#nms-the-future
1 messages · Page 56 of 1
some kind of creepy hybrid of living ship and sentinel
That sounds more like an abyss thing.
less a lack of enemies and more a lack of compelling enemies
Current sentinels are more of a nuisance than actual enemies.
Ya get what I mean though
They could be made into actual enemies with the right sort of changes
@supple warren Thoughts on the already suggested changes?
The thing is, sentinels need progression, because progression is key to this game.
eh
I think more key is a variety of experiences
Right now the game is largely the same experience throughout, regardless of biomes or enemies or star systems or galaxies
The difference between C-class fighters with no upgrades and S-class 3S upgraded everything is big.
Sentinels need to adjust for that, but progression needs to matter.
I do not disagree that sentinels need variety, but variety is not the only problem.
I mean I just don't think progression (especially in a basic stats-related sense) is as meaningful as varied/deeper game systems that generate more diverse experiences.
I don't think that sentinels that are too easy is meaningful.
And I agree
C-class ships can deal with sentinels, at least deal with L1 and L2. That is perfectly fine for early game play.
S-class fighters with 3S should either face harder L1 and L2, or progress into either a different stage(Lockdowns) or all the way into L6, L7, L8 even L10?
What I'm getting at is the idea that Sentinels shouldn't be player-centric, and that having more different types with different behaviors, would be a bit of a more interesting approach than getting lost in the weeds of how that relates to progression.
E.g. why don't Sentinels ever pursue pirates?
They just don’t know about them unless you report them with the defense button thingy
E.g. why don't Sentinels care about predators?
Because lore. You are a traveler.
The Sentinels operate on the world itself, not just you, see: First Spawn & Vy'keen.
Yes, but sentinels are about "Balance."
But some Sentinels are also broken
They should be strong regardless of what they care about.
Sure, but they should also acknowledge the world, and the world should acknowledge them. That is, they pursue pirates & predators, those in turn respond to them.
Lorewise, they care about preservation. Ecosystems already preserve things pretty well IRL.
You mean there is no proportional responce?
Ah.
I also like the idea about sentinels being different depending on what systems you go to.
More non-uniformity.
Perhaps we can add procgen to sentinels?
Sentinels should mess with bases 🤐
More sentinel ideas(spawn at L3+):
-Raider: Alerts Pirates to your location. Trading.
-Vanguard: Makes other sentinels resistant to one of your weapons until killed. Spawns in scientific economies.
-Arsenal: Has a boltcaster weapon with bigger rate of fire and tries to harrass you. Manufacturing.
-Trapper: Lays traps in the path of the player to avoid. Spawns in power gen economies.
What I think would look cool and impactful, would be if you hit wanted level 5 planetside, a sentinel freighter warps into orbit overhead, and drone ships descend upon you, firing from the sky as they circle your location and buzz it with heavy cannons
Sentinel freighters used to spawn in L5 planetside.
There just don’t seem to be any situations that I’ve seen where you need to shoot at an aircraft while on foot, and that’s arguably the best use case for stuff like the blaze javelin
This would give you that
Starships are scaled to do a lot more damage than players. Pretty sure sentinel ships would be able to one-shot.
Oneshotting is a little bit too much, unless the shot is well telegraphed or you can use an exocraft to deal with the weapon.
Exocraft make an excellent opportunity, but they are too weak.
Exocraft not being able to dodge or shield against walkers is why they are too weak.
I’m thinking these would be scaled down in power and defenses when in the atmosphere anyway, to the point they do MUCH more damage than a walker, but you can hear them coming, hide underneath things, tunnel underground, stuff like that, and there would only be like two at a time pursuing you
Sure.
When they spot you, they fly straight at you and buzz low to the ground as they open fire
Very predictable, and leaves them in range of even your boltcaster
Basically staying out in the open would be suicide
Hide long enough totally out of sight, or destroy them both and leg it
Or, optionally, fly up to the freighter and neuter it, and when you return to the surface, you’ll be undetected if you don’t instigate more
A more active option, if you can’t seem to get out of range of the ships
Maybe the freighter has three “deep range radar” objects on the bottom, and destroying those means the ships it’s unleashing can no longer detect you on the planet
I like the idea of sentinels having detection equipment in realspace rather than putting everything in the world of glass.
Perhaps add surveillance "zones" on planets that allow you to temperally disable sentinel detection?
Excluding aggressive Sentinel planets, it's called not wildly mining/shooting everything
Sure.
Starships look way too similar.
They need more colors and parts.
Starship fighters always have their wings in the back, but they should be able to generate without wings or wings at the front.
I want more Vic Viper style ships, the twin prong design with a delta wing. I love that look
You can get it with T3 fighters but they all look really samey
Vary the wing types more I say, semi-circle, Sweptback, delta, pointed, Joined wing, Box wing, forward swept, oblique.
Aviation engineers experimented with the craziest wing designs back in the day, asymmetrical wings existed and even worked. They even made an oblique wing design fast enough to reach hypersonic speeds.
You know what I want? A new variant of exotic that are full on pulp scifi, chromed out disks, comet shapes, weird mixes of wing shape, all super smooth like a bead of mercury
There are some cool exotics there yeah.
Kinda similar to the Naboo ship designs in Star Wars
These but NMS starship size
I have been looking at the wikipedia article for wing configuration and there are some wing designs that would make anyone scratch their heads. There are even W-shaped wings.
I just think that design really fits the “exotic” moniker
You see it and you’re like
WHOA
make the squid ships more varied, animate those tentacles more
Ooh, I like.
They would have those really weird wing configurations too. W wings, U wings, full on asymmetry with the cockpit on one side
Full on pulp
This is how crazy wings can be: https://en.wikipedia.org/wiki/Wing_configuration
The wing configuration of a fixed-wing aircraft (including both gliders and powered aeroplanes) is its arrangement of lifting and related surfaces.
Aircraft designs are often classified by their wing configuration. For example, the Supermarine Spitfire is a conventional low wing cantilever monoplane of straight elliptical planform with moderate ...
That was way too big, did not mean to spam, so I removed ity.
Imagine these mega chrome weirdo ships with THOSE wing configurations, freaking W wing and horizontal ring wing
Don't leave out the normal fighters.
Well yeah but
Picture a big chrome hoop, with the cockpit on the left side when viewed from the front, and a single fin sticking out the other side
That’s how bizarre these would be.
What wing type are you thinking of?
That is pretty cool.
They would look like UFOs
Given how personal ships are, ships should be their own form of fashion at this point.
I love how little sense the “boot” exotics make, or the ones with the tall top wing, or both
Why not go even weirder?
The squid?
Squids need more variations
The existing exotics and the squids are the perfect example of the “what is THAT?” factor, even some explorers fit the bill
I kinda love how weird explorers can get
Long distance deep space exploration doesn’t care about symmetry or aesthetics
The guppy has more variations...It's just all those orb exotic variants, lol
Also: vary gun placement and engine placement more.
Some ships should have guns closer, others farther away.
Another exotic concept that would turn heads: “chariot” ships. As in, small cockpit is attached to a huge propulsion system in front of it
Pretty much, except it can also be one big engine, or a ring shaped engine, or a big solar sail
Or somewhere in the middle
Sure
Vary gun models according to installed weapons tech 👀
Another exotic concept: "Starboat", think a boat in space.
that can also be a boat on water
the squid ship being a hybrid ship/submarine was a missed opportunity
And if you want to go even weirder, a spaceplane. Think a hobby plane or a World War 2 plane in space.
modified with sci-fi ship parts
The economy is already "changeable" and people just abuse it to make a profit off the same units of cobalt. So, for as long as the developers don't understand the fundamentals of supply and demand I'd rather they just make things static tyvm. Also, the other consideration is the game is technically serverless and/or consists of on-the-fly generation of literally trillions of star systems. A core proposal before HG adds player factions, player modifyable economies, npc factions or any kind of large scale persistence that is visible to other players is, upgrading ODS to have the extra capacity to store all this extra state, and deciding how much of it to retain.
I was very disappointed when I realised the tentacles were static.
Also, a new "saucer" style exotic for the Mars Attacks look.
hotspots should have a visual appear upon discovery tbh
oh, and can we please just dispense with the joke that are planetary charts.
Speaking of ODS, (Online Discovery Services, yeah?) they really should provide for a proper offline mode at this point.
No other player discoveries/bases display.
Discoveries could be renamed offline.
Quicksilver shop inventory just has everything available, no hidden stuff you wait on the community research to unlock.
Nexus missions save progress just like regular missions, since you're not playing with others.
ODS should be available via a moble / web app
And discoveries should be re-renameable.
If there's some concern about how you sync once they go online or whatever...Maybe display a warning that going offline flags the save to not be able to sync or something?
'cause like it's a whole different mode, not just a lapse in connectivity, it's an active choice on the part of the player to play offline.
I like how we're basically talking in completely opposite directions on this specific thing 😅
"Improve ODS capacity, make it more robust!"
"Okay so let me disconnect ODS altogether, kthxbai"
Really though, it might help relieve their servers to some degree if they made it so you could disconnect, 'cause then it's only folks that want to connect bugging their servers
I do think they need to properly separate their "singleplayer" from multiplayer menu's. rather than making them weird aliases for each other.
On the other hand, I think that singleplayer should be player with no group and interactions disabled - so no player trade etc on the anomoly.
And if you really want to go offline, well I dont seen how thats compatible for ODS because the O in ODS doesn't stand for offline.
Yeah I mean that's why I called for a separate offline mode
Already disable like 90% of the added online features anyway, so gimme that 10% left and lemme go full offline mode
idk if you have played diablo III. that doesn't have an offline mode. You can force it by making your xbox offline.
But it does have a singleplayer mode, singleplayer, but friends can join, and "open" game modes.
Yeah, it's bad because it's running always online DRM more or less
NMS isn't, thankfully, it just assumes you're interested in seeing others' discoveries & bases and joining up with each other
peopel complain about that aspect. In practice its not so much DRM as the fact that the game is always run off servers, and the game doesnt have a server component.
Except on console where the game does. And can play offline. So I personally think its all a bit hysterical.
and once you get past the OMG DRM hysteria, D3 has quite a good model for supporting an always online game, that still has a robust solo mode
Whatever the case, the more optional online features a game has or introduces, the more pressing it makes it to offer an offline mode for improved flexibility & longevity of the game.
