id argue that:
a. refiners need to keep their inventory and not lose it randomly
b. they need to require power from a power grid per operation.
c. they need to be able to be linked so the output from one can be the automatic input for the next.
d. they need to also have attachment points to storage networks for input and output.
e. input and output stack size restrictions need to be lifted in survival - and normal - mode so they can be fully stacked
#nms-the-future
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Please explain those mental gymnastics to me
@gloomy hazel
@gloomy hazel that does not gel with the dialog. our character is clearly compelled to find and interact with the atlas.
Ok.
a. Known issue
b. Exactly
c. Link? Why not go full supply pipe network?
d. Why full automation?
e. Yes please, but some items need to stack better.
NIP should be able to stack to 50, or 100
A lot of items that stack to 10, should stack to 50 or 100
I dislike how the power system of NMS is all or nothing. There is no priority system.
While the cubic room system conducts power through, you can't turn things off or seperate things either.
heya guys
not sure if this is the place to ask this but what is in the future of NMS right now?
this is sorta for that but more for suggestions/ideas for updates
But atm we don't really know what's in store for the future of the game, besides more updates
c. because they have an obvious left/right coupling. It looks like they are made to be linked together
idk. this room seems more for venting than actual nms future direction as HG does not monitor it in any official way
isnt this the official discord?
official discord for the community to use.
and they dont look in here at all??
not in an official, acknowledged capacity
lovely
if you have actual suggestions you want to have ignored more directly, you can always try !hg
LOL yep kinda expect that XD
seems to be common place for devs to ignore players lol
idk how this room got created. I think the idea is, by keeping the discussion high quality, HG can read through it at their leisure and gain some insight into what this corner of the community is thinking
As I’ve mentioned before, it was alluded to by one of the mods at some point that there are unmarked HG employees in here and they do read #nms-questions (along with the subreddit) to figure out whether there are widespread problems after updates
Not so much this channel
i mean after my play through, ive had alot of insite for good changes and such but not really interested in wasting my time if its ignored
You could always use their direct contact, https://hellogames.zendesk.com/hc/en-us/requests/new
This channel is more for discussing ideas you have, no so much suggesting them directly to HG
If HG is reading, it would be nice if they used the features of Zendesk to actually mark tickets as processed in some way. All my tickets from when I first got the game are still "open".
it's not really ignored, it's just never explicitly acknowledged. When people fussed over the living ship timegates they slightly adjusted them, and I do mean slightly, almost like more of a joke, but eh.
Similarly they adjusted the planetary charts vendor to allow you to acquire specific charts in bulk (if you have enough nav data/nanites, I forget which) after folks fussed about them only giving you one RNG chart at a time.
Every time I use planetary charts I come to hate the mechanisim more and more.
Why can't I just get a B.F. Scanner on my ship and scan a planet for points of interest. You'd think those distress and other beacons would be easy to find. Given that they are in theory transmitting. You know - being a beacon.
I mean, is it really necessary for the economy scanner to really light up 1 trading post at a time? Surely it could light up a bunch? That would be nice.
Or at least, if I am literally pointing my ship where a trade route terminates on a planet surface, how about lighting up that trade post. I might be interested in that one.
All that said - if the chart and POI system remains largely unchanged, we could still use it to make Frigate missions more immersive.
The game could:
a. mark on the galactic map systems that have been recently visited by frigate fleets on missions.
b. for each frigate in a frigate fleet mission, mark at least one POI in each visited system. science frigates would auto mark archeology sites and ruins. Trade frigates would mark trade posts and outposts. and so on.
c. thest sites could form part of the mission log narrative and consequently make that feel a lot more real.
It would suck right now though, given that you can't dismiss markers without literally going to them.
given that it would be easy to summon lots of trading post markers. I would be happy for all the trading post markers to go away if you visited any one of them. Easy come, easy go.
or, given that we have that X a marker to select it, just have trade scanner icons appear with a gray clock overlay that fades them out over 60s if they are not in your reticule or selected.
Or provide a way to dismiss/filter markers on command 🤷♀️
Maybe have an upgradable scanner with the amount of markers increasing with upgrades?
that might be a nice alternative way to extend the ship scanner to consume planetary charts in a similar way to how exocraft get an extended scan menu.
For the sake of assuming the current planetary charts continue to exist for whatever mildly stupid reasons:
a. give the spaceship quick menu a scan menu, like exo craft have
b. give it a secret site, commerctial, alien etc scan options, that are available if a chart of the same kind is in the inventory.
c. when triggered, from near a planet, select up to ~8 POIs of the appropriate type and highlight them as temporary 60s POIs. giving the player time to choose a POI to select and explore.
POI numbers etc could all be mods on scanner upgrades.
allowing us to use upgrades to build a ship that focuses its scans on multiple planets, or only the area directly inside the target reticle. etc, to be able to scan planets from 10, 20, 50ku away
anyone know when next update happen
i just want one fix, making enemy space ship not clipping to freighter,
The thing is, once you have seen a trading post, you have seen them all, why go to multiple trading posts? Trading posts need procgen
If anything, buildings should be easier to procgen.
you mean more procgen
all the buildings are procgen, but it's a pretty constrained form
Trading posts are entirely identical?
The NPCs aren't always the same tho
I guess
And there are some banner/color variations
Like I said, pretty constrained
Trading posts are on par with ruins in terms of being the worst in this regard
Procgen variations:
-Number of landing pads and their placement
-Amount of floors
-Seats
-The central building
on some level i'm inclined to think they should throw out the seats, considering I'm pretty sure they still have NPCs appear there...With their own seats
Don't know what the deal is with that, why not allow NPCs to sit there?
I really wonder if the seats involve some cut content where you could bring passengers to and from locations in the system
think it was mostly just aesthetic
Going to muliple trading posts is usefull because you can get different ships, as they will land at trading posts
what i love about the seats is, when sitting in them, you are short enough for storms and environmental hazards to get you
On a different topic - I would like to know when and how HG are going to let us unlock the bottom row of our storage container inventory.
Do we have any official statements regarding the future possibility of multiple player-owned freighters in a single system?
Hello Games doesn't confirm or deny anything at all.
Not surprising I guess, I'm just so hopeful for that feature :(
What was the reason for not having multiple player-owned freighters in a system again?
It hasn't been implemented by the developers
i still dont know what happens if you log out in a freighter in a system. some other player summons a freighter in that system and you log back in.
do you end up floating in space. booted to a nearby planet?
