a freighter.
Yes, and items that can be built without a base computer are effectively portable. The base mats are an ion battery and some plates ffs
They are not.
For most of the geobays, they are
By this logic, all bases are portable.
Says the one being picky about semantics
Players here cannot suggest anything in your presence without "but youre wrong though." Its exactly why i questioned how long this channel would stay alive.
That's honestly less me lately and more Jappards tho
I only just recently popped back in here
This channel was a result of the negativity in #forever-archived-legacy. It now harbors the same attitude
I've been agreeing with you lately tho?
Besides the immediate discussion anyway
On frigate changes, trade/exchanges, etc.
As well as improvements to difficulty
👀
That said, I have been seeing some of what you say, and I've been trying to steer away from/around it too
Not sure about consensus, but I know I'd really love to see some weird changes & some general utility improvements to living ships.
In terms of utility, e.g.
-Ability to filter abandoned/uncharted star systems via installable antennae (similar to trade/conflict scanners in standard ships)
-Anomaly detector organ, so instead of having to buy anomaly detectors, you can pop into the quick menu and scan for anomalies. Would make upgrading living ships a bit smoother.
-Black hole resistance. They're strange creatures of the void, they should be resilient against its harshest phenomena. They should take no organ damage from black hole travel.
In terms of weirdness:
-If you leave the ship floating in space for a bit, have it start roaming about, similar to fauna on planets when you ride them. Where the living ship takes you, who knows! 😛
Like a freighter shipyard? Could be really cool!
Reminds me of my wish to be able to repair crashed freighters as another way to get one. Would also give something to pour resources from base(s) into.
Freighter shipyards, in what way?
Don't mistake negativity from feedback/criticism.
I dunno, I presume they mean something similar to shipbuilding requests, but with freighters, so may not be a full building, maybe another terminal, but shipyard would be cool to see, lol
cave update when
Cave update, in what way?
-remove planetary depth limit, allowing more cavernous, deeper caves (and oceans)
-a multitude of new cave biomes
-more interesting ways to explore underground (think Deep Rock Galactic)
-underground hidden dungeons
-unique fauna that only spawn in caves
I mean being able to get freighter building parts at places like the Anomaly, like a small room, a door, etc that you see on derelict freighters
@supple warren
I could see a cave update, but I do want the cave to be connected to the above ground biome.
both ways
it would be cool if caves could sometimes have some kind of connection with the main above ground biome, though it would also be interesting to find planets with drastically different ones
it's been mentioned here, but cold, desolate ice worlds with no life, but once you dig or find a cave, you find a lush forest with fauna
Fine by me.
surprised we don't have more heavily iceberg-like biomes
we have small iceberg-like assets, though that doesn't really hit the spot
We haven't see an ice layer above water either.
arctic planets do have that ice ground texture, though it's not like what you'd think a frozen lake or ocean would look like
has a lot of texture and bumps. it is nice though
i love the crisp edges of this iceberg, which i feel terrain and mountains in general tend to lack.
I love the transparancy of the ice. You can see the water underneath.
Not common in the wild, you can have transparant and nontransparent versions.
aah, I'm guessing you already know you can get some derelict freighter parts through exploring them, yeah?
But in general other ways to get freighter base parts & more would be cool
I am aware, I almost have all blueprints, but I am meaning parts as in the doors on them along with other components like a small room or smth
Can we put some more information of the ship HUD onto UI panels? Not a fan of fake panels.
If a panel doesn't display information, what is it doing there?
~style~
Style needs to be not over substance.
An update where you introduce different... sizes, types of ships. We could pilot frigates or battleships or whatever else. It would be cool to have a ship that you pilot around and control turrets and stuff from. A battleship could have a camera independent of the ship's orientation, and you can pilot each one. you could even park ships inside of other ships, like a frigate.
Also more exotic ships would be pretty cool
NMS already managed to introduce star destroyer and war hammer vessel replicas. I’d say if it was easy enough they should just grab the rights to recreate the star destroyer and clone wars venator
I know it’s unlikely but just a thought. Some famous ships from other scifis would be great
Quadruple star systems. (Yes they're real). Planets closer to star =hotter, planets farther from star= colder.
MULTI. CREW . STARSHIPS
I like that idea
I always loved traveling in the freighter with friends, would be cool to do the same for starships
I was thinking Multicrew frigates myself. It should be more than big enough to be managed with 4 players.
Yeah. It also sucks that you cant anything at all in frigates
And every star looks the same. Can we have different star sizes?
Coordinate Chips, turn locations into a giftable/tradeable item. Use it to get the location on the map or to go to the location using the portal system.
specifically, a classic saucer variant. might be better at hovering even (i.e. have a minimum speed of 0 close to the planet)
I think the colossus exovehicle at least should also get "turret" seats for friends.
And Im with @lilac crane wrt multi person ships - I think flyable frigates should take that role.
It all good having ship, but need to be more combat. The pirates ain’t enough. 😦
I feel lack of aggression and combat in the game. 
Need to add more thing that are hostile and will come and attack you.
Beaches
What if we could fight something lurking in a ||Black Hole||
Black hole then would be need to be remade. As now we use it only to fast travel closer to some area of Center of the Galaxy. Unless you mean something like Witch space in Elite. 🤔
Or some monster being in Black Hole and we would need to destroy it before proceeding further? 🤔
I personally, always name it as wormhole instead of blackhole lol
Makes more sense.
would love to see physics in this game
Water doesn’t do much currently
kill
nocturnal animals/animals on a day/night cycle? anyone?
But the land has stuff that kills you too so it’s not much different
i want bats-n-stuff
Don’t these already exist?
idk
^
physics like astrophysics
They do
Lights
That actually light up your base
Uh.
better looking ships for pictures?
gravity and atmospheric drag updates
This is no man's sky sir. Not no man's physics
yeah well
See npc’s on planet
Brighter lights would be nice
Like whole villages
More quests
frieghters that can actually move and help you against pirates and sentinels
Nukes
chill with the bombs
nuclear thrusters is a thing but
its consecutive boosts
like explosion, explosion, explosion
not a constant thrust
more use for quicksilver?
alright
1, lights that actually light up your base
2, water stuff
3, villages. Whole questline, small story. Learn about the history of artemis, and || apollo, null, nada and the yoda gek||
We don’t really know how the pulse engine works. It could just be a huge explosion that propels you forward, and you keep going because of physics.