I mean look at how many toggles expanding the online aspects of NMS introduced, which it could still use more of, but could also be addressed with a simple online/offline toggle, lol
Also the defaults for the network play toggles that are present should be set to friends only or no one rather than just Anyone or whatever
A spin on the squid or another exotic: war of the worlds Alien vehicle.
Too much?
Procgen ships don’t have to be symmetrical.
while on the subject, can we at least remove the stack size limits on refiners. We should be able to, in normal and survivial, be able to refine at least 9999 units of input and/or 9999 units of output, and getting it into a regular inventory is a problem when we unload.
But
a. baby sitting refiners because they loose their contents all the time and/or
b. baby sitting them because they only accept tiny input stacks or fill up to quickly
is bull@#$$%
or even simpler, remove refiners 😈
Can we either make large refineries faster or get a faster refinery?
Even if it requires power, which refineries probably should.
It’s weird having medium and large refiners not require power.
also weird calling them refiners but 🤷♀️
I was fully expecting them to require power.
It would also be nice if the signal lights on them worked: red if theres a job in progress. Green if there are items in the inventories but processing is done. all lights off if the inventories are clear
Ngl, thinking about the spore and nms, I want to abduct fauna and flora and put it on other planets, terraforming the planets and stuff.
ability to trade starships and have waterfalls and waves, oh, and a boat
we discussed in chat but might as well put it here
I think they should make it so you can play multiplayer when your router’s NAT type is set to moderate
I know we just had a variety update a few months ago but the flying creatures need a variety update too many bird like creatures that all look the same
And bigger sea creatures with better variety
if so it’d be months away
what makes you say that?
true, so new creature behaviors could be a work in progress
but if not, and they’ve just started to focus on it after the holidays, something like this should take more time to be proper
I have no idea what this even means, and why multiplayer does't work
A "deeper oceans with varied ocean bioms" patch would be nice.
In fact, id like an overhaul of planets, with a range of multiple gas giants and liquid surface planets with no real solid substrate.
how starships land on these planets is a question for HG to answer.
remove planetary depth limit
i understand the depth limit might help keep the game computationally doable on current gen hardware
current gen maybe
just a reminder that current gen is ps5 and xbox series x. ps4 and xbox one are last gen.
Yeah I also make that mistake lol
How is a console current if most people can’t even buy it for lack of stock?
Console generations aren't defined by who owns them lol
But it shouldn’t be called current when it’s almost completely unavailable
Current means the one that is right now. The latest gen is gen 9, xbox s x and ps5 came out in november of last year.
Just because I don't own either of those consoles doesn't mean they aren't the two consoles representing the current, latest console generation...
If a new fast and furious movie comes out, but has only been screened to a small audience in a single theater, does that somehow make it not the latest fast and furious movie?
I still think 1980 was 20 years ago
They are defined by the uptake. The "new" generation isn't really current until it achieves 50% update. i.e. more gamers are now on the new than the old.
And when that doesn't happen?
until that point its the new gen, and the owers are early adopters
and if that doesn't happen, the new gen is FAIL
ps3 sold roughly half as many as ps2, but its still one gen higher..
wii u sold like 10 percent of wii.. but its still one gen higher
you're talking nonsense lol
Nms on ps2
And more interactivity. As they even don´t react when we throw some food on ground.
Some could attack other creatures or player (would be probably annoying) and player could even ride them if they would be big enough?
But they do nothing in the game now.
And same for the water creatures, aside of the hand-made ones (the exploding jellyfish and then the abyssal horrors, etc.).
floating islands over the liquid/gas surfaces
Or inflatable pontoons on the landing gear lol
this is an interesting addition to your point, ps2 is the best selling console out of all of them. sorry this is a bit off topic but i thought it was too interesting not to share
Switch is still getting a huge boost as we speak as well
yeah the newer consoles numbers will change a lot over time
How about starship type specific upgrade modules? I know it kind of exists in the Living ship, but I would love to be able to specialize these ship types more.
Explorer:
-Advanced warping: Jumping to a known system requires no fuel(Not sure if it should be the explorer or hauler).
-Starshot: Jumping shorter distances is more efficient.
Fighter:
-Absorb Shielding: Taking damage reduces weapon heat. Does not reduce damage.
-Conflict scanner On: Functions as a conflict scanner.
Hauler:
-Stealth Compartment: The first X units is hidden from pirates.
-Economy Scanner On: Functions as an economy scanner.
shuttle:
-pulse engine recycler: lets the pulse engine last longer and require less fuel to refuel
-efficent boosters: also lets the pulse engine give more output power
exotic:
-hover: lets the ship hover over terrain or water
-hyperdrive shielding: lets the ship warp to all star colors
freighter:
-ship refuelling station: refuels all player ships in the hangar deck over time (pulse engine, launch thruster, and hyperdrive)
-more decks: increases the size of the hangar bay and lets you hold more ships. (visual upgrade)
Space creatures
Also good ideas
Like we kinda of have space creatures like those jellyfish but what about space creatures that are an actual threat
I also still want revamped space battles
Perhaps allow the exotic to "land in hover mode" as well? Would be pretty cool if you could use the exotic to land anywhere.
Unstuck feature where if you get stuck in a wall or the ground you can get out of that situation without reloading a save
Just got stuck in my damn freighter wall after making a thing now I gotta do it over again because the fucking game won’t allow me to escape a situation like that
Anybody got any ideas for new future exocrafts?
boat
Yeah I always thought of a boat don't know if hg would consider it since we already have a water vehicle
Maybe they could get more creative like something out of the blue like a spider like vehicle
Would really like an overhaul on the physics of the exocraft. controlling them feels very unnatural, especially in vr. Also, would like to see them be able to take their own damage instead of sharing it with the player health for some reason.
Huh didn't know they shared the damage
I would kinda like reptile like creatures in the game
frogs
Yup there is 1 reptile I've seen turtles
Make that giant frogs like that extinct frog the devil frog
Yeah lets see some reptiles with long tongues
and jumping
Doing at least 20 percent of the things animals can do
would be so cool to have animals that can climb trees
Seriously though there is not too many reptiles
gimme da monke
Yeah I mean Viva Pinata on the original xbox had some pretty nice "fur" why cant nms lol
It might be possible now cause of ps5 and series x
sorry 360 not original xbox lol
rare long furred creatures
yeah and like, LOD
I wonder if they plan on holding back PS4 and xbox one for future updates
with fur, you could ignore high poly textures
could just look all nice up close, but then further away still look bushy without moving
joes, i hope so. it’ll happen eventually
Certain updates may only be possible on ps5 and series x
not sure what they’ll do as far as content goes though
graphical upgrades, sure
but new terrain gen that may only be possible on current gen, idk
(as an example)
If we make sentinels more difficult, can we up the rewards? Millions compared to 3S is not the best value.
So reptiles,rodents need to be added better bird and fish variety we recently got bugs
Which I don't know what really classifies a rodent
I got another idea how about flowers like big flower fields
This would go with new interactions but make the bugs pollinate flowers
The PS/3 was fail. Im pretty sure if you wandered into Gamestop the ps3 game shelf was at the back less well stocked than the ps2 game shelf. And they transitioned straight to ps4 as the primary. ps3 was never a "current" gen console.
Random thought: “Hostile” difficulty, same as Survival, but full PVP is open, including taking (some) spoils from defeated players
In addition, the nearest players can be spotted on the galaxy map, and a route can be plotted towards them
What can be looted from the player depends on the total value of everything they had on them; you can only take up to 1/3 of that total value worth of items or units from them
Friends and members of groups cannot harm each other by default, but other than that, it’s a galactic free for all
either you have played eve online, and understand the problems with this. or haven't.
at any rate, the game you are describing is eve. and its pvp model can stay where it is.
I did briefly play Excel In Space and that’s why I’m suggesting it as a totally separate file difficulty
No way I would ever want that in the regular modes
yeah, a pvp gamemode wouldn't work very well. you can cheat things into the game really easily (just google like nms save editor) so people could just give themselves ships with extreme handling/base damage and then with the idea of revealing players, you'd just have a group of people either killing everyone with their cheated ships, which would kill the gamemode very fast. that is, if people even play it. it's about exploration, not fighting.
With freighter battles and stuff
Maybe we will some some PVP mode / elements one day, but NMS is at it's core a game about exploration of the universe
Yeah
yeah, combat updates would be cool though
We need something like elite dangerous
All the new content thus far has been adding to this exploration factor: new means of exploration, derelict freighters, new structures
Never played ED but I think people know what kind of game they are picking and what to look for
cause with combat, you can just buy like 1 S-class upgrade to the ship blasters and beat everything in combat and on the ground even the default mining laser kills anything really fast
I play both
They are different games
You don't need to choose
It's like Battlefield and cod
Changing the weapons and time to kill of nms will be great
Maybe adding conflict zones like in elite
yeah, and then there isn't really that much of a threat after the first hour
Yeah
aggresive animals don't do anything basically
even biological horrors just deal barely any damage to me
Not killing animals
We need conflict zones
Like in elite
They are deadly to all the players
that would be good
I would prefer the cthulu-esqe horror element to get bumped a bit.
Imagine entering a space fight with tens of ships that have a lot of health, good weapons, and freighters(with weapons that actually do damage) with 3 friends, and than calling your freighter to get some support
making the game too combat focused trivializes the horror aspect perhaps
what do you mean by like that stuff
i mean, when you go into a derelict freighter, something happend. something terrible.
but all you get are some pods with creeps to fight.
nothing speaks to you in the darkness and tempts you to leave via an airlock
so that could be an opportunity to make them more dangerous as well
however i don't think combat should be the largest priority so far
theyre already dangerous or trivial. depending on your choice of pc or console. and relative skill at aiming with a stick vs mouse.
I want something that challenges me
and while ihave switched to console for most of my gaming. I did it because i dn't really like fps shooters, dont mind being bad at the ones i get forced to play for fun. and expect an aim assist on the console anyway.
so, until and unless the console gets aim assist, im against any kind of combat update that makes fps shooting more important as a gameplay mechanic.
wait console doesn't have aim assist?
nope.
it's generally a good idea for any game that would need some sort of aim needed for parts of it to have aim assist on consoles
so i spend a lot of time on freighters being very careful near nests.
there might be a reason for something in the code autolocking onto certain materials that could be mined, but it's probably more likely that it was just never considered
I would like to see a patch that expands some of the elements from derelict freighters into abandoned systems.
A planet with a biome that is full of nests.
large planetside manufacturing complexes full of drones and ceiling scanners. - perhaps as additional areas to explore behind the unused doors in some stations.