Would your freighter just stay there and prevent anyone else from summoning theirs?
your freighter isnt there if youre not logged in
I cant wait until they give freighters the love they deserve
I think, the freighter might be warped to the nearest star system where it can be in
would be cool to be able to pilot the freighter, not like it would really add much but would be nice i think
I want flyable frigates. They have landing pads, let them be used for main space exploration, while the fighter, hulers, etc, are for stations / smaller usage.
Yeah fly able frigates would be awesome. Just multi crew spaceships that you can actually fly would be awesome
Tbh, only reason why I play elite over no mans, is because of the space gameplay. It has sooo much of it, and big ships that you can fly and customize as well. And turrets! I am the worst at aiming, turrets help with that.
Yes you get booted onto a planet
I was thinking dodging in space combat could improve it by allowing you to avoid ship fire.
I can't wait until they do something with abandoned space stations
they should get a derelict style dungeon behind the sealed doors.
bigger surface complexes would be nice.
Oh, and can we please scan for procgen base computers again.
while the ability to place our own is nice. I prefer to build bases at procgen computers but the things are hens teeth. I can only find them when I am not lookinf for them. I burnt a stack of 200 charts in one system looking for one and didnt find any.
Its not the most efficient way to get a base going, so what is the appeal?
Why build them at procgen computers?
nice flat area.
I just build everything on stilts.🤷♂️
bypasses the paradox of choice that prevents me otherwise placing a base computer.
"this valley, or that one? closer to the coast perhaps? maybe theres a better spot with more S class hotspots nearby. Am i even on the right planet?"
alt: find one. claim it. explore nearby for hotspots. build base thats possible, without worrying i could have placed it slightly more optimally
At some point, you are going to have to start making a decision.
I, strangely, like the freedom having less choice brings me.
Easier to make a choice, but don't bog yourself down too much. Some people always wonder every single thing.
this is not a psychotherapy session to prove one way of gameplay better than another. This is just me saying, I like the structure that pre-placed base computers bring to my gameplay.
No, I am not a therapist by any means. If finding a procgen computer is as easy as flipping a switch, wouldn't you choose the optimal base computer instead?
theyre still pretty rare.
I really wonder if finding more computers really solves your problem.
some. some would be nice.
being able to find at least 1 per stack of 20 charts used.
would give players - such as myself - a decent chance to find at least one in a system we wanted a colony in
If you want to be able to find a specific thing easier, I am for that.
I dislike having to go through 10 charts to find a manufacturing facility.
I ended up using exocraft scanners instead.
You know, the exocraft scanner should require navigation data to use.
On the one hand Ijust think charts should be removed.
nav data can be kept. and should, perhps, be used to pay for scans from exo-craft. and give star ships an exocraft like scanner, with upgrades.
lol
alternatively, I think that we should keep planetary charts. But turn them into a non stackable item. That are created each time an exocraft, or sharship does a scan to locate a POI. Each chart represents a POI, which can be activated and de-activated by interacting with the chart. And when you are bored of that POI. destroyed.
Give the Multi Tool a special inventory that can hold only (Activated) planetry charts and we have a nice, logical, user managed charting system
Bonus: if you have nav data in your inventory, and a free slot, holding [x] over a waypoint in discoveries will create a Planetary chart to that POI.
Don't limit them to POIs, make them bound to player location instead. That way, you can give/trade locations.
And call them "starcharts" instead, so they point to a specific location anywhere in the galaxy.
Please
Let us pet the blob in the terrarium or feed it
Always need to be able to pet the dog.
the same 'eventually' applies.
*** Suggestion *** : Freighter Warfare
give the ability to patrol with your freighter fill it with fighters and fight other freighters like even join a Fleet for immersive space war
i like this idea
You know, losing my inventory to a glitch and having to actually search for resources and land on more than just paradise candidate planets, makes me wonder if there’s a way this same kind of “reset” could be done in a non destructive way, which gives the player some sort of abstract benefit for doing so
Not just starting entirely over, not everyone wants to do that
Abstract benefit?
Isn't that sorta already there in terms of internal motivation to restore something? You get that stronger sense of ownership or something from repairing something vs. outright buying?
If there isn't already, maybe a player title/customization for folks that repair a bunch of equipment (starships/multitools)?
Why not a second story campaign where by the end, the thing that needs to be “reset” to save everyone is you
You keep the ships, tools, freighters, bases, all that
But you lose EVERYTHING else if you accept
If you want to “new game plus” with your current save
It would let you repeat the Artemis quest too
I'm fairly certain folks would just prep their bases to auto-gather all the junk they'd lose going that way
So they'd just teleport to each base & grab a stack of whatever they needed
Y'know what I mean?
Not against the idea, btw, thinking through the different parts is all
Like, your traveler “resets” and you wake up as if you’re at the beginning of the game, no resources of any kind, maybe a majority of the non standard tech broken in your suit, tools, and ships
And the main quest begins again
And when I say no resources, I mean every non tech item in every inventory you own is gone. Suit, cargo, ships, boxes, freighter, everything.
As long as you retain your bases tho, it's as simple as setting those up beforehand to hit up after this "reset"
Also would you keep your units/nanites/quicksilver?
I mean if you want to cheese it then whatever, people will always find a way, this is just for the ones who want to start fresh without nuking LITERALLY all their progress
It would also be a nice way to replay the main quest if you want some story again or you want to make different choices
Maybe your traveler “remembers” some information and can make choices that weren’t possible the first time
I feel like to start fresh, alongside losing resources, you should lose your currencies and your bases, but everything else is kept like you mention, e.g. starships, freighter, multitools, learned languages, blueprints, etc.
What would also be really useful with this is that you'd probably understand just wtf the Atlas was saying this time around, since you'd maybe have learned more of that language
Maybe your bases and currency are only accessible once you reach the anomaly for the first time
Or once you do something else that wasn’t present in the original story
eh, I dunno, I feel like in NMS particularly, starting fresh or resetting would demand ditching the currencies and bases, since those are in many ways contributors to a soft "win" condition for the game
I mean if you want to go that far, you’re basically starting a new save
Having to get rid of bases would mean most players would stay away, and you can’t put as much cool stuff beyond it if it will likely be wasted
Players who spent days on awesome stuff will feel like they’re just not allowed
just feels to me like to really get that sense of reset though, it'd be necessary. Otherwise people will do what they do with the current reset, prepare for it and basically ignore whatever intended impact there was
The compromise might be to only remove the extractors and silos from a person's bases i guess
Instead of wiping entire bases
Here’s a thought: break all power and material generators at them
Requiring repair before they can be used again
You don’t lose your pretty scenic bases, but your strip mines come to a halt until you can get enough resources to fix them
The more you build beforehand, the more you have to fix
Ah yeah, that would also do the trick for a bit
Better?