Could be cool tho
Kaboom?
if there are waterfalls/ rivers with secrets im rebuying this game 150000000 times
that pushes things away.
bursts like this can be powerful enough to lift a rocket
More water stuff
Would be interesting
lights that light up your base
more animals/plants
there are lights
Caves, more better. Alive caves
better river animals
They don’t reslly light up your base
NUKESSSSS
because think abt how pretty waterfalls would be
^
because unlike lights physics are important in a game about space travel
besides there are already lights
It’s no man’s sky not physics simulator. Movement works well enough already, just like lights and water.
its not about movement
its about gravity
its about momentum and physics that are only realistic
like how can a planet closer to the systems sun be freezing
and a planet further away be a hot
What would gravity be doing other than movement?
pulling stuff down instead of leaving your ship float in space
When something goes down, that’s called movement
because if your ship can float above in the same space for ages
why does your character abide by gravity
but your ship doesnt
yeah waters cool but
its not like people go to water planets
and hit the jackpot
No, more water stuff
full water planets just suck
Better water would be physics too
@tardy wave think about how long that would take to code. also it would ruin a lot of solar systems. that time could go into more cared abt stuff like fun stuff
Rivers, waterfalls
better water is but its more than that
Water, rivers, waterfalls, deeper oceans etc
anything except water
hear me out: this makes everyone happy: water but with good physics
Why
Damm you’re right
Deeper land would be cool
With gravity
le go
means that
if you want water physics to be a thing
a planet needs to have a moon
yeah
tsunamis happen because of earthquakes
Not everything has to be realistic
what would a tsunami even do
also they happen when sand worms come
Meteor impact
wash away all the animals
and you
and stuff
blowing planet would be epic
Rip my friend pigeonmaster
you have to jetpack over it
jetpack over it
there would be ways to avid it
Bunker
tsunamis are huge
im just putting out ideas 😦
jetpack has small tanks
A way to destroy the core of what controls the centinels on each planet so you can destroy them or lower their amount
Independently on each planet
something like that would be pretty cool ig
someone has to send this convo to hello games
Cybertron idk how to spell that
no they dont
Transformers planet
transformers planet 
better emotes?
blowing planet, 100 meters tsunami, and cthulhu-sized creature
cthuli is an anomaly you can find
@steady schooner we have sandwoms
something like that
there's some anomalies that are scary
yesterday I found a big dinosaur skull or something
yeah
high five
yea
why
the other day i found a glowing thing with many tentacles or something similar
and we need a brrrtt gun
Cities
would be cool
Cities would probably be a lot for older gen
Like ark
why would you fight sentinels
and shooting on friehgters
what would the freighters shoot
freighter fights would be so fun
Lasers
nukes
why would you want physics
freighters already have turrets
they shoot nukes
what would be more important in a game about space
Like a wave system
a gender
@kindred hearth we want a combo. not just one ir the other
you wouldnt even find the transformer planet
You can do it solo or with people
wdym by transformer planet
there are like more than trillions
and the fooking living capital ships
Build a base with turrets, walls etc
@gloomy hazel someone was talking abt transformer planet s earlier lmao
Waves would be cool not gonna lie
i think it was pigeon
yeah it was alpha
Waves
I was meaning
Idk
Metalic p,anets
Alright cleared out the spam; please keep this channel on topic as stated in the channel description.
more dakka
Let's get back on topic. How about wind power for bases?
Small amount of power in calm weather, large amount of power during storms.
Good for planets with activated stellar materia.
Should work well for the smaller updates.
We don't have too much specialization of bases, so how about a way to send power to other bases? This allows for creating power production facilities.
Though, that might become unbalanced with S-class electromagnetic gen.
Not sure if wind power per se could work for all types of hazards/weather conditions (ex. perhaps it wouldn’t make that much sense for rain) but harvesting power from hazards is a great idea
And yeah different types of outposts could be nice
Or at least implementing interactions between bases
Everyone builds bases on planets that don't or barely storm, except for AI. If a planet is too stormy, I even avoid landing there. Something needs to be done to either mitigate or make it more of an attractive value proposition.
Yeah generating power from hazards/storms based on their strength could be a nice incentive to build on stormy planets
Perhaps too much of a stretch but perhaps increase the speed of refiners/extractors during storms?
Could be op because the resources are activated tho
That's way too much of a stretch, we need another way.
Well, Activated stellar materia are better for selling directly than for converting to chrom. metal
Hazard Harvester: Based on the hazard amount and type, generates fuel for upgrade modules. Requires power.
Not sure what fuel for upgrade modules means
You know the hazard prot. Modules? Those
Hazards seem like they could be a great way to generate power, and they would make some sense especially with heat and radiation hazards.
Although with the route they went with other hazard-based stuff (mainly hazard protection) it might make more sense to need a different machine for each type of hazard.
Why?
Why what?
Indeed
I was suggesting that as well
Something like a Seebeck generator could work for cold as well
Why a different machine?
It’s mainly because they separated other hazard-related things into multiple types, but also from a logical standpoint you would need different machines to harvest different conditions.
Not what I'm thinking of from a gameplay standpoint.
From a gameplay standpoint there’s a precedent for it because you need a different type of hazard protection module for each hazard.
It's not the precedent that counts, its about simplifying and trading complexity for depth.
I was just saying separating it is what they would most likely do based on what they’ve done before. I would also like it to be simpler, but I was just pointing out that it wouldn’t make as much sense based on their strategy with the game.
Maybe make visibility less garbage for a start...
You just need some windshield wipers on your helmet. That would solve all of your problems.
lol
what if dead bugs and dirt could accumulate on our ship's wind shield and we had to clean it to enhance visibility
jk
though i do kinda wish our ships would become weathered over time
i want a rusty ol' bucket
Generate some starships with a rust skin, problem solved.
hmmmm? you can do that?
if a ship customization update comes, maybe we'll be have a scale to go from immaculate to rusty garbage bucket
You can have starships procgen with a random skin, I don't see why not.
sorta like a 'randomize' option
No, you still have to find them.
Though, this game needs starship transmogification.
sad that we don't have black ships
looks so good when people get the missing ship texture bug
but yeah, i agree on rewarding the player with ship customization options through exploration and not just letting us customize any item for free through a store
(as well as keeping some stuff from ever becoming attainable in a customization store)
I am still a fan of my idea of unlocking and building ship parts based on rarity
could be good. would also be neat to actually find ship parts out in the wild with common/rare/very rare properties
I wonder what amalgamation of a ship you can come up with if you just combine together all the best parts
Plus, to build the starship part, you need to use those trading commodities like neural ducts, enormous metal cogs, maybe even stasis devices
the best thing about nms is that everything isn’t always beautiful
things can be ugly, according to taste
planets, ships, aliens, etc
True.
so it might be good if you could combine any ship part
In a way, if everything is beautiful, nothing is. Your brain re-adjusts.
yep
Not everything has to look beautiful, it can look cool, intimidating, rich, there is something to be said about style.
ugly planets can be fun to explore
Indeed.