What type of pets? 🤔
I think they're overstating the evidence a little
the extent of it is literally an icon with "summon pet"
that's all
Yep. I am watching it now. https://youtu.be/6ZcqYj4aNkg
Pet Update for No Man's Sky is the word in the verse at the moment, so I've gone through all the game files over the last several hours and found some interesting evidence. Also have for you the current experimental patch notes.
Super curious to hear what you fine folk are thinking about this, pets? crazy base stuff? both? neither? Is Sean a re...
there's also gekmilk, a flame thrower, and a tonne of unused/old assets
Flame Thrower was quickly patched out too so they very much didn't want us seeing that.
Flame thrower.... Some weapon used for burning stuff?
Though I doubt that it would be able to burn Sentinels.
It worked across MP, if I recall correctly, so players were getting lit up by griefers
Currently downloading an update of 11 GB
@halcyon portal Not just an icon was found, there were parts referencing "harnesses" & new robotic parts. Xaine isn't "overstating the evidence" whatsoever Lol
For me the update was around 1.4 gigs
@sharp widget Okay so you're just completely delusional, very well then.
Consider this misinformation, the experimental branch was 1.4, public update is 3.1 gigs
wait where do i download the experimental update
i don't see anything on like the steam beta page
No, that’s an internal branch
@somber radish 3.15 is live, no need to switch to exp right now, same build; anyway, to start tracking experimental, please see https://steamcommunity.com/app/275850/discussions/0/5544461758378215805/, "To play on experimental.."
alright thanks
Ah, different experimental
You need to unlock it by code, which HG posts on the forums, in the experimental branch topic.
How about being able to create your own upgrades from existing upgrade modules?
so, like with fixed stats over RNG stats like we used to have?
Used to have?
More like picking from a set of RNG stats. You are "assembling" your own upgrade.
Prior to upgrade modules there were just upgrade blueprints you'd learn, a few of which we still have, and they just gave a flat, fixed improvement
It avoided the double-3 S-class upgrade issue since you didn't have more than 3 max upgrades to install
That's kind of boring.
Yeah, well, it's better than mindlessly rerolling vendors imo
And since it's just stats it's not like switching to RNG stats changed anything functionally.
Perhaps assembling your own upgade is the better balance?
It's still just number go up
I don't see how it improves things if you're now creating a custom upgrade that you'd have to reroll each stat for until you got it where you want it, if that's what you mean
Because you don't have to reroll everything, just reroll the parts you need.
What do you want here? I like being able to choose my upgrades myself.
I like being able to just choose the thing that works and not concern myself with whether it's subpar.
I want to earn that rather than go straight up best upgrades.
If one were to improve the difficulty of the game such that stats do matter more, what you're suggesting would just be an exercise in frustration on top of the already existing frustration of trying to roll better upgrade modules, by then rolling better upgrade sub-stats.
Well, see, we agree on that front, I don't mind earning stuff, but rolling RNG stats does not amount to earning anything to my mind.
So you want something more deterministic?
So to speak, or a more deterministic alternative to acquire something
E.g. a secondary mission of a certain difficulty would reliably reward flat out good upgrade modules or upgrade module modifiers to create custom upgrade modules
I'm not sure what you might call what you're describing, so I'm referring to them as modifiers in the meantime
So, hook it up into the guild system?
Not necessarily, to the secondary mission system as a whole, including the guild setup
But I'd also associate it with scavenging on harsher planets
Add more of a benefit to roughing it on them
I want a whole bunch of options on stats to choose from, pick a few, spread or pick one. A penalty or a bonus depending on how many you choose.
As I see it you'd have those alternatives alongside vendors that would be more RNG-related, or a terminal that lets you swap the sub-stats/reroll them for a price.
If you want convenience, it's there, but it's a gamble compared to going out and doing stuff, which would be more of a guarantee to get better sub-stat modifiers or whatever you might call them
One of the awkward aspects of NMS atm is that there's still a lot of RNG-driven systems for acquiring things, but they're rarely convenient, they're mindnumbing, and the only acquisition method
Module Fragments have a single RNG stat, combine of a single type to create an Upgrade Module. I call it M-class.
Now, you can hand out all of these fragments throughout the game.
Though instead of rerolling, you should be able to upgrade that fragment.
Though, I have been wondering if you could create upgrade modules through a puzzle instead.,
You know what I want? No more taking up huge blocks of inventory space with modules. You install upgrades directly into the tech they benefit, the tech pops up a floating window when clicked with twelve slots you can plug upgrades for that tech straight into.
The instant upgrade limit in this new window is six instead of three, allowing the same number of total upgrades per tech as before
With this one change, you’d actually be able to move all your tech to the tech tab
You still CAN leave them out, and that would help in cases like hazard protection modules, but six is still the limit between main, tech, and the tech’s slots itself
The only problem I can see with actually implementing this is multi tools, since some have way more total slots than would be necessary after this change
More weapons or types of multitool and scanner tech would fix this though
I think I suggested something like that at some point too, lol
I've kinda shifted to forcing tech to only be in the tech inventory, so general is opened up to only odds & ends unrelated to installed tech/upgrades
Here’s a thought: those twelve slots inside each tech aren’t just for upgrades, you can also put a compatible resource in there to put it at the front of the list when quick menu recharging, or to just hold a button on the tech to recharge it from its “loaded” resource
Less menu faff to recharge stuff
I was going to suggest it could auto-resupply from the resource you load it with, but that would totally break the balance of the game
Like, as an example, I prefer to use sodium nitrate to recharge hazard protection, and dioxite to charge life support, since they’re both the most efficient per resource rarity. But when I use the quick menu to recharge, it always defaults to sodium for hazpro, and oxygen for LS, both of which I would prefer to use for other things.
Why can’t I just put my preferred resource in a dedicated out of the way spot that frees up inventory space and prioritizes it when recharging?
how would it break the balance? you'd still need to have the resource on-hand for it to pull from
Bottomless hazpro would break what little threat hazardous environments have
But also that's 100% an idea I've had before too, except I had no concerns for balance since you'd still have to have the resource on-hand, and so I also suggested having it auto-recharge at preferred thresholds (e.g. 75% or 50% or 25%)
But you already have bottomless hazpro if you have stacks of the rechargeable resource required
All that's happening now is that you're having to manually feed the haz protection
What difference does it make whether one is manually recharging or setting it to automatically recharge once one has plenty of the rechargeable resource? lol
I mean I guess
Id like to rejig the hazard system where the hazards dont apply damage at fixed points, but at points relative to the rating of your hazard protection.
So there would be 3 kinds of exo-suit modules: ones that increased the suits rating, giving it a wider operating range before it takes damage. ones that damage resistance, a % reduction to damage when it is taken. and the usual modules that increase the base damage capacity that need recharging.
the new modules could, perhaps, be part of a crafting system that uses lots of resources to produce items with unique stat rolls and relatively low chances to be S class. so building a good environmentally immune suit would be an end-game goal.
exocraft should get an installable bytebeat so you can pump your jams as you cruise around the planet
make a really killer tune and just blast it from your exocraft
The thing with bytebeat is it doesn’t have too many low tones. Currently, bytebeat is like nails on a chalkboard, it hurts to listen to. It hurts my ears and my brain.
I avoid it like the plague. I’m more concerned about streamers and creators using it.
Mmm, I think you may want to listen to some stuff done by others pretty good at it.
Here's a little example:
https://youtu.be/JgAO3MUpQ2w?t=142
Nope, still hurts.
Then it's probably that bytebeat just isn't for ya, lol
I guess not.
Some more re-jigging of manufacturing would be nice:
first - give hotspots a proper output capacity, so creating towers of extractors doesn't work. thats just cheezy. At the very least make the lower extractors mask higher ones to force a horizontal spread into less efficient space.
then, expand on the types of things that can be mined so that intermediate processing is required. with powered decvices.
let the inputs and outputs of these devices get hooked up to inventory networks.
also allow for powered switches to trigger the automation of farms, by having biodomes output signals when a crop is ready, have attachment points on biodomes to inventory networks, and trigger points to trigger a harvest cycle.
it won't be satisfactory. but it will be fun.
oh, and obviously, the end result of this would be the direct manufacture of trade commodities of various types. either existing ones, or a new type. Typically products crafted from two mined minerals and a gas + herbal input, such that each discovered planet will have at least one possible output commidity craftable from the things harvested on that planet.
and/or if this is not possible, allow the building of matter beams, expensive powered devices that can link inventory networks on different bases on different planets in the same system.
Small thing: How about being able to host a session even when a friend is hosting? Tired of having to remove and re-add friends as need be.
better building system to be able to make more curves :)
what?
Multiplayer mode select prevents you from hosting when a friend is hosting, no matter who the friend is.
oh yeah. those menus are well confusing.
but Singleplayer is actually an alias for host multiplayer
and Multiplayer is an alias for join multiplayer unless there are no sessions. otherwise host multiplayer
so you dont have to mess around with friends, just start a "singleplayer" game
so a menu system revamp to clear up that silliness and to add some explicit modes: singleplayer. singleplayer friends can join. and open.
Nope, Singleplayer multi invites are actually false multiplayer. Its actually funny because its pre-Atlas Multi, you are grouped up but you do not enter each other's instances, nor are you teleported.
if you start a "singleplayer" game. other players will find your session under multiplayer. and load into your game at your location. thats always been my experience.
Not how it went on my end. It did not load them into the game because I wasn't hosting a session.
if you join a game from an ingame invite you always remain where you are and need to use the anomoly to join the other player.
Ingame it works like that, outside the game, it doesn't
Instead of alien jellyfish that shows up when you have the Anomaly Detector on, we should have space creatures that just swim around, either individually or in schools or groups, and we can scan them for units as well
Which is also an excuse to put the analysis visor on starships
I want
a. to be able to summon frigates to my location to harvest nodes in space.
b. anomalies to be resource nodes that can be harvested using frigates. rather than being shot. science artefacts require an explorer. pirate bases require a combat frigate to suppress. beacons require a trade skipper. skulls and mineral formations require industrial. and DiHydrogen clusters can be directly harvested by supply frigates to generate frigate fuel.
That would be great. Also shame is that these space creatures show very rarely when just pulsing through space, unless you do Living ship quest, which scripts it to appear or find it randomly by Artifact locator.
Though problem would be that if they would generate same way as asteroids, then space would be filled by space creatures, which would suck.