I think in that same vein, besides a reset, simply having stuff get broken to repair, or having facilities to restore via repairs to operational states might also be a non-destructive way to get people exploring other planets for something other than base real estate or mass resource extraction
A really unlikely to ever happen version of this could even be like ecological maintenance or something, like treating flora and fauna for harmful conditions or something
My proposal:
- All resources are removed from all inventories
- All non standard techs in all inventories broken
- All power and resource generators at all bases broken
- Main quest begins again as if you’re restarting the game
As the end result of a new “post game” quest, where the only way to save everyone is to reset yourself
And when the main quest restarts, you can make different choices with the knowledge of what happened last time, Groundhog Day style
To get an ending more satisfying than what you might have before
Like, you get a bunch of new dialogue options at a bunch of different points in the story, like saying Artemis’ name before they even tell you, which instantly gains their trust
Or telling Null you know who they are, and proving it
I just think there’s a lot of fun narrative potential in a reset scenario, in addition to the change of pace it would give the gameplay
I think the idea is pretty cool
But instead of when completing the main story it resets, it resets when a major update happens, with your stuff being taken (besides starter gear) and being stored on a different planet in a different system
The broken gear gets a buff though, because by the time you get it back it’s pretty much equal to what it was before, so it gets a +10% increase to a random facet of each piece
Like on a scanner piece it would nearly always be scan range though, because 10% is peasant money to the scan rewards upgrades
I don’t like the idea of it being forced, some people will hate that very vocally, it would be a big problem and might lead many to quit
People who don’t care about story don’t have to reset, people who are comfortable where they are don’t have to reset, the people who want more story or who want to get back into what they enjoyed about the game, the reset is there for them
They could make a setting for it, by default it’s off
And then those who want to do it again and again can
I mean in my way, you could do it repeatedly as well, by completing the main quest and then this other one again
You don’t need to build in intrinsic rewards for it, players will want to do it just for the gameplay refresh and the story
Well what you’re saying is like, if I had a piece of tech in my inventory, at the time I did it, it would break
Then I’d need to fix it
Yes. This goes for every tech in every inventory that isn’t a default tech
But if it’s late game (needs cadmium or quantum computers or something) it would STAY there
Because you can’t move broken tech
And by the time you get to fixing it you could have just built a new one
And I think maybe like treating it as a rebirth would be more ideal, complete the story so your stuff can get better and see how fast or how much better you can do it this time
This goes for upgrades too.
Yeah, like the uhhh s class laser upgrade. Takes solar mirrors. Those took me forever to get and in the end it was by chance
That’s the point. You’re going to have to find those rare resources again to get back to your old power, no cheating.
You can either take the time and effort to fix them all, or break them all down for resources and TRULY start from scratch
No units either, or nanites
Well think in the long term. If I have fixed most of my gear, and all I need are things like solar mirrors or quantum computers and whatnot, then it would have been smarter for me to delete it if I couldn’t fix it within like an hour
Because that’s more inventory space, and in the early game that’s invaluable
Then that decision would be yours, but that’s still throwing away hundreds of nanites you spent, each
So for some that might be a tough decision
You’d basically be committing to being that much weaker
At least until you can find replacements
Well I found and still find that inventory space is the largest limiting factor in how long I can be on a planet before going back to space to sell, so having all the tech in all my inventories break and then having to fix it would just make the game all that much slower, which many players would dislike
that's where it being optional comes into play
You might be surprised how powerful sunk cost fallacy is to some people
but also, it's not like you're losing slots with this path
Some will challenge themselves by repairing it all
Yeah no you keep your cargo and all your spaces
Just all the stuff in them broken or deleted
But you are, technically speaking all your tech slots are filled, so any new tech goes into your inventory
Limiting space
Most players will already have all the tech they want in the slots they want, just broken. You won’t be building it new unless you delete it instead of repair it
No duplicates
Upgrades though, that’s up to you
For some tech to be made you need another certain tech, which leads you down a whole path where it being moved out of your inventory becomes the better option. Maybe for some to unlock progressively
You already know all the recipes still, you just probably don’t have the materials yet and won’t for a while, especially for the more advanced tech
Repairing would be much less costly for all but the high tier upgrades
I don't see how postgame needs to be a full reset rather than a soft reset. Maybe instead, unlock a new specific tech in each galaxy?
Their idea is to give you some way to explore the game anew, hence the reset of resources/currencies/damaging some tech/etc.
Ah. I see new galaxies as a way to shake up the game.
Yeah, I'd like to see them use galaxies more, make some things unique to the different types to give you even more reason to want to visit them.
here's an odd thought...i think they should bring back tech upgrades in blueprint form with fixed stats that are genuinely good as an alternative to the BS RNG upgrade modules
I would change the lore per galaxy. Make the stories of each galaxy type or each galaxy different.
Euclid doesn't need changes, but others do.
The trick is to maintain identity while creating a new storyline. Keep Vykeen as warriors, Gek as Traders and Korvax as scientists.
Within that zone, there is still a lot of space. In Hilbert, the Vykeen could build their empire instead of the gek
oh
So, instead of lore/story stuff that would be rapidly exhausted I was thinking more like different sorts of gameplay systems in play
yeah. i really dont know which option i prefer.
on the one hand I want to use galaxies as a way to add different difficulty settings to the game: as you warp to higher numbered galaxies, you can encounter, galaxies where various sim settings are turned on - the sun becomes fixed, but the planets rotate. intersperesed in all that, some galaxies could feature different cel-shaded renderers, or different terrain generators.
on the other hand, id like a galaxy where the Gek are still dominant.
I want that too, not just lore.
Galaxies need not change with a single metric alone.
Yeah, you could def. have both, right? I hate to do that whole either/or thing but with HG it's like 
by the time you get to galaxy 255, it should be difficult to maintain a positive rating with more than one faction. planets should rotate and have multiple environmental hazards active at a time.
Also playing some Normal Mode a bit ago has just kinda reinforced some of my ideas/suggestions here regarding more scavenging as acquisition options and/or useful stuff (not just currency) from secondary missions.
Like if you ask me, traders/industrialists have it made in current NMS.
Adventurers/scavengers/explorers? A bit less so.
Trading could use depth, but the options are there.
Interplanetary exploration suffers from lack of variety.
Scavengers are kind of abandoned. There are some POIs, some relics, that's about it. New ruins help, but they need more.
Adventurers, as in, people who do missions?
When I say scavenger btw, I mean not just for vendor trash but for blueprints/upgrade modules/starships/multitools/etc.