I was thinking that a trash biome can be cool to explore. Don't make it encompass an entire planet, part of a planet is fine.
something i’ve wanted for a long time
closest we got to that is one of the exotic boring planets (which are a bit better now)
hoping gek customization get some love soon, not to mention that the Gek helmet can be used by geek XD so weird that it cant...
Ah, those crazy Gek, can’t wear helmets even if they are designed for them.
How about a Pump? Basically the ocean equivalent to the atmospheric harvester, except actually useful.
Depending on the planet, you can get Di-hydrogen, Tritium, Chlorine, Dioxite, Deuterium and Ammonia.
would opt for more interesting gadgets/gizmos if it were between those and automated gathering devices, personally, but 🤷♀️
kind of wonder if they intend to expand on powered devices, since we're talkin' base device stuff to some degree anyway
I was thinking making it a portable.
that raises the question now...are AMUs/atmo harvesters portable? They're field equipment, for sure, but besides that
Atmos is true portable.
Still cracks me up that this is portable, but summon stations aren't:
https://nomanssky.gamepedia.com/Marine_Shelter
lol
Sort of interesting that a terrestrial shelter isn't also available, but I guess that's where the ship or digging out caves comes in
I do think that gatherers should cost resources to gather, I am even considering making hydroponics and biodomes cost carbon or nitrogen, but that may just be a little too much.
Though, perhaps you can inject carbon or nitrogen to grow biodomes faster? Sounds like the right balance.
I thought hydroponics/planters already did require some fuel or something? Did they scrap that at some point?
I do seem to remember there being bugs with it
Nope, hydroponics doesn't require fuel.
They changed that.
The middle solution is the Fertilizer tech that makes it grow faster when you charge it with Carbon, Condensed Carbon and Nitrogen. Without it, it grows as normal.
hydroponics require power?
Yes, except in freighter bases.
and in powered prefabs
No, prefabs have their own powergrid. They do require power, and this parallel power grid is powered by the normal grid connection.
well yeah the difference is the freighter has an engine
Ofc.
For power, fission/fusion are common suggestions, but do we really want power gens that consume resources?
I mean, most base builders just put a base there and forget about it.
maybe more power options, it's either find an em spot or build a bunch of solar panels and batteries
getting resources becomes more pointless when every base just has power
More consumers and more producers, you mean?
yeah, with better ratios than the bio fuel reactors. maybe introduce geothermal, wind and tidal energy to accompany em
It's kinda baffling bases are still so low-integration/low-utility, outside of extraction/production, which is strictly passive.
Although, considering the majority of points of interest are largely the same, i.e. no environmental integration/awareness, I guess it's not too surprising
yeah it would be nice if they could change that, building bases is fun, but other than passive farms they have no purpose
other than looking cool
Except looking cool is an exercise in frustration for the most part, considering the most interesting looking designs often involve glitchbuilding
Speaking of this, it occurred to me that I think the initial basebuilding tutorial itself arguably teaches basebuilding the wrong way.
Not in terms of when it occurs, or how it occurs (e.g. should it happen during a storm to teach the shelter utility of them), but just in terms of parts provided. The basic building parts are just flat out broken in terms of scale and shelter provision.
The natural inclination, I think, for many builders is to create a small space two tiles/plates high, because a room built a single tile high feels cramped. However, building two tiles high immediately hits the shelter breach problem, because seemingly no one at HG felt cramped building single-tile high rooms...Or couldn't figure out a good solution to dynamically scaling the shelter space provided.
So, you're immediately teaching folks to build bases with basic parts that you'll immediately hit weird issues with in terms of providing shelter, so then it's like, "Wait, what are these good for then?"
Outside of looks, until they get extractors & generators going or teleporters, they're going to be little more than ramshackle throwaways. Get teleporters unlocked, and they're at least a crude bookmarking system.
yeah the rules of enclosed spaces are pretty weird, I didn't realize about the height limit until I did a massive glitch build on a stormy planet, it was kinda sad to walk into the big sealed structure and still get hit by the storms
they also don't really teach you how throw away bases can be, it feels like your first base is a home base but its really not
Yeah, the tutorial, at least last I went through it, just keeps going & going with it
So you get some folks that keep following it, veering away from the Atlas or Artemis Path
it starts to just throw parts at you and it's up to you to use them
Although, I think they may have corrected that at some point...? 🤔
Anyway, all the rambling above was just a way to get around to saying...I think the basebuilding tutorial should start folks off with prefabs instead of basic parts.
a door tutorial would be real nice for new players lol so many people ask how they work
The prefabs have their own quirks, without a doubt, but they're also more tried & true and you don't have to futz with some of the more advanced building techniques right away to get them working...Except for the damn door part, I guess.
Could correct that by reintroducing a prefab with at least one already working door, lol
Which honestly might be a great idea for the power system in general, to introduce folks to it. Give them some things already put together that they can take apart, so they can teach themselves how to build with the power system.
they could add more uses to the switches and stuff, only use I've gotten out of them is for glitch building. they feel a little pointless other than for the odd cool thing someone does on youtube lol
Everything I can think of to do with base power to make it more interesting essentially requires making planets more interesting so the devices powered in the base would have something to find or interact with on a planet, lol
that would be nice lol I could play for a few months again
On top of that, though, some of what I'm thinking would probably require new systems & interfaces, sorta on the level of Bytebeat, to avoid them just being more passive junk
E.g. certain POIs have locked rooms that don't accept Atlas Passes, but you could analyse the lock pattern & return to base signals terminal or something, then run through a simple little puzzle mini-game to decrypt the pattern and create a key that works for that planet's POI side-rooms.
As a very crude off the cuff example, anyway
anything to break up the, press button, you're done, cycle lol its so boring
Another odd idea might be to add some functionality to some currently iffy field tech like atmospheric harvesters, that might then link back to a base structure.
So say you add little details to the atmo harvester like that they monitor changes in wind speed, temp, ambient hazard levels. On their own, they operate as they always have, but once you build a weather monitoring station at a base & feed it the coordinates of your atmo harvesters, it starts compiling their disparate data to provide even more advance notice of incoming storms.