We should be able to activate and deactivate metals with refiners or maybe with a new machine.
But.you can do that now cant you?
No
More uses for Activated metals in general would be nice (other than selling and chromatic metal).
Only Activated Copper is used for anything currently. There should be reasoning added to getting these resources otherwise they don't really serve much purpose.
Maybe you could use whatever power “activates” them as electricity, deactivating them in the process, and then have the regular metals left over.
i wanted all trade goods to be craftable from unique combinations of planetary resources. so a future factory automation update could have us setting up factories on planets to mass produce cogs or whatever each planet is capable of.
So we can move past either farming AI. or crafting Stasis devices in small quantities.
but engage in building factories that use automation to produce value through bulk production.
basically, 2 metals + a gas + 1 or more plant resources = some kind of trade commodity through a several step manufacturing chain. no need to even invent new ones.
this would expand out and encapsulate all harvestable products into some kind of manufacturing chain. No Mans Satisfactory
Imagine geing able to buy a terriformer or something that allows you to change the type of planet you set it off on. Turning a hellscape into a paradise for example. It'd probably cost more than an s class freighter at like 500m or something
Money really means nothing, if you want to make it a challenge to earn, make it require a large number of composite exotic materials and trade commodities, assembled in several stages
When you can just instantly warp to someone’s Activated Indium farm and make a billion units in one trip (no exaggeration), time is more valuable than money
Knowing HG you'd need insane amount of Quicksilver for that 😆
Does HG read suggestions here
Or even knows this server's existence
They do know about the Discord server
You can try submiting your suggestions / ideas via their zendesk
Aight, I might compile all my ideas so far into a single post
Several HG employees have unmarked accounts in this server, yes, and they do read it, though maybe not so much this channel as #nms-questions (to see if large numbers of people are complaining about the same bug)
and also offline mode 😏
you are completely right.. my first or second day. i had like half a billion. there was no need for me to go mine resources. i just started to buy all my minerals from the pilots. it kinda ruined the game for me.
Noticed that the newer fauna (like the beetles) have very nice textures that look current and crisp. Normal fauna tends to look almost like play dough. I’d love for them to get some texture/part updates to look up to par and not have such a dramatic difference in quality in old vs new
I'd like the other way around, a reversion of things to the more stylized look, lol
The conflict scanner should allow in-system scanning for bounties, calls of assistance and even war battles.
Also: increase bounty reward variety and rewards.
Maybe we could have a new event, random freighter battles in nearby systems
And having a conflict scanner could allow us to scan for them
weird idea...An anti-base computer device.
Basically it would let you build something to deny yourself & anyone else the ability to colonize the planet.
Another odd one in the same vein, starship interference device. This would prevent anyone from summoning/launching their ship upon portaling to your planet.
In other words, these would be devices that enable players to establish their own sort of portal interference to keep others from wanting to visit their area of space.
On the contrary, I see something like that as being useful for creating your own narrative of sorts, controlling where players can and can't go and preventing them from cheesing your crafted experience for them
Like, you build your bases and stuff, set up an objective for your player, and then lay down something to prevent them from deviating from your intended path for them (unless they want to walk or exocraft towards nothing, intentionally)
Like, say you want to make a sentinel stronghold that the player has to make their way towards while under fire, then figure out how to enter, before grabbing some loot from it and making their way back to the portal
this
This would prevent them from ruining this handcrafted mission for themselves or for others
What do you think about that?
Anti-base device/Planet claiming device could go pretty badly. Imagine a random player claiming the Galactic Hubs or one of the planets. Does this allow land rights?
What's the problem with launching or summoning the ship?
Why not a no-fly zone instead?
Cave update is imo the most essential thing right now. Combat overhaul would be nice too along with ruins and abandoned stations as procedural dungeons on the foundation of Derelicts, but caves really need some love
It's not planet claiming as far as I'm concerned. It's the opposite, it's denial of planet claiming.
I guess what would prevent this for hubs would be that if someone's already established a base on the planet or whatever, you couldn't go off & set up these base denial devices.
As to what's the problem with launching/summoning ship, the idea behind that device would be to keep people from exploring the rest of a star system that you share portal coordinates to a specific planet of.
The ideas really are more or less player-created portal interference, lol
also very much into the idea of a caves update, especially if it were to make caves unique to each biome.
I am not a fan of a device being there to prevent planet claiming.
I don't like planet claiming that much either.
Part of the reason I even suggest it is that since portal interference's been lifted, I feel zero incentive to share any coordinates to anywhere, since anybody could come along and vandalize the place with a base.
I get that, but the alternative is people claiming most of the planets they come across.
Which they already do...?
Like I don't see how it's an alternative when it's basically what people more or less already do
No, people can't prevent others from building bases right now. The alternative is people claiming planets for themselves.
Oh, language thing. See, people building a base is claiming to me.
Whereas what I'm talking about is the opposite, since you're not so much claiming as denying.
Like you're not just preventing others from building a base, you're also preventing yourself from building a base there as well.
Why wouldn't they just put down a base to begin with tho
Also: I see through this, this is obviously a land rights device.
I mean for everyone else maybe
I'd just use it as a big DON'T VANDALIZE THE ENVIRONMENT device
because bases fuck up the landscape
Because the Prisoners dilemma means you place it down so that you aren't prevented from building there.
what?
Basically the odds of putting it down are so in your favor that you must place it or other people will place it.
But the thing prevents you from building there as well...
So you place it until you build a base there.
Or to never allow any bases
But in the mean time, no one else can prevent you from building there.
So in other words make it permanent
And make it super clear it's a permanent move
Otherwise you get the stupidity you're describing
Congratz, now its a griefing tool
And bases aren't?
No
They clutter your HUD and at the worst of times tank performance, so i dunno
Those are different problems.
Those can be fixed with good optimization and Max range marker settings(So hud markers won't appear after 10ku for example.)
Okay, but then where's the way to easily disable their download at all? That's the other solution to all of this
There is a setting to disable the loading of bases of other players.

Am I missing something?
'cause even with all of that set that way...
And if I fly over there, there's a base, despite all those settings.
So...Yeah, where's that setting? 'cause if I'm just overlooking it, would love to know. Otherwise, sorry, but it's really not there.
What I meant way back w my suggestion isn’t to limit fauna, like I’m all for stylization, I’d just like the textures/patterns to look nicer
if you really dont like that specific eyesore. the only way i know to remove it is to find the base computer and click to report it. that blocks the content from your game.
Maybe this is just me but I don’t really see the issue with other people building bases wherever, considering you have 49,242,665,280,903,217,889 other planets to choose from if you decide things aren’t going the way you’d like
And yeah denying people from ever building bases on a planet you might never return to seems a bit extreme and selfish
Just add auto-fade for distant icons. Once the icon appears for the first time, it sticks around for about ten seconds on screen before fading away. If you want to see it again, hit your scanner pulse and it’ll show back up for the same amount of time the other markers do.
If you want to visit a specific place, scan, mark it with your visor, then go there. Easy. Clean.
No icons persist other than the one you’ve pinned.
Without scanning, those icons only reappear if you’re within a kilometer or so on foot, or a few kilometers from the air.
This way, even in a worst case, you only see the markers for your neighbors.
Even your OWN base markers follow this rule, though they appear on your HUD from five times the distance as others to make it easier to find your way back
With this simple UI change, if you stand in the middle of nowhere on a planet with a hundred bases on it... You don’t see a single one of them unless you scan.
Doesn’t this sound better than banning people from building somewhere forever just because you don’t like seeing icons on your screen? 😛
Something like this would actually solve the problem in multiple ways. Social players would want to build their bases close to other bases so their markers are visible to their neighbors, which, guess what, makes that dense cluster of bases much easier to avoid entirely by players who want to build a little retreat somewhere on the other side of the planet, where their base is much less likely to be stumbled onto randomly; you would have to be searching for it to find it.
best solution is just to provide an offline mode imo and/or disable structure download
The HUD marker issue is a whole other issue altogether, which would carry over even in offline play, as there's no great way to filter or dismiss markers atm
Then what happens when you build a base where a player already has another base online, and then try to go online? What happens to your base?
That’s a problem you need to solve now
If you opt into offline mode you let people know the save can't be switched to online play
It’s not true offline if it has to check online as to whether or not it exists, and a locked save is very restrictive, I’d argue unnecessarily
Due to issues like that and discovery syncing
I feel like very few people want to play the game that way, I respect you want for something like that, but it’s probably not commonly enough requested to be implemented
It's either you lock the save offline or you have the game argue with the servers each time they go online over what stuff gets picked
Everyone sharing a galaxy is a major part of the draw to the game for a lot of people
It isn't for a fair number of folks though
Then let me disable discovery/structure downloads
I don't have a choice in that, and I no longer have a choice in detecting whether something is already discovered to avoid it
Those are the alternatives to providing an offline mode in the most limited respects
Here’s what my friend did: just jump forward about 15 galaxies
Use the sun glyph method to immediately get to the center and keep going until you get to about 15 to 20
Basically no one has any long-term structures in those galaxies
A vast majority of players just go right past them when looking for other galaxies
If you want to be truly alone, or at least close to it, then that’s the way to do it with the current system
At least give that a try
Sure, but if I wanted that advice I'd ask in help. I'm here to suggest or voice what I'd like to see
We had a way to scan for already discovered systems, bring that back
That’s fair, it just seems like many of the suggestions are somewhat unnecessarily destructive or obstructive to other players, for the sake of the way a small number of people want to play
I mean no ill will
And that's what I think anytime someone suggests more base junk or online features 🤷♀️
I do support seeing whether or not you’re making first contact again
Also yeah, I never got bad vibes from ya, I'm just stubborn about these particular ideas (offline mode, disabling discovery/structure download, enable scanning for discovered systems)
I do think you’d enjoy jumping forward one or two dozen galaxies and exploring there, if you want all the stars in the sky to yourself
Or close to it anyway, spawn systems and one center system notwithstanding
Flipping this thinking around a moment, I'd say the best way to make finding another's discoveries feel constructive would be if there were to be something to actually discover as a knock-on effect of their colonization
Because to me finding an already discovered system is like stepping in chewed gum right now.
Great, someone else was here...And they littered. However if there were something else to find that they didn't, or couldn't, because of say parallel universe funk or time dilation weirdness...Like you're coming way later to the planet or the base is screwing with your reality causing other stuff to appear to discover...