Adventurers are like a cross between scavenger/explorer to my mind, but also yeah, those that do secondary missions.
The secondary missions are such a throwaway feature it feels like. Filler text that has no impact on the mission, a super simple objective most of the time, and pretty bland rewards.
Maybe it's just me, but if I'm doing missions just for rewards, I'd like those rewards to be useful, i.e. crafting/repair resources, not just vendor trash or currency.
i think now we have x class mods. a crafting system that produces upgrades with rng stats would be nice
i am the opposite, lmao
Grinding for RNG is too much of the game as-is imo
I'd just like fixed, good stats for crafted stuff.
i.e. purchased hazard protection modules increase the protection capacity of your protection.
x class hazard protection increases your resistance to damage
crafted hazard protection could increase the range over which you don't take damage.
no. it needs to be a materials sink.
they stopped being a material sink with repair modules
Or add salvaging crashed freighters, BIIIIG resource sink right there
Oh pfft
Maybe if you're a trader that can afford to run derelict freighters a bunch
i just buy plants and collect materials from frigate missions and make a batch of SD every now and then
also wait aren't bases the biggest resource sink
my balance sits on 3bil and i couldnt convince it to go down significantly if i tried
currently. they need a lot of Fe+
yeah and i sit at below 1 mil
why?
Because I hate money
crafting FI or SD isn't hard.
and the game bends over to give you the reagents
you can also craft in your storage containers now
Yeah and I reject them all because as so many folks point out they're like whattodonow
explore.
Also it keeps me from suggesting things from the mindset of a crazy stupid rich position
if you can explore without cash. you can explore with cash.
people who set their game objective to be cash, are going to be dissapointed in nms as that is easilly met
yeah and if your objective is finding useful things, if you're just buying everything you'll also be disappointed
well, in fairness, everyone with more than 20h in nms is a. a crazy stupid rich person, b. just stupid, c. playing on some self imposed hard mode.
the things you buy you can't find. the things you find you can't buy.
it seems to work out.
yeah except you're disappointed when you have to buy something because you can't find it
that's like exploration failure at that point, lmao
Well, we are experts and experts rarely know what its like to not know about it.
I do perceive a gap between us and the new players. The advanced players know exactly how to get every single little thing in the biggest amounts for the most efficiency. New players don't know that stuff.
In MMOs, the common issue can be nerfing a new player's playstyle just because the advanced players find the most broken way to do it.
I mean I've been playing for a stupid amount of time and I don't know that stupid efficiency stuff, but as noted, that's in part on purpose
What do you mean, on purpose?
imo this is basically what happened to crashed ships
I intentionally avoid knowing the most efficient ways because I know I'd hate them because that stuff is usually the least interesting way to play a game
What update nerfed crashed ships?
Path Finder
broken slots
And then at some point they unintentionally made crash sites empty for awhile, but that was an obvious mistake
(that just happened to take way too long to fix)
So what did advanced players do with crashed ships?
They were exploiting transmission towers I think
To just find crashed ships over & over to upgrade to max or something
Chart -> Transmission tower -> Crashed ship -> repair -> Get upgrade modules?
I joined after Exomech. I did not play during pathfinder.
So signal booster, transmission tower, crashed ship, claim, then something to reset the transmission tower (reload?) and claim one after another till max slots
Or something like that I think
To quickly get a bunch of ships to turn into nanites/upgrade modules?
No
It was literally just for slots
At the time you had to incrementally upgrade your ship to higher & higher slot counts by swapping to a new ship with more slots
So its a nerf to a system that is no longer relavant.
Right, so crashed ships are still shafted because of an exploit from ages ago
Undo the nerf then.
The reason for the nerf is no longer relevant.
Nerfing new players just because advanced players find the broken way is something to avoid, but hard to do.
wot. they couldnt fix Gek Transmission towers so they nerfed crashed ships somehow?
in a way, yeah, but i think they fixed that eventually...Maybe?
either way their attempt to balance out the costs with purchased ships via fake damage/broken slots is just blegh
i dont see how the damaged inventory counts. its irrelevent for ships you are recycling en masse
?
i mean i guess it really doesn't anymore since they gave you a stupid tossit option, lmao
The ship in the exploit wasn't recycled, you just jumped to a ship with better stats and more slots.
The rest was recycled, yes. Your hypothetical target ship is not.
I do wish some of the older mechanisims were back in the game.
upgrading ships and freighters sequentially makes more sense from a gameplay perspective, removing a lot of the frustrations of the rng.
on the one hand upgrades are more interesting, as you get an upgrade each time.
and you also get to try out more models of freighter along the way.
and burn some of that cash Gmr_leon is so keen to not have.
i think it would be cool if we got back some of that :- a mechanisim whereby we can scrap a ship but steal one of its stats to replace one of our current ships stats.
So if you have a nice S class, but it rolled low on weapon damage, you can go out and look for a ship with a better weapon damage roll, and scrap that ship to get its weapon damage roll on your current ship
I'd love the ability to change the colors of my ships.
I would say that it reduces the point of finding a new ship, but the options of transferring tech isn't there. Similarly, rolling the dice to get the perfect ship isn't the most appealing.
Plus, i mean, you can change the colors of your Freighter and Exocrafts, so why not your Ship?
Exocraft aren't procgen.
Freighters you are much more stuck with than a ship.
There are things more important than changing ship color.
The gameplay, for one.
Except you can unlock the paints for the Freighter
Ships are meant to be found ans switched out.
I am trying to explain that there is a need for a system that harmonizes the need for ship colors and the system of finding the right ship yourself.
It is not that simple.
There is the option of scavenging ship parts and using those to change your ship, but ships would need a rework.
One idea I had, is that planets should be able to have even more moons than they already do. So like up to 30 moons one planet.
30 moons, oof.
Planets need to be way, way, more spaced apart to even remotely allow for that.
That and, how about performance?
What about multi-ringed planets/moons? Like, one with 2 rings that kinda form an X when in the right perspective
Idk, i just like customization. Lmao
systems have, strictly, between 2 and 6 planets
Rings shouldn't intersect, but sometimes less is more. How about adding more variety to how rings can be placed: orbits between current and higher, different color rings, and a variance of ring size.
Should get around to fixing rings clipping through moons & such tbh
Fun fact: planets with spinning cores (like Earth, even) have the potential to not only have more than one set of rings, but even have rings at different angles, or have oblong or asymmetrically shaped rings
Until very recently this was almost never explored in sci-if planet design
With tidal forces spinning the planet in one direction, combined with its core spinning in a slightly different direction, it’s possible for it to spin on both axes simultaneously, leading to debris fields around it taking on strange, spiral like shapes, or even having one ring per axis if the two rotational forces are both in balance
Neat
Dude space is so friggin cool

Better stuff in the Atlas pass areas please.