This would link to the exosuit, and maybe provide a readout in the analysis visor for storm ETA. (Although...Does it do that now? I feel like it might?)
Also to be clear, the climate monitoring stuff would probably just be totally faked. It'd just give more accurate ETAs based on number of Atmo Harvesters deployed, but it's just some nice in-world explanation for why/how they're being used.
I'm not aware of anything giving you storm eta currently but they would be a nice addition and linking it to other base parts would be cool. building something akin to the spinning radar at some abandoned settlements or an observatory
sad that the holoterminal only has story usage, could be an interesting interface between the ground and space stations, get quests and turn them in there maybe
I want storms that aren’t dangerous, just an ambient rolling weather system, even on paradises
Or like, they might impact visibility or still have lightning and thunder
Give me cool looking sandstorms on desert planets
Along similar lines, having cloud cover occur without an accompanying storm would be nice from time to time
Also I feel like we’re missing out on potentially cool planet designs by not having electricity as a hazard type. Radiation can’t really account for highly electrically charged atmospheres, at least not entirely
good point
we need more frieghter and frigate designs maybe more ship designs as well
On the low end you’d have Humming, Static and Fizzling planets, and on the high end you’d have Hypercharged, Fluorescent and Capacitor planets
They would have new resources like Nickel and Lithium used to create new upgrades to withstand that hazard
Their unique gimmick for storms would be free base electricity during the storm, batteries charge and everything gets free power
The upgrade recipes would be fun nods to real world battery tech. The first one would use Nickel and Cadmium, and the second uses Lithium and Poly Fibre
You’re basically making batteries 😛
That has been my main problem with base building for months.
Geothermal would take the spot of Electromagnetic, not much reason for it. Biofuel is deigned to be early on, effectively designed to stop using, but still insanely grindy. Not sure how Tidal would work.
EM could change to use lightning from constantly stormy planets or something, and tidal would be for under water bases since those parts are all separate already
Not a fan of breaking people's bases.
If you need to nerf them, decrease S or A electric hotspots.
doesn't have to be replaced either but high energy planets could gain power from the skies either way ¯_(ツ)_/¯
Just introduce a lightning rod.
breaking bases wouldn't be an issue if they were portable 👀
No, such a change would mean re-doing bases entirely.
Maybe each power type has advantages on different planet types too? Like, geothermal will always get at least SOME power on hot planets no matter where you put it, even outside of hotspots, biofuel runs for free on toxic planets (making it a possible replacement or augmentation for solar on toxic planets), stuff like that?
nothing wrong with redoing bases entirely, or just have legacy parts that once you remove they're gone
I prefer the carrot over the stick.
Why not a specific hazard block?
This is about blocks being reliable in what they do.
I like the idea of biofuel getting an actual use by having it suck combustible toxins out of the air on toxic planets
But ONLY if placed outside
if EM used lightning from electrically oriented planets, make bases portable, then any using EM could be relocated to those sorts of planets 🤷♀️
custom blue printing of bases that can be re deployed if you feed the blueprint and resources into a machine
Same goes for the portable and personal refiners, they run for (nearly) free outdoors in poison atmospheres
Right now toxic planets are easily the lamest kind, ugly and not that useful resources
This would give them at least SOMETHING
I agree that hazards need something, but I disagree on the method.
I wish they had more variety because every toxic planet I’ve been to, the ground looks like and sounds like literal crap when walked on
I should know, I spawned on one...
Every one I’ve seen has damp dung brown ground
More variety needed for sure
I can’t say I’ve even seen one with grass
Or moss or anything
The thing with bases being passive is that power consumers aren't that common or active either. You know, power feels kind of "slapped on".
Let’s change it so inside of closed structures is only safe if power is at least nearby
Otherwise it behaves like a cave: no drain, but no replenishment either
To make power a bit more active, I would make the hazard protection and health stations not require fuel and just power. Each time you recharge, there is a power spike.
Closed structures only being safe with power nearby sounds pretty cool.
they'd have to change the basic structures to be powered then
There’s no reason to power doorways right now at all, if you only want a shelter
This would give a reason
Maybe makes the biofuel generator more useful too? 😉
The idea behind hazard protection stations being active would make open air bases more viable in other kinds of conditions other than nonhazard planets.
Biofuel just needs a ratio improvement.
oh like pass the power through anything that joins the door
a lot of basic doors don't require power right now either
Yeah, would let you have exterior stations on extreme planets that you can use to top up while building outside
No having to duck inside and wait
That's one use.
wait don't you use the build camera in a 1x1 when on hazard planets?
All doors in the room should be powered. The manual doors might require a separate power input.
basic doors don't need it so that would need to change
Otherwise, Hologram doors >>>>>> Manual.
You know what else I want changed? Recharge hazard protection MUCH slower in your ship, to make cheesing tough planets using this method far less viable. Maybe it only charges at all if you’re airborne, costing you launch fuel or uranium, which are more precious than your hazpro recharge resources
Only in survival.
rename Normal to Easy Mode 👀
I still think a reduction of 50% rate in Normal would be fine, just Survival and Perma that don’t charge it at all on the ground
Doesn’t charge at all until you lift off, charges at 50% rate in the air, charges at 100% current rate once you’re in space
50% reduction just means people wait longer in their ships.
Might make that method annoying enough for many to just pop sodium instead
Which is what they should be doing
Honestly I don’t see why launching to recharge can’t be in all modes
You probably have tons of sodium even early on
No, early on players struggle for sodium.
I found had not enough then all of sudden I had too much
People get iffy about even slight difficulty adjustments to normal
also going to extreme planets on survival early, sodium won't cut it
but that's also fine as long as you don't start there
Personally I don't mind making Normal make you pay more attention
That’s fine, make them have to prepare
There’s nothing wrong with something being a bad idea
If you pay even a minimum amount of attention you can almost sleepwalk through Normal as it is, lol
Extreme planets just aren’t threatening and the ship’s free recharge is why
i mean they are ignorable on survival once you get hazard upgrades too
Well, that, and they're reliant primarily on hazard drain
The primary threats in NMS are passive environmental hazards, with the secondary threats being predators/horrors/pirates
I think there is a better way. Calling your ship shouldn't be that easy.
It should cost an ion battery at least.
Maybe have some sort of “heat” system on the hazard protection in general, where free recharge happens slower the faster it drained
calling your ship costs fuel, no launcher fuel no summoning
Also fair.