I’ve actually never found a system another player discovered that already had a base in it, outside of portal address sharing
Maybe there was one but they never realized they had to upload it
Or they were a console player
I really don't know where I sit on this issue. On the one hand, I think with trillions of stars per galaxy, and numerous galaxies, if you wanted to be alone you could go ~250kly from some galactic core and map out a region and probably find zero stars in it that have ever seen another player.
On the other hand, I was busy mapping out a nicely named "Tarzan" region near the core, and took a break because bugs. and when I came back other players had stonked all over it and half my T3 econ stars are now discovered by players who didn't even bother to look at the planets. I dont know if I feel better or worse about that.
I don't like that I cant set waypoints from discoveries anymore (Again).
I don't like that discoveries has no sorting or filtering options of significance.
I don't like that, on the glactic view I can't filter by systems Ive discovered, by the current region. by the player who discovered the selected system.
I don't like that I can't select a system, and jump to its entry in discoveries. And that I can'd to the reverse, and open the galactive map to focus on the selected system from discoveries.
I don't like that i can't set favorites in discoveries.
I dont like that when I rename a system, it displays the original name on the galaxy map unless I select / hover over the system with teh cursor.
Wait what, you can't set waypoints from the discovery timeline again? I was pretty sure that was still working...?
Also they did add some useful sorting imo, maybe not as granular as one might like, but still better than the lack of any sorting at all from before. Like now you can sort between star type and, if memory serves, primary lifeform, right?
The fact I can’t find and return to the huge waypoint towers I keep finding upsets me, I was under the impression they were what dictates “regions” of a planet
Returning to a region you don’t have a base in is basically impossible
...save beacons tho?
There’s a particular place in one of my screenshots that I would love to return to, it’s on an island and I remember the name of the “region” it was in (Anjole Cove), and I can even see the region in the planet’s info by name, but as far as I can tell, if I never scribbled down the coordinates, there’s no way to return without just eyeballing it
Ah that sorta thing, yeah, I wish the waypoints you saved at could be used to revisit locations by marking them
It would certainly make players less annoyed by finding the waypoints. I myself use coordinates pretty frequently, but I also do so because the game tends to lose discovered places quite often. Theres also a thing some players dont realize, which is that POI markers that are removed, are actually just masked. If you know the exact spot, the game will lock on to hidden markers and pulse there even if it isnt visible.
I think I took a video nearby and got into my ship and THAT might have some nearby coordinates, but now I have to dig that up and I have hours of footage
I wish I could just mark regions
Does the game lose save beacons?
'cause right now that's literally one of the only methods to do what you're describing
So if it does lose them, and really even if it doesn't, a better method to mark areas to revisit would be good
In systems I plan to stay in a while, I use color coded save beacons to denote interesting things I plan do return to later, and bases to indicate potential starting points for a colony, like archives, trading posts, and minor settlement
Lemme tell you, having a base in an archive is so incredibly convenient, you can get like EVERYTHING there except a multi tool and upgrade modules
And finding an archive with a gorgeous view and a minor settlement and trading post within walking distance? Jackpot.
Having a base at an npc settlement at all is pretty much my go to base building methds
There was one planet I visited that had all those three things within sight of the planet’s portal. Shame the planet kinda sucked, that would’ve been winning the freaking lottery if it was one of my favorite biomes
(It was either extreme tox or extreme rad, I forget which, but it only had activated copper and had a color scheme that just looked like 24/7 poo, so I left)
You know that brings me to a suggestion: proper NPC settlements. Like, if two or more POIs are close enough to each other and at least one is inhabited, it creates paths and roads between them and dots little personal “homes” around that are each occupied by one or two of that system’s life forms, milling about and doing their own thing
If this “settlement” covers enough area, race specific objects and monuments start to appear within its borders
The buildings get bigger too, and start to give off light, some settlements so big and sprawling they’re visible from space at night
Though again, this would ONLY happen if enough occupied POIs are within close enough proximity, it builds out a little town between them
And it scales up and gets more complex as more of these POIs overlap each other’s area of influence
because for some reason I'm just the opposite person, I'd like natural Points of Interest more than NPC settlements.
There's just so little making each biome feel like its own planet. It still feels so much like a Minecraft or Don't Starve biome, where you just keep running along the same space and it eventually transitions to another biome.
Sure there's the space gap between planets, but it's not enough to really drill home the idea that these are planets you're exploring. Goes back to some discussion on how they all behave identically, just with different colored hazard bars.
It's just not enough to look different, they should feel different. Right now the closest to that remains dead planets with their slightly different gravity and lack of clouds.
Adding natural points of interest wouldn't get the feel part down, admittedly, but it would give biomes more of their own identity at least.
I mean I also suggested previously that each biome could have its own natural POIs, including stuff like mega-glitches on glitch planets
Huge imposing landmarks as large as an archive, or larger
More variety in the general landmarks would be nice too, like a huge meteor crater with something valuable in the (EXTREMELY radioactive) meteor itself at its center, or a single volcano on its own in climates warm, but not superheated
There should be a way to customize colors on the different models, that way there are more diverse ships and less of the same model, same color, same system, but make the colors 2500 nanites or something like that.
Your hazard meter shouldn't just effect you, but also your technology.
It kind of exists with jetpack and movement, but that is about it.
I wouldn’t mind things here or there that can damage technology, as long as the repair isn’t super costly
Nah, I was thinking effecting efficiencies.
I still want electricity as a hazard type and electrical planets being a thing as a result
With new elements like lithium and nickel
ah...nickel...again
my #1 reason for pirates pre-Next
I don't see the point of lithium and Nickel.
And your crafted upgrades against it are just battery ingredients basically, tier 1 is nickel and cadmium, tier two is lithium and poly fibre. NiCad and LiPol batteries respectively
Lol
They could be used in other new recipes too, or replace elements in old ones that made less sense
Same with any new elements
I’m mostly trying to sell this for aesthetics. Super electrical planets are a vibe I think NMS could use
what if crafting actually resulted in physical models for a change
or not just vendor trash or repair parts
I thought you were suggesting crafted upgrades showing up on your model
yes, kinda
just something to make crafting less of a boring interface game
it's just endless icon shuffling atm
NMS’s biggest strength is how much it does with how little it has
The whole game is <11GB
And their frameworks are very easy to add new content to
sure, but it also has shallow game systems that leave you constantly yearning for more
The focus after all this time is still exploration. Everything you do is ultimately to explore even more, or more efficiently, or further, etc
I agree with you but I can see their train of logic
Not wanting to make anything except exploring more compelling than exploring
I've suggested this concept to a friend of mine but there should be a way to connect the rng parts together to provide some type of meaning or narrative.
The issue that some players have with the game is that infinite variety appears quite shallow. If they were to find a way to take some of the procedural elements and connect them, perhaps it won't feel so surface level.
NMS kinda has the whole “explore the entire universe at your own pace and on your own terms” thing on lock, not much other than Elite challenges it at that, and the others focus more on something other than exploration, like economics or spaceship simulation
NMS makes everything other than exploring very simple and streamlined to bring you back to exploring
this is where some of us disagree due to things like bases and multiplayer, but eh
NMS barely even digs into exploration, encouraging instead minmaxing, moneymaking, & colonizing instead, if one goes by some of the more common points of discussion
I think a lot of that is people getting wrapped up in those systems because that’s what they enjoy in other games, myself included
I definitely appreciate that it’s all there, it gives the game a much less narrow appeal like it had at launch
I don't necessarily disagree but I will say that HG has put many of those systems in place to just be time sinks for those players. It's not like there's any requirement to have a 10k damage potential weapon, or 4.3B units.
Exactly. They all have pretty clear endpoints so you’re bound to try something else out
Which usually means more exploring for what you need
Honestly, I try to be very clear with new players that this isn't Destiny. There isn't god-tier gear or whatever, but if they want to play the numbers game, they can go ahead and play it. They've already been warned that there's no reward at the end that isn't just a pissing contest.
Money especially, I think the whole reason why there’s a money cap is to signal that money isn’t the point
The point is what it’s always been since the start
See the cosmos, as much of it as you want
There’s just more there now to do other than that, to ease players in who don’t like that as a core gameplay loop, or maybe don’t THINK they do
Take away classes and stats.
What are you left with?
It’s funny to me that ||Null is basically a representation of the ultra type-A player who feels the need to see and do everything, to be the best, to be the ONLY best, and he missed the entire point. He felt no enjoyment by the end, only bitterness||
Thing is, exploration is still ironically underexplored.
Exploration isn't just seeing, it's feeling too.
There's more to see, but everything still largely feels the same.
There's a few things unique to their respective biomes, but so few it doesn't alter the overall feel of the biome or sub-biome.
Take the new planets Origins introduced for instance, you'd think maybe they'd feel different because, well, new planets, but the moment you touch ground, see the same ol' hazard bar, and look over to some flora and see it can be popped for some resource, it loses all sense of mystery.
You know how to handle it.
Anyway, in terms of suggestions, I'd put a few down as something like:
-Don't make everything appear everywhere, often it dilutes the sense of each biome's uniqueness and gives even less incentive to explore different biomes.
-Provide reliable ways to track stuff down though, so one isn't caught in RNG bad luck streaks with no clear way out.
-Make sub-biomes reflect their primary biomes in their own unique way more, so they feel like part of them, rather than just there.
-Provide ways to navigate around/evade environmental hazards, so there's something to learn about each biome, like how to survive there by avoiding this or that.
-More localized hazards to punch hazard protection more if you're careless, so it's not just the same ol' passive drain on each and every planet.
-Make lush planets a hassle in some way again. They're far too idyllic, some of which is a result of listening too much to community feedback wanting perfect worlds.
-Make hazards & "hassles" more enjoyable to weather through, so people don't just feel like avoiding them constantly. See above localized hazards & ways to avoid hazards.
Well, at the start you can just dig a hole and weather through at the bottom of it, but before long you can hop in a minotaur and collect storm crystals or do whatever you were planning to do before the storm arrived. No reason weathering through has to be boring for very long.
Being nigh invulnerable to environmental hazards isn't exactly what I'd call interesting either tho
Exactly, one of my criticisms is that this game can be a walking simulator at times.
Exploring and exploiting are very much connected.
right (to the walking sim bit), but our ideas of how to make it more engaging are pretty different, lol
Indeed.
We are probably even at opposite ends of bartle's taxonomy. Its not perfect, but a useful tool.