What if you could (sometimes) “acquire” the paint job of a ship if you buy/claim it? Or make it an item/upgrade that can be (sometimes) obtained when scrapping said ship? I think that wouldn’t make constantly switching ships obsolete, and it could even encourage it
Or (this has already been suggested here), by implementing a ship « garage », either for planet bases or the freighter, which could mean more customization for ships and make said bases more useful
But yeah, I agree that changing ship color shouldn’t be a priority
Tbh I would love if bases felt more useful
I agree, there should be a section to paint, when you tap the ship outfitting in the space station
Maybe you can choose the colors, but not how they’re applied to the ship (what parts are primary, secondary, unpainted, etc), whether they’re light, dark, metallic, matte, stuff like that is all baked in and can’t be changed
And as I proposed before, exotics would not be modifiable at all, to keep them somewhat special
You could use different flora to make paints which you could then apply to your ship
||Then why isn’t it red?||
||Blood is only red if infused with oxygen, otherwise it is a rich, blackish purple, just like mordite||
||It also leaks out of organic creatures when killed 🤔||
I thought mordite is poop
Faecium is poop
Ooo
It'd be nice to have different control options
For flight at least
Like using your sticks for rolling instead of Rb and Lb, that setup is so weird to me?
That's not how orbits work.
Physics forbids this.
Planets with a fully molten spinning core can have their solid outer portion compelled to turn one way from the pull of another object, while the spinning core exhausts its angular momentum inside it in a different direction, and the latter can do weird things to objects in orbit
No, that's not how it works.
Gravity responds at the speed of light.
The planet's gravity attracts objects near it. Objects have a certain motion, so they go around the planet faster than they can fall.
What you are saying, is objects suddenly changing motion. Where does the energy come from? Low Earth Orbit is still 7.79 km/s(assuming earth gravity, frame of reference is the ground), so how does an object get the energy required to make colossal changes in momentum?
The paths of large objects intersecting in a perpendicular fashion, as would occur if two star systems were to pass through each other, each at a different pitch from galactic zero degrees
Now you are talking about two celestial objects. You are changing the subject.
While your original post was about a single planet.
What can happen to a single planet as a result of interaction with another massive object, yes
Mind you I never said these oddities were permanent either
I agree that two massive objects can provide a spiral orbit. Not stable no, but stability isn't relevant here anyway.
What is a million years compared to the human lifespan?
The notion was simply that it could happen, were the circumstances right, and the resulting spectacle is something I’d love to see rendered at a decent fidelity one day, instead of just seeing particulate simulation
The idea of two planet size objects flying right past each other is something that’s hard to really convey the proper scale of, especially moving at the relative speeds that two intersecting star systems would be
Normally, i'd agree. But ||the boundary is failing and the Atlas is insane. And that insanity manifests as bad simulation. The suns, after all, orbit the planets. ||
Sure, but the discussion wasn't about the simulation.
there was talk about spiral debris fields.
and, without reading back pages to get context, In this channel I assume has to do with a nms idea of some kind.
all this complicated stuff and here I am just wanting large-type shuttles
I know you can apparently upgrade them now, but c'mon, more model variety
what happens if they're on your freighter when you warp?
They warp with you. Beware of bugs. More of a question for #nms-questions though.
well, it was meant in response to Baravi's idea
I was thinking going medium ship instead, have a 4-seater with unique tasks for each one.
You know what, I'm going to steal from warframe and suggest a railjack-like vehicle.
Though, I think frigates should be able to provide the 4-seater job well.
ooh, could even be used for an interactive version of the frigate missions. you and your crew can take one of the frigates out for a special mission
frigates need a rework for that, though some of them already have 4 landing pads
Get text chat for Xbox and ps4
Is there no network option for text chat?
No, on console it's only voice to text, and only when in a team
They should add Gas Giants. Giant planets made out of gas (Except for the core) that you would instantly die landing in. They would really just be neat as something to view from moons and space stations orbiting it, and add a small bit more variety to planets
They'd need some reason or utility
Maybe make them have floating islands, and give them the same biome range as normal planets
Have conditions get more extreme deeper into the atmosphere, but with more resources
Maybe instead of being true to reality, gas giants could simply be regular planets, but wrapped in a very tall, opaquely thick atmosphere under constant extreme storm type conditions
Like, the actual planet is the size of a moon, inside an atmosphere that makes it as big as a medium or even large planet
While resources on the ground are scarce, the planet would be ultra rich in gasses, obviously, and gas extractors harvest a small amount of the “primary” resource anywhere you put them
But the actual pockets of gas are EXTREMELY potent compared to rock planets
Maybe pair this with a new tech for your multi tool, a Gas Collector, which acts like a vacuum that can suck up visible clouds of gasses that you can now find anywhere, like Nitrogen or Radon leaking from a spot on the ground
As you might expect, on a gas giant, there are large gas clouds like this everywhere, kinda like terrain manipulator deposits in the air
Add more floating fauna to those gas giants too
A stretch, but would love if you needed special starship upgrades to even enter their atmospheres. Or like an exocraft
would a nms sequal come anytime soon? or do you think of making this game sort of like minecraft (same game always updates)?
NMS just got re-released for the new generation of consoles, so realistically we're in for a minimum of another year of updates
I don't think a sequel is on the cards for at least 2 years, given that
Yeah. Given that NEXT could've already sorta been like no man's sky 2
I believe that they may have one at some point. But I feel like that would be a long time from now. In the future, they may do it for a reason like wanting an update that's too much work to put into the existing game, and do a sequel instead. A lot of games have done this before after years of updates
I definitely foresee the game getting at least one more radical overhaul before too much longer
Now that the new consoles have so much more power to work with, and so do most PCs
Particularly the terrain edit caching situation; both of the big next-gen systems have direct write enabled in their storage, allowing the processor to put data directly in it as opposed to buffering it for transfer, meaning saving terrain edits could be not only near instant, but the greater storage present means the terrain edit data can be significantly larger, meaning many many more edits before they’re “forgotten”
you can't really use the full extent of that if you want everything (outside of graphics) to continue to work on last-gen systems, though, unfortunately
this is an issue that's plagued a lot of cross-gen games
Ray traced reflections will probably happen, as will increased particle count and complexity, increased draw distance, new atmospheric effects like heat haze and distant snow/sand bluster, all that and more on both console and PC
I’m sure the gameplay additions themselves could be back-ported, it’s just the new visuals and performance/efficiency enhancements that would be next gen and PC
RT reflections in particular would make places like water planets and the space stations look amazing
thanks for mentioning stations because that reminded me of something else I've wanted - variety. You could look to Heat Signature for a good example; all four factions' stations have the same layout, but a very different style
it's good to keep a standard layout for player convenience, but some faction or even regional flavor would be nice to mix things up. As it stands, when you've seen one station, you've seen them all.
what's funny is that in a way the new version that we see now is even worse about it than the earlier versions
They basically replicated the old problem but in a bigger space
Origins was a great first step though.