Recharger...
slow the recharger at least in survival
Or make hazard protection more expensive the more you recharge? Think: the system is going into overdrive.
fuel cost is already higher in survival
What do you think of the other idea though? If your protection drained slowly it recharges quickly, and if it drained quickly it recharges slowly
Or maybe have more stuff breach hazard protection & shields, making you pay more attention to hitpoints? 
Not breach, but some animals should very much do "hazard damage"
Hazard protection is so easily patched up tho
More a problem with hazard prot.
could work pretty good, like it wouldn't be a problem when in derelicts that way
I find breaching shields lazy.
Yeah but making it more difficult to recharge is its own sort of annoying, and barely anything reaches your hitpoints as-is
I had an ideas while back where your protection would drain faster the longer you kept it active, encouraging you to seek proper shelter eventually, even if you’re loaded on sodium; eventually it gets too fast to even hotkey it
That sounds a lot better.
what if things wore down over time and actually needed repairing
the longer you kept it active
That presumes a level of control we just don't have tho, lol
Which might be interesting
we meet npcs who have suit upgrades that have deteriorated or broke, so we should have it happen too
Disable hazard protection, tank it with your shields, lol
TBH, I think part of hazard prot is gimped by the current way upgrade modules are done.
isn't this essentially emulated via recharging endlessly?
Rechargable upgrade modules aren't great for balance.
I mean like, the amount of time between turning on and turning off on its own, the longer it’s on and not recharging on its own, the faster it drains
Going into a building of any kind resets this, or leaving the atmosphere in your ship
Yeah, but that's the issue, it's practically always on, so it'd just start draining really rapidly if you were just roaming about, even without storms
It'd make the distinction between non-extreme planets & extreme planets a lot less clearcut
The thing with hazard upgrade modules is, keep 3 of them on to never be in danger or have to watch your bar ever.
over long term and needs items like when you're ship goes through a black hole and breaks modules
maybe only a specific way to repair before breaking
i feel like recharging already fills that item maintenance area personally but 🤷♀️
Although I recognize how they're different
The speed increase is a curve dependent on initial speed. On planets that aren’t extreme, it would take significantly longer, maybe 30-40 entire minutes for it to approach extreme drain. On extreme planets though, that would come way down, maybe only a few minutes in a storm before recharge is no longer feasible
It'd be easier to just nerf the hazard upgrades or increase hazard drain
Would make POIs much more valuable, spotting one on foot would be a “phew, finally!” moment
Because entering would reset it
Stuff like minor settlement, trading posts, lookouts, and other stuff
What's one think about the idea of storms preventing ship recall?
I like that
Don't see the point./
It goes back to the start of much of this whole hazard protection discussion
Ships are cheesy easy quick-shelter
Maybe your ship shield is damaged gradually while flying in a storm, or rapidly in an extreme storm, encouraging you to either land or flee
Combine with protection only recharging in the air
I don't tend to be very far from my ship on hazard planets, but I can see the appeal
Storms would prevent summoning and also hurt your ship while flying
Combo:
-No ship recall in storms
-No launch in storms without risk of tech damage.
-Storms gradually damage ship in-flight.
Instead of rechargable upgrade modules, I would design upgrades the usual style:
-Resource fuel unlock: Unlocks use of either dioxite, ammonia, phosphor or uranium as recharging your normal hazard protection. Might open it up more?
-Hazard resistance: Reduces specific hazard drain.
-Hazard tank: Increases specific hazard tanks.
-Hazard Recharge: Increase specific hazard recharge speed.
-Hazard protection: Increases protection of specific hazards to only partially cover breaches.
Also: these values are capped, so you can never go beyond a certain level.
The trick then is how to get people to go to those planets and disembark their ship once landed there
'cause if they know all of those details, there's a good chance they just flat out avoid the planets altogether
Amp up the frequency of high yield hotspots, add new resources that ONLY appear on extreme planets
Shield damage should come first, then tech damage. Tech damage is pretty permanent, so give the player a chance to land before doing tech damage.
storm crystals are the only thing right now i guess
I'd rather just have anything more interesting happening on stormy planets
Resources are such a bore as a lure
activated stuff is already only on stormy planets
This game is partially about resources.
When trying to take off, it pops up a warning saying that you will damage something if you take off, and takes an extra second or so of holding the launch button to take off
Just to make sure it’s never an accident
you're character starts punching the panel to make it work :p
The thing is, players tend to almost always arrive on planets while a storm is happening.
is that programmed in? it's kind of annoying
Let us see from space if one is ongoing. Flash lightning all over the planet visible from orbit
Personally I just don't find resources/loot rewarding, so I'm thinking for others like myself, you need another hook.
'cause I already don't go to stormy/extreme hazard planets much of the time because they're worse in almost every respect.
Faster hazard drain, so more recharging.
Lower visibility because storm visuals are basically just MORE FOG/DUST.
And for what? Storm crystals and activated resources? Works for the greedy, but not for others.
Fair.
You can tell storms are happening from space now
Usually they grey up from the cloud cover
The game never tells you that.
Well, the tech damage I suggested would only happen on launch attempt, so shield damage would come first, at least in instances of traveling to the planet.
Fair, but only with a warning.
Do black holes give you a warning? 👀
They should.
nah
same with the center travel
As long as it doesn't have the ability to immediately kill you, I don't see much need for warning.
You should just partially know what you are only getting into. "Warning: Gravitational anomaly detected" is vague enough to know that a black hole is doing something, but not enough to know what it is.
why would you need that warning when you're flying right into a void in space though
scifi fan doesn't know what black hole is 
Hey, some people get into this game not knowing about sci-fi.
no warning of things breaking on lift off is an efficient tutorial
same with black holes
after the first time you tend not to forget
where this started lol
It's the classic teach by touching the hot thing, lol
You get singed ya not about to try touching the hot thing again without being prepared
Do you want tech repair to be a regular thing?
I get the impression you want normal to be hard because survival isn't hard.
That would make it feel less like a punishment and more like a thing that just happens
Which I think is good
Even in survival you end up with piles of resources that are only ever used in repair
I mean some people say the early game is the most satisfying part for them, which seems to be in some part related to the repair process
Repair costs would need adjustment then.
Repair costs dependent on class of upgrade or tech
Or hey, why not just request certain types of materials instead of specific ones? Like say, the first ingredient will always be a wiring loom or something, but the second will be “Stellar Metal” or “Caustic Gas”
You always need to be able to repair crucial things in SITU. The rest is fine.
And anything in those categories works
Like with the portal glyphs
What do you think of that?
Fine by me.