I like the idea of localized hazards. Subbiomes could have more or less of a hazard.
Also: How about localized storms instead of planetwide? Seeing storms from space sounds pretty cool, but the game doesn't communicate them very well because it turns the entire planet grey.
Idyllic worlds make excellent bases because they don't have hazards, which means you can create bases that are a lot more open.
The ability to adapt bases to suit the other worlds is pretty limited.
I would love to create bases that aren't outposts, but I am limited by hazards. Reducing hazards is needed to make a base comfortable.
Two suggestions:
-Hazard protection unit shouldn't require ferrite.
-Climate dome: Reduces or eliminates hazards within a set area of space.
The benefits of putting a base there instead of an outpost are actually pretty low. Think of placing a base as buying a house. You want a good neighborhood, good environment, close to stores and a good road network.
However, if you can meet those requirements by changing the base around, you are already halfway there.
Procedural generation like space engine has. That's all I'm gonna say
To Illustrate:
Good Neighborhood: Sentinel/Animal Pacifier, eliminates or reduces activity from wildlife and sentinels.
Good Environment: Climate Dome
Good Location: Change economy type or a better terminal?
Good Road Network: Base Terminus already meets part of these requirements, but it would be pretty interesting if there was a device that temporarily increases jump range to and from it.
If you can make the wildlife or sentinels passive, eliminate the hazards with a climate dome, have an upgraded terminal for better trades and have a device to increase jump range to and from, you have a pretty comfortable base.
Be more specific
Every single planet in space engine is truly unique.
Absolutely 100% unique
Every single one.
Not even one of them is the same
You can have some similar planets in Nms to memorize things but make planets truly unique
That has been a challenge in NMS for 5 years, do you even realize what you’re asking?
Yeah I know . Just a dream lol
I don't understand this line of thinking, when many of us (at least more experienced travelers) often joke about how negligible the survival in NMS is. The hazards aren't a limit at all after a certain point.
The hazard drain is far less of an issue compared to the reduced visibility, at any rate.
Survival is about challenge, bases are about comfort. Bases are meant to be the islands of comfort in oceans of challenge.
Then...
- you should be building them in harsh environments, as the islands.
- there has to actually be challenge for them to feel like refuges or whatever.
- there shouldn't be any planets that are basically bases without bases (e.g. lush/weird).
Also sorry, just noticed you're making an awkward distinction I don't agree with in general, i.e. base vs. outpost.
And bases do provide shelter for harsh environments. The prefabs serve that end.
That said, if you really must make the distinction you're trying to make, I think you're better off making a home vs. base/outpost distinction.
Bases are homes in my base vs outpost distinction.
Right, and to my mind bases only really make sense in an outpost context.
IBM has quantum computers you can program via cloud. They do the computing for you to download afterwards
https://www.youtube.com/watch?v=6mk6j47HVsA
Perhaps Hello Games can take advantage of the dramatically increased computing power to generate a universe like never before 
The universe isn't generated on HG's servers. It is generated on your machine.
The procedural generation seeds are randomised, but your game generates everything you see.
hmm, perhaps if you do it that way you have to download each planet you visit then 🤔
...?
Let's be happy we don't have to fret over getting kicked from the game due to server issues...
...Which is what any sort of cloud-related thing would make us have to do
Maybe for NMS2 or something, lol
Server issues on one side, yes.
But think about it
Quantum Computer generated Planets
Generated on a scale of complexity a classical computer would take years to generate
and somehow you're still sent on fetch quests 
:peepoclown:
Who knows, if you pair an advanced AI with quantum computers. It perhaps could generate you some interesting storyline on each planet
but on the other hand
thats very sci-fi
and
who would need game developers then?
and
the AI is more likely to extinct the human species
The irony is you're just ||describing the game's story more or less||
On the other hand. It sounds very cool that you can access and program quantum computers over at IBM. However, that video I sent in only has 10k views and no mainstream media caught wind on that
Perhaps the technology still has too many downsides to be industry defining
It's still early days for it is the thing
yeah. I suppose we either will never hear from it or it will start the next industrial revolution
only time will tell
Nevertheless. This decade should be a very interesting one for science 😄
If you also consider recent developments in spaceflight and AI as well
oh and there is that fusion reactor which is being built in France, scheduled to go online around 2027/8-ish?
Let's see how that one will turn out
I don't see what a normal computer can't do compared to a quantum computer, unless quantum computing isn't turing complete.
Stupid person here, is there really any difference between quantum computers and the ones we have in terms of computing itself?
I thought the whole deal was being able to represent multiple data with single qubit and operating on them, resulting in unprecedented performance
But we're still following the boolean logic that modern computing is based on, right?
Depending on operations, Quantum can be stronger, but classical computing should be able to do the same things, just slower.
This doesn't mean that Quantum can do everything better across the board, just better in some areas.
So the same result could be achieved using a dedicated cluster of normal PCs, just at a longer time
Quantum is no magic box that will solve the world's problems.
Yes.
@unborn breach Yeah, abandoned systems need more interaction. I wonder if HG are already considering something like this (the emergency escape pods would suggest they might be).
hostile alien worlds filled with those criters you find in abandoned freighters or abandoned buildings
could be found in abandoned systems, having been abandoned for that very reason
they could not be contained and took over entire planets
More hostility and danger in general is needed at this point, pretty much all enemies are weak once you have a few exo upgrades
TBH, make the abyss more of an antagonist.
Its supposed to be as powerful as the Atlas.
Yet in game, the abyss is pretty gimped.
The Abyss has pretty much only been talked about up until this point or is there any content to it related already?
Will we ever get a full online multiplayer where everyone is in the universe together and you can run into other players in space or on planets.
That's basically what we already have
Multiplayer and singleplayer kinda just mingle together in NMS
You can now? It's just that the game is so huge in terms of space (no pun intended) that the chances of it happening in some rinky dink star system is low. But if you go to a popular one that chance goes way up
Play normal mode and head toward a hub. You'll find plenty of people and bases.
The head count goes WAY down when you play survival
Even in a hub, there's about 16 normal mode players for every survival mode player.
My sentiment is with @supple warren I think it is that wants an offline mode.
Diablo 3 has 4 game modes: Disconnected, Invite only, Friends only, and Open. This covers all the different ways people like to play.
Here’s a fun multiplayer focused tech idea: Deep Range Beacon, a tech that once crafted, can be enabled to reveal your location to all other players on the warp map within their respective warp ranges, and disabled to stop broadcasting again. Not only would this help social players find each other more easily in the more rural parts of the galaxy, but when enabled, you have a very high chance of the “defense chit” effect triggering whenever you’re attacked in space, and increasing the likelihood of spacefaring trader encounters, making it useful even outside of the social case
When a player has a Deep Range Beacon enabled, you’ll see a little player icon next to the system they’re in when you’re in the warp menu, and you can highlight the system to see their name and platform
The range is only as far as your maximum warp range
So, if HG gave us those 4 modes, and then made "Singleplayer" the "Create a New game" button, and "Multiplayer" the Join an existing session button, you could do awesome things like search for and join people with an open game invite.
I do still think there’s something to be said for not realizing the game was multiplayer all along, and stumbling onto this after a black hole and random warp
Which was my experience
One of my favorite experiences in any game I’ve played, ever
Just for how totally unexpected it was
I do wish that the galactic map could just show us nearby inhabited systems.
Or, if thats too in your face, that there was some in game way to trigger a scan.
I'd love it, if in their random travels, frigate missions mapped out the stars they visited and added the data to the discoveries db.
not in a way that gave you credit. But you could get a temporary discovery for recent missions that acted as a hint that if you go to this system then
a. it was at the time of the frigate mission unclaimed,
b. as part of their survey they can give hints as to the planet types of some of the planets and perhaps even some flora and fauna hints.
Then you can filter discoveries by "recently probed" and see which systems look worth visiting in person.
I‘m wondering when the Incinerator will be back...
Bringing it back with proper mechanics would be nice, as well as fire propagation. Anything that gives Carbon or a flammable element when mined catches fire and spreads it to adjacent things that are also flammable
And when you shoot it at the ground it leaves a fiery napalm like trail, using the damaging flames from fiery planets
Does a lot of damage but eats ammo quickly and has the potential to start a dangerous uncontrolled blaze all around you if you aren’t careful
A few of my favorite experiences with the game were encountering my first space battle around a capital freighter, finding an alien outpost after cresting a hill to find some relief from a storm in, and that moment in A Leap in the Dark (you know the one if you've done it).
If any of those had had someone else pop in trying to chat me up, or if the outpost had already been found, it would have killed the atmosphere for me.
There used to be a way to trigger scans in the galactic map for already discovered systems. Would love to see that ability restored.
anyone got speculation about basalt?
they seem to remove features faster than they add them :/
I getcha, I just feel it was special because the other players WERE the experience. I had no idea this could happen at all, I thought you had to play with friends to do multiplayer period, then all of a sudden I end up stumbling into a freaking party, everyone greeting me and someone showing me around all the best things everybody made up to that point
It was a totally organic happenstance moment and it put the biggest smile of awe and wonder on my face
It totally changed how I look at the game. I went from feeling lonely and meandering, to a sense of community and purpose, ||and the fact that this came right after Artemis died made this feeling all the more powerful||
Cool. I'm more self-driven, and accustomed to operating alone, so yeah.
Just want better ways to filter out discovered space & player-built stuff, lol
Hey I getcha, I just feel like some people might pick the totally disconnected mode because of prior assumptions of how other games work, and miss out on the version of the game they would have enjoyed much more
Myself included
I would have picked that and robbed myself.
In a way folks are probably already doing it by disabling most of the stuff in network options tho tbh
Maybe I'm atypical in that I go straight to options and adjust settings though
This is old stats but, according to Ubisoft circa 2014, less than 10% of players ever even open the options menu, and less than 5% of those actually change anything
This was console games though
It’s why they ask you whether you want certain accessibility features before you even start the game now
Console games rarely have robust options, so that makes sense
Even PC gamers apparently don’t use it much, an outright majority never touch graphical settings, and use defaults that are either too high or too low for their hardware as a result
weird planet fauna discoveries shouldn't count towards the milestone tbh
You know what I want? More uses for valuable curiosities other than selling. Like, after finding one or digging one up or whatever, you might be contacted by a local archive that is wanting to study it; if you accept, it’ll reveal a local archive to you, and in exchange for it you’ll get a big race reputation bonus, some stuff somewhat equivalent in value but not quite, and some procedural lore about the item
Would be a fun option for players who want to play the Indiana Jones type, want faction rep more than money, or just want some neat lore to read
AND it reveals an archive to boot, as part of the process
Maybe after doing this enough, that race’s archives will be able to reveal local ruins to you for free, once per archive, and give you more valuable things in return
Like, find artifact, local archive contacts you, they take the donation and tell you about it, then tell you where another ruin nearby is, and offer even more in exchange for the relic there
After that, you know where a nearby archive is, you have a bunch of faction rep, you have some useful supplies, all wrapped up in a fun little mini quest
I agree up to the point on the rewards. Instead of just archive contact, reveal archive, get whatever, maybe either instead of or alongside getting whatever, it directs you to hidden ruins or anomalous sites or something that you wouldn't typically find in normal exploration/surveying.