Origins being viewed as a great first step despite the other, similar moves to expand the variety shows that those efforts were taken for granted tbh
Well I'll put it as Origins was a great step
Kind of wish there was more group activity
what do you have in mind?
Well, "most" games have queues you can join as you start that will place you in a group of players doing similar content.
So, clicking on "Multiplayer" should show a list of friend sessions, as well have some auto-session types that will ato join you with players who are doing various kinds of content.
Whereas, singleplayer would have a mode select, in which you choose disconnect, invite only, friends only, or open game type - allowing you to host auto-session game players.
Can we add more patrols to high security and aggressive planets? When you need to use your visor to look for sentinels, there is something wrong.
the next problem is, nms's actual gameplay doesnt really support agressive multiplayer. having other players around is more annoying than helpful atm
even doing deserted freighters is worse with other players as sync bugs make each others swarmers difficult? impossible? to damage. the linear nature of the freighter makes it impossible to use multiple players to clear it more efficiently. there is no group loot and all players need to visit all quest objectives to get completion so you can't even split roles.
i don't think it was really meant to be that 'looter shooter' type but i get what you're saying
I would like a combat update of sorts seeing that it is one of the "four pillars" of the game
Desolation was a nice addition for combat adding procedural dungeons and more enemies
The difficult thing about combat in this game is the procedural nature and its effects on path finding. Look at other procedural games with a combat pillar like We Happy Few to see just what a nightmare it can be for enemies to navigate terrain they’ve never seen before
And NMS has WAY more terrain variance than that, particularly height
How do you do ground combat that doesn’t feel awful on an extreme mountains biome, for example?
I think you’d have to have enemies prefer to hop around with a jetpack of their own, taking a handful of steps in an evasive direction and then do a flying jump into the air briefly while shooting
Minimizes the ground’s impact on their ability to move around and aim at you
Why not go another way, provide climbing gear tech or magboots so players can climb mountains easier?
I mean, this is more about enemy AI, which you don’t want interacting with the ground as much if the air is an option and they’re less likely to get stuck when they fly
Like, their combat loop would be:
- Fire a few shots while moving on the ground laterally to the player
- Choose a direction that would put them somewhere around the player, either next to or behind them
- Rocket Boot jump into the air in that direction
- Fire at the player while flying in that direction
- Once landed, if health is low, take off again immediately in a direction away from the player
- If health is not low, move towards the player while shooting or using a personal forcefield
- Repeat
Simple, but effective, and much more interesting and active than sentinels
Would be a nice combat loop for hostile sentient lifeforms like pirates on foot
Would be a nice twist if, sometimes when shooting a pirate down during a battle, you’ll suddenly get crashed ship coordinates a few minutes later, and when you get there, the pirate is out of his ship and ready for a fight
And after you beat them, you can claim their ship for your own, it picks the same one that they used in the fight for the crash site
Alternatively, you could hire the shipwrecked pirate to work for you at one of your terminals
Maybe even that is decided somewhat randomly, they might engage, they might immediately surrender and offer their services
That would be pretty cool
Their ship crash log pod would even have some lore about how they’ve been following you, waiting with their minions to strike, and they intentionally turned on their distress beacon because they knew you couldn’t resist being a hero, you’ll fall right into their trap
Or if they turn out non hostile, they instead turned on the beacon hoping to see if any of their pirate buddies survived, hoping they’ll see it “before that monster does instead”
Could depend on species too. Gek hope to earn your mercy with their services, Korvax hope you’ll be able to give their forsaken body purpose, and Vy’keen just want to work for the superior warrior
“Grah!! Ship destroyed! Vy’keen warrior thought legend of Hirk was story for weaklings, but Traveler is strong indeed! Glory to the Traveler!!”
Though the once proud Vy’keen pirate now stands before the wreckage of their ship, they still cling to their warrior nature, their attempt at surrender sounding more like a pledge of allegiance to me, if I would accept their services...
Something like that
That would work out perfectly. Gives things a bit more life
The NMS writing style is fun to try and reproduce
Can i just say i thibk itd be kinda neet to have some cutscenes insteaf of the dialouge boxes
Like noy all obvs
The writing is amazing i just think it can feel like a classic hitchhikers guide to the galaxy text adventure when interacting w npcs
I dunno how cutscene would go really. The story the game has is too heavy to be summed in some cut scenes, it's good we need to read it all
Some scenes would be made less impactful by being cutscenes
I’m sure they would all feel kinda cheesy compared to what our imagination can craft, too
I think that’s kinda the point, animation isn’t HG’s strongest suit, but writing is, so they’re playing to their strengths
They’ll need to be careful with how much they let you customize, allowing you to change any part to any other part and any other color would drastically devalue one of the most communal parts of the game: coordinate sharing for cool ships
Why share them anymore if anyone can build anything?
We really need a space update.
It's about time
Add more celestial bodies
Exploding stars
Actual black holes
More colorful stars when you look up at the sky on a planet
All of them are white when you look at the sky
Different sizes of stars, planets, etc.
How to make parts of the galaxy feel alive:
-Cross-faction missions: Basically raiding another race, exchanging your standing of one race with another.
-Faction wars, sometimes have the various races go to war in a system.
-There is no reason for business as usual to stop when you are not around.
-AI ships fly either towards POI or the space station. Their paths make no sense.
planets with diff biomes like the polar poles because when you go on a planet the whole planet looks alike
I mean it wouldn’t be terribly difficult to just add a couple new derived values to each planet, one for temperature variance, one for gradient intensity variance.
The higher the intensity and variance, the more the temperature changes when you get further from the equator
Planets with high intensity but low variance will have an equatorial band much warmer than the rest of the planet, while high variance but low intensity will behave similarly to Earth
The game already checks temperature to determine terrain texture and blending options
This could just hook into that further so it can also determine frequency of resources and such
You certainly wouldn’t have fire planets with ice caps or snowballs with temperate belts, or at the very least they’d be extremely rare, but you would get a lot more visual nuance in a majority of planets. Would help make them more interesting, there’s a lot more of a “story” to a nuclear planet with icy polar caps where it snows radon and cobalt everywhere, and on the balmy equator there are glowing palm trees
Versus a nuclear planet that’s just a sandblasted hellscape no matter where you go
I’m concerned about introducing ice on the poles making the planets less unique.