Tbh I'd like if they'd just reduce crashed ship repairs by ditching the fake damage, i.e. broken slots
Any damage/repairs I'm talking about I'm always referring to installed tech/upgrade repairs and never suggesting fake damage/broken slots
Ditch the broken slots, go for actual modules yeah.
So like, when initially BUILDING a tech, it asks for specific ingredients, but patching it up isn’t as specific, you just need the right TYPE of material
“Activated Stellar Metal”
Tbh if you made it so you could learn the blueprint for repair kits, the repair costs are even less of an issue
You'd then just need the resources to throw together a repair kit
I have trouble reading you, you want more or less repair costs?
I like the idea of it being a mini logic puzzle almost. You see “Refrigerant” and you have to think of what exactly that is, where to find it, or look in item descriptions to see if you have some already
It would be fun I think
My point is that you could keep repair costs through resources the same as ever, incur tech damage more often, but have it offset by having repair kits readily available as a craftable tool
Not to dismiss Hiro's ideas btw, just my take on how to approach the repair situation
“Purging Chemical” could be chlorine, could be ammonia, could be a couple other things; any of them work, the less valuable ones just need more to work
Still need some adjustment for living ships. Those require either Walker Brains, Bloody Organs, Sac Venom, Hadal Cores, Larval Cores or Hypnotic Eyes to repair.
Could be a perk of living ships that they're more resilient & have less chance of taking damage 
Hence, crucial need for in situ repair.
Mechanical Hyperdrive requiring antimatter for repairs, I am mixed about that.
You could use real life knowledge to figure out some of them, like the aforementioned purging chemical, or a repair needing “Strong Conductor” (Gold, Silver, Platinum, Copper) or “Flammable Gas” (Oxygen, Di-hydrogen, Chlorine, Ammonia)
With more common resources needing higher quantity
I think it would be neat to have to think like you’re actually trying to fix something, figuring out what you need on your own, instead of just instantly knowing
And would let you use a wide array of alternatives that might be more common in your current system, actually making it MORE convenient
Not convinced.
I’m thinking about it from an in universe perspective also
It makes sense that you’d know what to use to build a tech because you learned it
But why would you instantly know the exact thing to fix it? Fixing tends to be a different process than building
But you’d have an idea of the kinds of things you’ll need for the problem you can see
This means that tech could get damaged in different ways, like rusted, shorted, melted, punctured... each needing a different type of repair, and each type of damage more common to happen in different environments
Honestly, I think massive shield damage is enough of a stick to make people avoid launching.
At this point I’m just talking about making repair in general better
More engaging
No need to increase the stick beyond its requirement except when you are talking about survival/PD.
This type of repair would be easier though, no reason to put the easier solution in the harder difficulties
Fair.
Remember, some of these can be solved with stuff you can find pretty much anywhere, just lots of it
But Survival should deal with such costs a lot more.
The harder costs, not the easier.
And the idea was that maybe one or at most two requirements are type rather than specific. At least one part calls for something in particular, but something that’s either a commodity or an upgrade material like a wiring loom
“This component has melted, and needs cleaning, new circuitry, and a new housing”
The materials list would look like this:
Wiring Loom x1
(Desiccant Chemical)
(Non-Conductive Substrate)
Make launch thrusters exempt from wiring looms for obvious reasons.
Make them require something else instead.
@halcyon mason the changes you suggest to repairs might make things easier but they also aren't changing the fundamental action.
It's still an implicit fetch quest, just now the thing to fetch is less specific.
True.
It would at least be one you have some agency over and have to think about before proceeding
But @supple warren suggested tech damage in storms in the first place.
Not that I dislike the idea, mind, but it doesn't change what you do in response to tech damage by that much.
It does make it less of a huge pain though
You’re more likely to have to least some of it on you already
I could see it going either way to some degree
Being vague might just annoy more folks, even if in reality it's easier to source materials
The more basic and essential tech would need easier to understand materials and simpler repairs. Stuff pretty much anyone over the age of fourteen would be able to piece together, like needing a flammable gas or conductive metal
It’s once the techs get more complex or higher rank that you have to find some way to deoxidize them or something
That's assuming the science in NMS operates same as RL tho, which is another part that makes it tricky
So like someone might just try slapping any metal-like stuff in for the basic stuff, and get miffed it's not working, lol
I mean life support runs on oxygen and planets with environments hostile to humans are hostile to your character (And the others, it’s implied)
So there’s a lot of borrowing real world knowledge to inform how we look at the game already
I think this would also need a revamp of the item descriptions for materials, describing them unambiguously as “commonly used to remove rust” or “useful as a drying agent”
Stuff like that, woven into their descriptions
So if you have a hunch, you can check
HG loves writing it seems, adding flavor text like this seems right up their alley
They also like making nonsense, tho. See: basically any refiner mix.
yeah which is why i keep saying they should rename the stupid things, lol
You get what I mean though right? Would be kinda neat too, to learn properties of the things around you that you never knew, like chlorine being flammable, or when to use acids versus bases
The descriptions would be both legitimately informative and tip you off about what type of repairs they’re useful for
I'm one of the oddballs that enjoyed the fake elements from before tbh, lol
There could still be those too, but they would also have those hints
There are also ways to subtly inform purpose based on name alone. Ending something with -ide or -ine makes people believe it’s toxic
I do think we should have procedurally generated resources, but it should be experimented with, 1 resource per planet at a time.
Practically speaking, what would that change? I've seen folks suggest this in the past but it's never been clear what it would really add or change.
The first proposal is making a procgen fuel, with one random bonus stat akin to upgrade modules. You can have hyperdrive fuels that are either very efficient, or add extra range to your jump.
If you want to go even more crazy with this, the second step, Procgen base modules.
Practically, it would make planets interesting by making each planet potentially valuable because the resources are unique.
If it's largely RNG stat modifiers, like upgrade modules, then it's sorta
to me, but 🤷♀️
But then I'm more of the proc-gen for style over stats camp
RNG stat modifiers, yes.
Yeah, so either alongside or besides that, I'd be more into the idea of more proc-gen flora/geology with distinct behaviors to them.
The treatment of practically every interactive object as a resource node, collectible, or very occasionally, boost, is pretty uninteresting to me. However, that last one, acting as a boost, is at least a little different, but it's still pretty silly being beneficial.
And I’m in the substance over style camp. A lot of the procgen looks cool in the beginning, but falls apart when you start looking at it.
As a basic example of another way they might behave, take interacting with flora that some prey tends to like, instead of harvesting it, it stirs the attention of the prey as you trying to steal it, and provokes them to attack you.