Also the curiosities should have models so we can put them up on display in bases or something.
Or, a new type of ruins that are COMPLETELY buried and unmarked, so you’re unlikely to find them without doing this
Speaking of, ruins could use some love
I mean, all POIs could, but the ruins all sharing the same style is just 😒
At first: whatever.
After all these updates? What's up?
My only explanation on this is that they want to do a more substantial overhaul of ruins and planetary buildings in general. Added to that nms now has a working dungeon generator (for derelicts), not unthinkable that the would try to use that tech for buildings as well
Kinda mixed on the dungeon generation being extended as-is to other structures after a few derelicts tho. Dunno how much others have noticed, but they very quickly reveal their repetition if you're attentive
Like I've seen some rooms that are basically like the same halves just rotated or pasted side-by-side
It's just a small thingbut, a new base for creatures; Make it tiny, Salamander/Lizard-like in movement but have the same generation rules apply to the creature, I just want something small that can maybe fit on your shoulder if we eventually get pets in NMS
Wish there were terminal logs one could write at their base, for themselves or others, that don't auto-display what's written.
E.g. Terminal Log:
ToDo:
-Repair this or that
-Get this or that
or
Base established for trade routes through systems x, y, z.
If it's written for yourself, it could be however long you like, but if you want to upload it or share it, it would have a character limit like Comms Stations/Message Modules, but a bit higher.
Another fun part to this might be that you could download the log as a product to exchange coordinates/info in-game. This way if you happen across someone in the Anomaly that you want to point to somewhere, you could provide them a log with the portal coordinates recorded on it.
This would also tie in neatly with the exocaching (geocaching but in ~space~) idea I've floated before, wherein you create a small storage container that others could take from.
That would make bases a bit more interesting, but also enable nomads like myself to leave some help behind for others to find.
Going back to the exploration discussion, right now you can land on a planet next to water, dig a hole to reach a cave, and probably see everything the planet has within 1000m or so.
The update was great, but we do need regions on planets to tempt you to move around the planet more to see new things.
More templates for ruins and crashed freighters would add to that exploration feeling.
That's why I want subbiomes, the planet is nearly the same everywhere
Ah, we're in agreement. I think of water and caves as subbiomes, which is why I called them regions.
I don't think water and cave subbiomes are enough even if they meld with the planet more. I also want land subbiomes.
Agreed
Equatorial effects might be too much to ask for but some differences across the planet
What kind of effects?
Like hotter at the equator and cold at the poles
That's not the equator, that has to do with axial tilt.
I like hot and cold planets, so make it hotter or colder, but not hot and cold per se
IRL, axial tilt allows seasons, but also determines how big the poles are and how big the equator is.
If you tilt a planet enough, the equator becomes cold and the poles become hot.
Star Wars
The point where equator and poles flip temperature is 54 degrees axial tilt.
Does anyone know if the devs have plans to create huge civilizations like the galactic hub but procedurally generated?
@outer solstice nope, devs keep us in the dark for the most part
big sad
on that note...
exosuit shield rechargers
a product you can carry in your inventory to restore your exosuit shields
if i've overlooked their addition, do tell, but so far as i'm aware somehow we still don't have anything of the sort
they had a more interesting approach to this in past versions. It didn't make a ton of sense, but it worked...They had health restoring & shield restoring plants across the landscape you could run to to restore either.
It sucked if none were around, obviously, but it encouraged more environmental awareness as a result
Putting them in the environment is useless
It wasn't
And also, even if it were, there's still some of it around in terms of medkits alongside other cargo containers
Which are only useless since next to nothing ever breaks through your shields anyway
Just give console players aim assist as we can ironman our way out.
i don't even care if its only available as an addon to the MT scope
Reduce smoothing? I had problems aiming with it on pc, putting it at 1 made aiming a lot easier
I just need it to make up for the fact I don't have a mouse.
I love gaming on console over PC. 90% of games like NMS and GTA-V are way better. Driving, running. fighting, climbing. all better with sticks. And then theres shooting. and suddenly the first list doesn't matter anymore.
You know, I don't think that box storage + exocraft + starships + freighter is the solution to storage, How about old-fashioned chests, preferably only openable by us.
? isn't that what the box storage is meant to be?
Whatever the case, I do agree, current separate storage is a nightmare, and I think everyone would appreciate some way to manage it all from one spot
Tbh I feel like the freighter + storage rooms could function as this centralized storage space.
But for that to work, you need to be able to create something that displays the storage from starships, exocraft, & base storage containers.
Then be able to shift that around between those and freighter + storage rooms.
Box storage is linked storage, it's the equivelant of Minecraft Enderchests. There is always X amount of slots, no more.
All our storage solutions are like that
However, it will never fully suffice the amount of storage some people need.
Old fashioned chests will be good enough, as people can just place more of them.
People will never have enough storage tbh. Some folks are just insatiable hoarders that way.
Oooh, I see how you mean now though.
Yeah sure.
For the other types of storage though, still thinkin' about easier ways to manage them all, lol
If people want to make inventory management even more of a nightmare with non-linked storage, have at it
Make some of those decorative objects actually hold stuff, for instance
For box storage, that needs a sorting button, so you can sort items throughout every box in your base.
TBH, sorting needs to be a standard feature for all inventories, but box storage needs something more complex.
Sorting, display of used/total slot count, expand the item transfer context window to make it easier to pick what to transfer, mmm, what else
For exocraft, I have the idea of a deposit module that allows players to put something into storage. It's one-way on purpose.
Would that operate automatically to reroute anything (non-tech related) that goes into the exocraft inventory to a selected storage container?
You deposit in there like you do with the inventory refiner.
Ooh, that thing i never use
Wut
The inventory refiner gives you the freedom of refining on the go, thought you would like that.
I don't view refining favorably whatsoever so 🤷♀️
But anywho, neither here nor there, the deposit module would be nice
id like chests as a storage mechanisim. We especially have all those crates we lifted from running derelicts.
I think public - multislot - storage that any player can access would be nice. However:
would this storage be tied to the players active session? Or their uploaded save? If its tied to both then dupe exploits, albeit easy, become even easier.
also, HG can't even guarantee the contents of refiners right now. and thats just a 3 slot shared chest. they'd really need a better way to transactionally guarantee the contents of shared chests. both to prevent item loss. and to prevent item duping. before such a feature could be surfaced.
Refiners clearly aren't being treated like storage in any conventional sense, which I suspect is part of why they have so many issues
The fact they proceeded to make refiners at all while they still couldn't ensure AMU reliability is beyond me
There's some weird underlying issue with all item processing devices that really demands a review of all these features.
Besides the microtimers refining adds to crafting, that's my other big issue with refining & refiners, the unreliability of them, which in turn forces babysitting.
The bugs that exist(ed) around refiners makes it clear why all our storage is minecraft enderchest style - all the in-world stuff is dependent on its position, such that refiners, placed to close together have at various times confused their contents and storage networks and impinge on each other if they get too near each other, and Autonomous mining units get the contents of nearby ones if different resource nodes are harvested in the same area.
at a guess, I'd say that the game has a list of/for "recently visited inventories, by position", which catalogs the position and contents of any and all crashed freighter storage units, damaged technologies, damaged storage chests etc you might have interacted with. Because those all have slots that you may or may not have looked at. removed half or all of. etc. and very likely, your own bases refiner contents und up in that list. and if you travel enough to populate that list with 500 (or whatever) fresh inventory entries, your refiners get expired off the bottom.
...If they really operated like that, I'd half-expect them to have even more issues, but also that is sorta how the other stuff works.
Seeing stuff like this makes me want the legitimized ability to spacewalk in NMS
And not just the jank ways
Maybe alongside player space stations
severely underrated scifi experience is def. spacewalking along ships for fights or to break in or whatever
i can't think of many games that have adapted those sorts of scenes
Like, if you exit an airlock that doesn't have a ship docked to it, you get auto tethered to it and can move around freely with your jetpack
Would also change what happens when you enter "void space" (no planet nearby) as a whole. If you fall into the void from a frigate or something, you go into this same free floating mode, your life support draining quickly, but not like, lethallly quickly
And you can summon your ship when not tethered, which instantly warps it right onto you and puts you inside, meaning it would also be a way to save yourself if you clip outside your freighter or something
Attach to asteroids and bounce your way around back to the frigate, or find one large enough to summon your ship to~
Would be a lot of fun and have a lot of nice screenshot potential too
Maybe you can even freely disembark your ship while in the void, as long as you are moving slowly. You're tethered to it by default, standard LS drain rate any time you're tethered, but you can choose to detach and 3x LS drain rate begins
But again, if you end up too far away, you can call for a starship pickup, no problem
The ship pickup would be nice to have in situations where you didn't intend to be out in space, like falling off a frigate by accident or clipping through a freighter
Also if they were to implement a ship hover for summoning it around space objects, it could then be applied to complete water worlds or gas planets
Maybe make it so the hover slowly drains pulse engine fuel? 
Best part about free disembark and spacewalk... Some anomalous space objects would actually be explorable with a spacewalk
Including new encounters like derelict starships, which are basically crashed ships in space
And wrecked orbital stations, which are like the planetside and underwater abandoned buildings... in space
There would be more obviously but, those are easy examples of ways to justify being able to spacewalk
If just being cool isn't good enough
I dunno about you but, I love the idea of running across a wrecked ISS looking orbital station, disembarking my ship, cutting a hole in the hull to find a way in, and weightlessly navigating the interior with starship-like 360 degree movement while I look for signs of what happened (and maybe some loot, or monsters)
What if we could piece together an entire skeletal system with the fossils we dig out and use it as decoration
and then what?