A temp difference is fine however. And maybe on some planets, the equator is colder and the poles are hotter?
I mean they wouldn’t HAVE to be icy, just cooler than the rest of the planet. That’s what the intensity and variance are for, planets that are low on both will only become slightly cooler further from the equator
There would also rarely be planets that have hyper extreme differences between equator and poles, being high intensity and variance
It’s a planet by planet thing
And super glitch / airless planets might be exempt
It’s also all based on the initial temperature the planet was generated with, so even if the poles of an extreme inferno planet are 1/3 the temperature, they’re still like... 65C. Yikes.
on the last point, some of them do fly to POIs tho
would make a hell of a lot more sense than the exosuit
Change only the Haulers, turn all of their regular slots into cargo slots
It baffles me why this isn’t already the case following the ability to max out any ship being added
Speaking of cargo... two new techs, one for starship and one for freighter, Cargo Droid and Cargo Bay. When a Cargo Bay is installed in your freighter, any ship you land on it with a Cargo Droid installed will automatically offload its entire contents to your freighter’s cargo boxes, or its main inventory if no more space / boxes available, combining with existing stacks if present.
Load up a ship with stuff, dock in your freighter, and then just leave again, it’s done all the inventory micro for you and you’re ready to go get more
Of course you’d get an unobtrusive little pop up telling you this is happening
Any plans for new ships/ship parts? Or more character customization?
be able to manufacture ships (frigates too) at the ship upgrade place. it costs materials and money, and can only build that systems ships
like... alot of materials, and some ship parts from scrapped ships, and you cannot create exoti ships.
Ship building/ ship customisation
Let me sell ships or mtools to other people
build custom exocraft
Yeah, maybe it could be like, u could fly in and collect a gas, like nitrogen, oxygen, hydrogen. That'd be cool
gas giants is definately a repeating theme here.
idk if whomever created this channel intended to curate some suggestions from it. But gas giants can go on the short list.
If there was a curated shortlist, mods would have pinned it.
Vary slots by type and class:
-Fighter: 1-6
-Explorer: 3-9
-Shuttle: 3-12
-Hauler: 12-36
-Exotic: 9-18
😐
Packer tech:
Adds additional cargo slots, increase with upgrades.
Remove cargo slots from exosuit and/or reduce them dramatically
Also cargo slots and/or expanded general inventory to exocraft
No, packer is a starship tech.
My comments are independent of that suggestion tbh
Just generally talking inventory changes since that's what's up atm
I agree we have way too many cargo slots. To make up for the change in slots, I would increase the range of the item teleport tech.
Honestly, yeah, it is ridiculously low, even after upgrade, if I'm not mistaken
It’s 150u
so yeah
I don't know when they scaled it back like that, but v. silly change
Then again, also silly to add more exocraft upgrades and never adjust exocraft inventory size
I would increase the tech to 500u, but always allow one-way deposits into the starship.
Having item transport always on in both directions would make the starship more of an extension of your backpack, like the freighter is, avoid that.
Tbh I don't really even get what they're going for with the inventories anymore, given how much they've trimmed back on the survival elements.
It's just a bunch of shuffling for no good reason most of the time.
Even increasing stack sizes didn't do all that much to help since they added in refining and even more junk/vendor trash to crowd things up (which tend to have lower stack sizes by comparison).
The reason you have so many cargo slots is because some items stack terribly even in cargo slots.
Which they bizarrely just keep making worse at times.
Like nav data and drop pod coordinate data didn't need to be intro'd at all tbh
Charts as well
That's 6 slots, if I'm remembering how many chart types there are correctly, just for locating crap.
1 to exchange for charts, 1 to pop in the signal booster.
Increase the stack amount to 10x in cargo inventories, that should help tremendously.
Or just remove all of those altogether, integrate the signal booster into the exosuit as a tech like with the exocraft.
Then quick menu options to scan for select POIs via exosuit, voila.
Exchange 6 or so slots for 1.
And avoid the inconvenience of opening the inventory to use charts, QOL right there.
Which was in fact the whole point of the quick menu to begin with
Tbh, devs lost the plot on charts, signal boosters and scanners. I don’t understand what is supposed to be the loop here.
Same with me on the inventory, lol
Why does the general inventory still hold tech? 🤷♀️
Why does the exosuit have cargo slots, and not vehicles?
Are we supposed to find the POI easily, resulting in this loop?:
-Scan for POI
-go to POI
-Explore/exploit POI
-Scan again.
There is no exploration here.
Right, which is why I personally opt for the Signal Booster a little more, and when it fails, survey from air, instead of using the charts
But still, if you're an average player, it seems like the loop is just follow the markers
Which undermines the whole exploration vibe
Here’s a fix: the scanner only provides you with an approximate location.
I feel like the bigger fix has to be to the POIs themselves, otherwise that's a buildup to nothing atm
Like imagine if it were a little more difficult to find the current POIs only for it to be a one-room facility or something
Or just a couple of the shelter trailers
Good point
I've done those hikes myself, and while I do appreciate the shelter and a brief respite, it's always bittersweet that there's not much else to'em
POIs can be underwhelming at times. Colossal archives are bigger than the value of things inside.
Definitely. When I saw one, I was expecting the whole building to be filled to the brim with offices and computers
Me too
Upgrade module baindaid: Rather than buying an unknown upgrade, the upgrade is fixed and known before you buy it. Still RNG, but it should help make these things more interesting.
This should encourage exploration rather than settle for a specific system.
Randomly generated lore for planets, a bit like how those small snippets of lore for animals works. Make explorer notes, or ancient ruins which gives incite about how the planet came to be.
e.g. terminating catastrophe planets can how notes about how the planet fell into ruin. Diary entries about burning cities etc.
This would make it so rewarding to walk across planets, and occasionally find little notes about the planets origin.
Sounds a lot like a gameloop thing for explorers.
Find crucial information to discover what happened to the planet.
feed predators kibble. discover explorers notes in faeceum deposits.
At some point I thought they were working on wave function collapse to generate buildings or even cities, but the whole folder was removed from the game files in 3.13.
What would you want it to do
The 'Exocraft Summoning Station' makes a nice satellite dish
I did thought of a device that allows importing power from the space station for a price. A dish could do that?