It's little alternative interactions that's not strictly style, but not also just player-centric benefits benefits benefits. It's all about you.
For my example, I found a strange flying plant that just turned into carbon.
I expected the plant to contain something new, but it did not and I was only left disappointed.
The degree to which almost everything centres the player in the game really detracts from the exploratory vibe imo.
Yeah, see, I'd expect the plant to behave differently, beyond just floating, not that it would necessarily contain something for me.
Imo, special things should contain special benefits.
Imo special things should have special behaviors.
And those shouldn't strictly be beneficial or harmful.
Sometimes they might benefit you, sometimes they won't.
If I wanted carbon, well, there are a thousand times quadrillion trees in the multiverse.
But something should happen if you try to interact, and moreso if you find a unique way to interact.
Right, and if I wanted to crack open a resource node there are a quadrillion in the multiverse.
Given RNG, it’s stats will be as unique as the difference between different values.
Either way, the ideas aren't mutually exclusive, we both know what we want and it's simply different, lol
Well, I’m not opposed to the procgen generating in a plant, but it shouldn’t only generate there.
Yeah, and I'm thinking it shouldn't only be related to some stats, but also behaviors
I had an idea in the past with plants having different behaviors depending on cycles: Day/Night, monthly, yearly.
Yeah, the glowing grass and storm crystals are good examples of slight, distinct behaviors according to environmental conditions, which I'd dig seeing more of
But also with some more practical effects besides just the visual or, "Now you can collect it!"
Depending on the cycles, plants would change state. Some plants may retract their flowers at night, others will burrow in the ground and others may change color.
A very simple behavioral change I'd like to see from the hazardous flora would be them harming local fauna that stray near them, not just you
Having cyclical variation will avoid planets becoming stale too much. Monthly and yearly(more like game years and months), would allow you to see the planet change as you inhabit it.
IRL, seasons and cycles dictate the lives of thousands or millions of different species.
This includes you, human beings.
Thatd add space for more creature variety, some only appearing during certain seasons
Seasons would be even better (and make more sense) if planets revolved around their stars. Seasons on earth only happens because the tilt of the planet causes some parts of it to be pointed towards the sun in certain times in the cycle, so maybe something like that could be added along with seasons.
That would also open up the possibility for some planets to be tilted more than others, and therefore have seasons that are more or less distinct from each other.
We have seen low gravity planets, so what about high gravity planets? More launch cost, less effective jetpack, and potentially crushing you on some
What future NMS could look like
Perhaps even more variation for the gravity, with it changing based on the mass (size) of the planet and not being just 0.5, 1 or 2, but more like between 0.01 and 5
We really need different planet sizes and Star sizes.
Give me dwarf stars, supergiants, hypergiants even.
Stars with different temperatures
Stars with different flavors
Lmao
when vr gets taste 👌
Taste the Cosmos
Ngl now I want an update where we can paint our ships, just like how we can paint our freighters.
At least I want more decal options
full ship building 😭 custom paint and decal placement. gotta find and scrap ships for parts. been said in here a lot, everyone should actually send it to hellogames
I wanna put the airplane shark face on my mecha
That sounds like an expensive build. But could work, but that's a big update and not an easy one.
who cares about the size or scope they've got until they don't wanna support the game to make it happen
More importantly:
-stares in changing the ground textures, color palettes, clouds, water, generating NEW planets alongside old ones-
I don't think scope and challenge are really stopping HG, lol
Fair enough
Being able to buy different patterns/markings for your ship/freighter
I would love to see a system that gradually overlays your ship, your suit, and building exteriors with debris buildup in hazardous climates
Why?
Deserts would cake everything in sand, hot climates would powder stuff in soot, snowy ones would of course cover everything in frost, toxic climates would cover stuff in a thin layer of unpleasantly oily looking film, radiative climates would fade and crack paint, stuff like that
It would add a lot to feeling like you’re actually occupying these places
It does force people to be in a particular building style though.
The aesthetic part is why you force people in a particular building style.
Can't create immaculate buildings anymore.
you make some buildable thing that "auto cleans" them so it doesn't build up, like the wire hider
(And I would kinda argue that permanently immaculate buildings in extreme environments are nonsense anyway)
be able to fly freighters around (not just warping, like b able to actively pilot them)
That might be very difficult to implement due to their size. Frigates I could see, but freighters are kilometers long.
Turning would be excruciatingly slow, akin to rotating a crane
what would you even do while flying it, just cruise around space?
I think the real trick would be coming up with anything for them to fight or visit to justify making them mobile tbh
I mean if you look at them in-world, I think what they’re going for is the freighter just being a mobile command center, with the frigates and personal craft handling interaction with other fleets and stations and stuff
If fighting, then you have the awkwardness of what to do with the dense asteroid fields, and do you reduce the complexity/detail of the models to make rigging them work better?
Then there's the issue of, okay, do we also reduce the fleet models' complexity so semi-synchronous movement doesn't just tank the game performance, or...?
Not to knock the idea, mind, it's just that there's a fair bit to consider in making that sort of change
I mean even in in-world “lore” perspective, I think freighters are meant to be a fortified mobile headquarters for whatever entity controls that given fleet
The freighter itself doesn’t really need to move at sub-light speeds because it has frigates and starships to send out and return instead, which would be much more efficient and pose less risk to the freighter and crew
Again I’d rather see frigates be controllable (or able to be summoned individually)
But even frigates would have to stay out in space, they’re MUCH bigger than you think they are.
Actually, what I think would be nice, is the ability to tell your captain to jump to a nearby planet’s orbit, without having to go there, land on it, and THEN summon it in orbit.
Depending on the situation this could be much faster than pulse drive.
(The moment you choose the planet and confirm, the freighter instantly warps there)
Besides the visuals, there's not really much point to having them orbit specific planets tho...? 
It would be a different, sometimes faster way of going from one planet to another
If your freighter is already orbiting your current planet, fly aboard, pick another planet, and it warps into orbit there, cutting out a bit of pulse travel time
the freighter is basically the designable space station people want without the shape
that's why my compromise suggestion is a new set of freighters with exposed base section to give them a more custom look
Freighters should be able to do an air strike on groups of eneimes on planets . Speaking of eneimes hellogames should add more combat centered stuff, like pirate strongholds on planets
i'm waiting for the dating sim update
😳
I would still like a freighter variant that is just a hangar and control room, connected by a room with airlocks. The build menu would have access to the prefabs. Externally, the freighter would be an rng selected engine hull, hangar deck and control room, and the rest would be a player constructed mobile station.
if that lets me get rid of the antenna in front of the hanger doors of dreadnoughts, I'm for it
It just lets you rescale it to be even more obstructive
Freighters could, perhaps, benefit from "bigger on the outside" building. Imagine if we could build an intricate space base using prefab parts, but the game, for the purposes of rendering a massive freighter, picked larger equivalent freighter parts, and arranged them in a roughly equivalent but perhaps more freighter like layout.