Your hover fuel has run out AND you are trying to scavenage launch fuel because that ran out too? This doesn't sound like a fun gameplay mechanic at all.
Sounds like a survival mode mechanic, but why not drain launch thrusters continually until 0%, where you are forced to land?
Where would you land if you’re hovering over water or a gas planet?
Also I think being in empty space should just drain the same oxygen supply that water drains, before it starts taking life support.
as per the above conversation, spacewalking is a must. It makes no literal sense to fall to death if you mistime a jump on a frigate
Might have done this repairing one of my frigates, and trying to jetpack past a set of stairs 😂
Much earlier than empty space. Average humans can't breath above 5400m, and if well acclimatized, 6000m.
So you can do actual mountain climbing and get the sense of being on high altitudes.
Some planets should have multiple biomes, like green plains on the rest of the planet and icy biomes on the poles
Planet types need to be somewhat unique, not a blend of other types.
I like subbiomes, I want planets to be more unique.
I have yet to see a natural river, are those in the game yet
Nope
I kind of want to see rivers and waterfalls, but I feel like waterfalls are hard to code, and it also has to be procedurally generated
Subbiome ideas:
Toxic; Geysers: Springs shooting toxic gasses into the atmosphere. More toxicity in this biome, your hazard will drain faster.
Irradiated; Crystals: Glowing crystals filled with radiation. More irradiated.
Cold; ?
Hot; Lava fields: Small pools of lava are on the surface. Hotter biome.
Not sure about cold.
Icebergs and some floating ice mesas on an ocean
Icebergs sound pretty cool
I find the radiation biome kind of sad given how much is done with it. If ionizing radiation wasn’t harmful, it would be the coolest thing.
And sci-fi can give you even more liberties with it.
Oh yeah, what about an icy fog in certain areas, the temperature will dip lower than the area outside the fog
I like that idea for cold.
Hot: Ash biome. A biome laced with volcanic or organic ash. It contains less life, but is less hot than the surrounding area.
Ash biome to nuke your solar panels as an added problem
i think:
a. exosuits should have resist rating upgrade modules that increase the absolute limit at which you start taking damage.
b. planets should have a equator to pole temperature gradient that is predictable, along with a day night temp cycle.
c. wider temp ranges should be catered for. And the developers need to understand celsius because we start taking damage at quite survivable temps.
d. temps - and environmental conditions shouldn't stop underwater or underground - depending on the source(s) of the heat.
e. temp ranges should be more predictable from stellar output and class.
tl;dr - planets should generally try harder to kill us. extreme planets should try a lot harder to kill us. We should get a better toolkit to build our resistance, and eventual immunity, to these hazards as an endgame goal.
in terms of sub-biomes - Id do that with a minecraft like terrain generator.
start by picking a surface type and chemistry for each planet. Figure out how hot the planet is, and how much altitude changes that, and what the planets base temperature (underground / water temp) is.
Then the biome at each point on the planet depends on the planets chemistry + the local average temperature.
Planets with a methane based chemistry can be solid, liquid, or just a stony (Because we dont do gasseous). transition areas would be characterised by geysers, and other activity that changes with the day night cycle.
methane planets are, of course, a toxic hazard.
Ash would make it hotter would it not? Because if it’s in the air it’s hot hot hot. It’s fresh from an eruption
When hovering you don't consume any launch fuel to resume flight was my thinking, so some other cost would be required so you don't just hover at every opportunity instead of land
The reason hovering would consume pulse engine fuel instead of launch thruster fuel is because it's designed with landless planets and situations in mind.
If you had it consume launch thruster fuel and land upon exhaustion, that just wouldn't work in landless situations.
i just started not to long ago so this may sound stupid. But will they ever make the combat in this game better
idk it’s just kind of dull
there are some combat elements later on in the game (derelict freighters which contain enemies) but yea there is definitely some room to grow on the combat element of the game
They‘ll probably. Remember there‘s also stuff like the Incinerator which accidentally was accessible but quickly taken out of the Game. Clearly they‘re saving it for something else, I suspect the Derelicts are only the foundation for something bigger
Not if its old ash. Old ash has basically already been burned.
Exactly, its not in the air.
We need real orbital mechanics
Even though what we have right now is simple and were used to it, it makes zero sense. At least have planets rotating around their star, and let it give you an indication on where the planet is in the sky
Q&A tested that, they found it too confusing.
Maybe adding indicators on where the target planet is after moving around the star a little
The thing is, how do you allow landing on the same place, for base purposes? I played Elite, landing at the same spot is extremely difficult, resulting in missed shots delaying time to destination by tens of minutes.
on the one hand, NMS is not a solar system simulator: the planets are all bunched up rather than in orbits. The sun rotates the planet bunch giving them all a uniform day night cycle. and making it impossible to define one planet as in an outer orbit, or inner orbit when, clearly at one point, its the closest to the sun(s).
On the other hand this configuration means the maps are simple to generate. the asteroid belts can be static. and players can boost around at reasonable speeds to reach things in finite - non annoying - amounts of time.
For better or worse, NMSs approach makes the better game.
I prefer what we have now but at least rotation would be nice to have back
Or moon orbits at least
Much less confusing than the whole system moving
Although, as I have stated before, I would support some forms of rotation being added back as hard mode toggles. Which are turned on as you warp into deeper numbered galaxies.
I often find I miss a planet by not flying around to the opposite side of a big one manually
Rotation would show me everything eventually if I stick around long enough
For me, the big issue with the current system is, its ok as long as its not drawn to your attention.
But it becomes a 4th wall breaking issue - which prevents HG adding a navigational overlay that would give a solar system overlay letting us navigate between planets using a solar system schematic.
because then they would have to show us a cluster of planets being orbited by a sun
Also speaking of that, going to the opposite side of a planet sucks from a gamefeel perspective. Why can I skim atmosphere if I have a waypoint, but not at any other time? I have to go out into space, pulse a decent distance away, turn around and pulse past the planet (but not too close or you’ll exit pulse!), then turn back around and pulse back towards it
Pulsing in high atmosphere pointed back down at the planet should pulse you around it
that would be a nice feature. auto skim
Or if you’re in atmosphere and point at the horizon, you shoot into pulse orbit
Instead of it just telling you no
the whole way the spaceship changes modes as you get near planets and other objects.
have you ever tried flying backwards away from a derelict?
and there is a transition zone in the atmosphere where you go from being able to apply negative thrust to only being able to apply positive.
They could even do something very small and have you skim atmosphere around a planet if you’re pointed at the edge of it while approaching it in pulse, you swing around it
and sometimes if you apply the brakes at just the wrong moment, you can get stuck with the re-entry heat blast, but drifting slowly backwards even while applying thrust.
I honestly think that using pulse when high enough up on a planet, pointed at its horizon, should fling you out into a low orbit pulse around it
that i fully support
And while in pulse orbit, pull back to exit orbit without exiting pulse
Would let you go from lifting off, to entering orbit, to swinging around and slingshotting towards the planet on the other side, without leaving pulse at all
Regarding orbits/rotation, I think the best compromise would be an illusion of either of those, if not both, rather than making it real, due to the various issues that might crop up otherwise
Some of us in the modding community have created crude planet rotation illusions in the past, so I know that's technically possible.
At least make planets spin and their moon actually orbit the planet
Yo I was told to drop some ideas here
Here we go
-
Add a small terminal in space stations and the anomaly that lets you swap ships out so you don't have to use the portal every time
-
An upgrade module for Starships that adds a portable medium refiner and an upgrade module for Freighters that adds a portable large refiner, to compliment the existing small refiner for the exosuit (if being OP is a concern you could make it use something annoying as fuel like antimatter)
-
Atlas Pass v4, made with Indium/other rare materials. With it, sentinels only attack when provoked (could be made more of a late game thing if that's too powerful).
- Yes please.
- You can place large refiners within freighter bases, I see no point to a medium refiner tech. I am considering the idea that refiners need to be reworked even.
- No. Sentinels are gimped as it is. They are late game too gimped.
If you have to physically get in your ship and fly to your large refiner, it isn't portable
And who cares if sentinels don't attack you
Sentinels are the last thing that this game has that is somewhat of an antagonist, no thanks.
Well yeah that's why i specified that if you provoke them then they still attack
My idea just basically makes them neutral
Which a lot of them already are
There are peaceful planets you can get away with basically everything.
Since it's was discussed a little in nms, I still think like a sword or something would be fun. A more melee style weapon to offset the multi tool
Peaceful planets are for babies and small children
I wanna live on a hellscape
Doesn't need to, you can spawn it in.
Is this bait? You just suggested something that makes the game easier.
You can't get into your freighter without flying to it
No, you just shouldn't be sitting there on top of a volcano more worried about the angry drones flying around
Perhaps make the volcano more dangerous?
Idk why you're so opposed to this idea
It makes sense within the lore
If it's lategame it isn't busted
I disagree, it doesn't make sense. Sentinels are supposed to uphold "Balance", they are designed to be a check against you also.
You, a traveller.
Sentinels are designed to be the Atlas' servants, so if you get the Atlas' fancy keycard you should get special protections
Why should you get a special Atlas keycard? Why should the atlas allow you to ignore him?
Because the Atlas isn't actively working against you. It's a neutral force in the game.
Not entirely true.
All the Atlas ever does is plop you in the middle of nowhere, after that he does not work against you
Except thats exactly what he does.
He didn't do it maliciously
We should have storage access and trade terminals in the Anomaly
^^^^^
Malicious or benevolent is irrelevant to this discusion.
It's literally a discussion on whether or not the Atlas is working against you.
If the Atlas is not evil, then it is not working against you.
Most or all events in the artemis storyline cannot happen without glitches in the system.
Except Atlas is fully capable of working against you for good moral reasons.
Malicious or benevolent is irrelevant to this discussion.
The player is the protagonist, you cannot act against the protagonist in good morals.
If the Atlas works against the protagonist in good morals, that makes him a foil, not an antagonist
Still a good guy
No, that's false.
Okay
There are plenty of stories where the Protagonist is actually the villain. I wonder, do you see the protagonist as an automatic endorsement of the writers ideals?
The entire point of some stories is that the Protagonist is not the hero, that the protagonist is the villain.
So how do you wrap that back to the Atlas being a bad guy
I did not say that, I did not say the traveler is evil either.
Then why can't we have Atlas Pass v4
Lore, the atlas is an antagonist.
Because antagonist =/= evil, nor antagonist == good.