Either way, I thing a greenhouse freighter covered in massive bio-domes would be cool.
Clearly there are a number of elements here that dont fit with NMS's modular freighters, but giant glass domes covering green bio-habitats are a very good look to be able to incorporate on Freighter scale ships.
OMG. Why am i playing on XBox. I need this in my life.
HG really need to build in a way to offically incorporate and publish community content.
OMG a channel to get about crazy for future ideas 😄
if it makes you feel any better I don't think that's been updated to be in the current version of the game...That shot's from...Atlas Rises maybe? I'd have to look it up again.
Whatever the case, the mod's several versions old & I can't recall if they ever released it to begin with, lol
so much better. knowing now one else can have it either 😛
A dedicated menu for trading with players
It would be cool if we could build our own economy
first, there would need to be a why
player based crafting or something would need to be added
but seriously, once you have 300+ hours in the game, there is no need to trade with other players for any reason.
there are some, relatively difficult things to get. But once you have them, more are worthless. Salvaged frigate modules are gold until you've purchased the last upgrade. Then they're pointless rubbish.
salvage data at least can be refined into nanites. But having it in your inventory means that every time you visit the anomoly you get harassed to buy recipes when you have no recipes left to buy. So Ive just stopped digging them up to avoid that annoyance.
factory overrides likewise are worthless. along with freighter bulkheads, and even exotool expansion slots.
i'd love to see gas giants
have moons/planets orbit them and they could have some kind of platforms that you could land on
thats what I was thinking
we need to be able to maybe board sentinel fighters or even freighters
maybe campfires
Or destroy/disabled them. Why to fight them otherwise, when we can't even take them down?
In case of the Sentinel ones.
Would somehow want being stranded to become a real issue
I guess that boils down to planets being more wild and unpredictable
imagine if forests/snowy forests looked like this in the unmodded game. 🥲 #nms-photomode-gallery message
How about being able to favourite systems?
isn't that what folks more or less do with bases atm?
Just want to be able to sticky space stations, though, it does explose a different problem.
Here's the thing: Once you found 3+ economies, you are set. Economies should be able to change.
Same with conflict, and it would be more interesting if they were intertwined in some way
Depending on the type of economy, high conflict might benefit it, but for others it might harm it
why am i able to build a base with a dense forest with hundreds of trees but forests can’t spawn procedurally that look like forests?
because bases have to have free space to build your own forest /s
I wonder if you could make players able to change economies. Each system should have an "economical center" unique to it and only 1 exists per system, there you are given the following choice:
-Raid: Get lots of money/materials, but reduce the economy tier by 1.
-Expand: Pay money/material to increase economy tier.
-Reconfigure: Change economy type to a different one, in exchange for materials and reducing economy tier.
Sentinels would give you level 5 wanted level upon being close, given this facility is crucial for the entire system. It does need more to prevent players from messing with it willy nilly.
Sentinel level 5 and being guarded by multiple walkers is insane, but just not enough given the sheer power in this facility.
Oh, I was thinking it might be in space instead tbh
One concern about being in space is that it could make the thing too easy to find.
Because this should be an endgame thing, changing the economy by your actions.
Space sentinels just don't scale well. Higher wanted levels need to be stronger.
Space economic centers aren't going to work when the sentinels are too easy.
funny how a dreadnought isn't a threat
if they upgrade space battling it could be viable but the ground is deadlier right now
wouldn't it make sense to have players actions also change the economy? like constant pirating, doing missions, finding a selling resources
Space sentinel Improvements:
-Sentinel freighters can be killed given enough damage.
-New Sentinel frigates, combat frigate equivalents, appear at L3.
-Sentinel Interceptors, medium ships(3-4 times the size of normal ships), appear at L3.
You want sentinel freighters as your personal freighter?
Cool, but sentinels need to be overhauled first.
I was thinking having wanted levels up to level 5 just doesn't work too well for this game. Wanted levels in GTA are introduced in a game without too much progression and where attrition isn't going to last too long. It needs massive expansion, an idea we talked about before, but I haven't seen anyone else on it yet. I believe in the open market of ideas, give me your best shot.
I think 5 star works, it just isn't balanced very well, 1-4 is just extra ships and not a threat after a while. problem with 5 star is the dreadnought can't handle a modded ship and enemies spawn 2-3 at a time from the same direction every time, poor implementation. I like the idea of 3 having a frigate, 4 having two or more frigates and 5 being a dreadnought. if they don't wanna have players destroying or taking over dreadnoughts then it should self repair its weapons over time. I think a dreadnought with 2 frigates and 5 regular ships would be a challenge to deal with
Even with 3S everything?
I fought a dreadnought myself. I disabled it.
It dealt barely any damage.
Do keep in mind it was in a 3S ship with Positron Ejectors and Infra-knifes.
Honestly, I don't find the carrier too impressive. Sentinels should be intimidating.
idk I play survival, so 3s everything would still be a struggle with that amount of fire power coming at you at once, usually the regular sentinel ships are still spawning back in when a dreadnought comes in so it's not a problem. but 5 regular ships, 2 frigates and a dreadnought that can repair it's weapons would be a threat
probably not in normal, nothing is with max upgrades, but its also normal, wouldn't expect it to be hard at all
I have an idea: The Sentinel Sphere. A space sentinel so large, its as big as the anomaly. It should have a massive eye that shoots a massive laser. The sentinel sphere turns slowly. Basically the sphere is the ultimate "Here's why you don't mess with sentinels."
In the lore, the sentinels brought down a massive empire.
Yeah, so they should be given effective tools to destroy you. I don't want to feel like the sentinels are holding back when I mess with them.
I should be afraid, very afraid.
can't remember when they got disconnected from the atlas though, it might be why they're weaker now and not purging the galaxy
I don't think they are.
Exactly.
Sentinels are meant to be the intergalactic police force.
Making the sentinels stronger also makes the Gek First Spawn and the Empire of Hirk the great much more impressive.
Should reduce ludonarrative dissonance.
Because of lack of enemies.
yeah currently you could probably solo the gek first spawn and the vy'keen 😆