Not saying I don't want more base parts to play with, but why do we need that? The em generators work great. Also iif rather just see it as a scalable, colorable, texturable decoration (in the decorations menu). I'd also like to be able to recolor the existing decorations and rescale all of them.
I would love to see a flying saucer as a new ship
there should be little to no storage, but incredible maneuverability, speed, and warp distance
Sounds like an Exotic class. Exotics could use more diversity....
Thanks! I had the idea yesterday and got way too excited about it
It'd be pretty cool if we had an anomaly auction house.
Auctions based on nanites. It'd be a nice way to spend money if there were limited supply rare items at a monumental cost. 😬
Maybe quicksilver even. I have an entire stack of salvaged frigate modules. Would love to be able to spend it somewhere rather than donating it to random people.
As long as duplication bugs exist this is pretty much a non-starter...
tbh they should optimize the parts that are there before adding more large parts, imo
@supple warren what do you mean by optimize the parts?
make it so the game doesn't plummet in performance when you put a bunch of'em together
An auction house on the anomaly could be interesting. The currency would have to be ... not units. Theres also currently nothing to trade unless we can sell ships and multi tools. But that might discourage exploration.
feels like the best currency for a player driven auchtion house as its limited in supply and there are no exploits to get infinite amounts of it.
unlike
and
.
actually there are mods that change that I think. so even taht is broken.
Variety.
Solar is a terrible late game power source, which means EM tends to determine how bases are placed.
Given the tendency of folks to direct everyone to set up Activated Indium mines ASAP, could one even call EM generators late game?
@supple warren Before 3.13, there was a "WFC" folder in MODELS/PLANETS/BIOMES/COMMON/BUILDINGS with a "ROOT.SCENE" and a subfolder called "BLOCKS" with a sizable amount of wooden parts in it.
Knowing one of their latest hires does work on wave function collapse and uses these terms to describe how it works, this is what led me to believe so.
Aah. Huh.
Archives could benefit from it. They are a little underwhelming right now.
@ashen dock hmm, maybe. For anyone else curious about this wavefunction collapse algorithm/generation technique, you might check out this video:
https://www.youtube.com/watch?v=fnFj3dOKcIQ
This talk is from the 2019 Roguelike Celebration - find out more at https://roguelike.club/event2019.html
Brian is a developer at Freehold Games and has worked on Caves of Qud and Sproggiwood
Derelicts use a module based layout. I think it is appropriate, though. For ground buildings, WFC could have its uses.
Proc and cons of WFC?
Cons seem to be that if poorly implemented it can result in a lot of obvious sameyness
Pros are that it's relatively easy to use to generate semi-complex patterns, particularly if run through multiple passes
Which, incidentally, relates pretty well to NMS' current approach to terrain generation, considering it tends to run multiple passes of noise generation to create the sense of formed/weathered terrain
The solution seems to be using larger blocks in the mix and applying WFC to them.
NMS only uses pre made large blocks (modules) for structures
Tbh I feel like derelicts could use another pass, considering they're kinda worse than the planetside structures in their generation.
Planetside structures have the appearance of practically no generation, which is a downside, but the slight benefit is that you don't as easily see the exact same room right after the first.
Derelicts, you can see the same basic room just flipped within the same space.
Yeah
I think that's one of the reasons planetside POIs are as basic as they are, 'cause if they did just do larger spaces, or more rooms, you'd see the same issue.
Because they could add several more rooms to the existing POIs, no locked doors, but given how few room layouts there are, you'd more rapidly see them all that way.
POIs should use a more robust proc gen system in general. But also be rarer.
Yeah, I'd agree on that, particularly for alien structures.
That way you reduce the room design overhead, since you could get by with fewer, since they'd be more infrequent
Terrain also suffers from this.
The scale is so small that it gets repetitive fast on a planet.
Scale and frequency are imbalanced in NMS.
I think part of topography issue is as much the seemingly small pool of ground textures for each biome, narrow color palette, and lessened variation in flora/fauna frequency/distribution.
You could almost get by with topography being as it is, if it was masked a little more with variations in the wildlife densities, ground textures, & colors.
More ground textures would be great.
More tile types in fact.
Could help with large scale variation.
Especially considering that they seem to use tiletypes in conjunction with flora/mineral/object placement.
Well, that or they're not using it well 🤷♀️
Fair point.
Underwater and caves are ok to expand.
Mountains and rock are a little bit more touchy.
Don't know why.
Like if they wanted to do even a slight revision to POIs (going back to earlier discussion), they could put together some new room layouts using some of the new assets and embellish existing outposts fairly quickly.
It doesn't help that you see the same kind of rock everywhere.
I'm always hoping for some kind of building overhaul.
As they barely touched it since release compared to the rest.
They added interior decoration though...
Also that's not an armchair dev, "just add multiplayer" perspective, to be clear. A modder could do just what I described if they were so inclined.
I know as I was working on just such a project awhile back.
I remember someone was working on buildings at some point.
Also there are mods out there that have done as much with space stations prior to Next/Beyond 🤷♀️
The author of Constructs also seeked to add interiors to them.
The silly thing is, modders be modders so they'd always get over ambitious and try to extend the building generation to cities and so of course it never went much of anywhere, lol
I went more modest and am just unfocused af
IRL, there is a lot of rock variation. Granite, Obsidian, Basalt, Diorite, Gabbro, Andesite...
(but also NMS' update cadence and having to update mods to be compatible put me off)
Yeah, but I was talking about the rock tile for terrain gen.
On my end, I did scale down my ambitions because of just that.
It plays a part.
I agree.
We need way more rock textures.
There are quite a few rock models currently, but many are underused.
Others have been butchered with updates.
Like the LARGEROCK from the scorched biome with Origins.
They removed all of its unique shapes, leaving only one...
Instead of creating a more focused copy and using it as they wanted, they butchered it completely.
For inspiration, see the cliffs of mother(Scotland), the grand canyon or the cliffs of the Himalayas.
With the right texture, some formations can be beautiful.
It appears that they have been more focused on creating gameplay systems recently that working on new assets.
Origins added a bunch but most of them have fixed shapes or low variations.
Like in the Weird biome.
In fairness, making believable rocks is hard to do.
Yeah, also this.
I mean, some rocks on earth are hard to believe to have actually happened. See the Giant's Causeway in Northern Ireland, hexagonal rocks.
They did make some hexagonal rocks for underwater...
They did, but not my point
HG could use existing rock types as a base to allow the algorithm to create more rock types.
I don't know of any porous rock, or volcanic glass in game.
Tbh I'm not really convinced they do much when it comes to generating rocks. Pretty sure those are all fixed with maybe only color & size varying on them.
Even in the cases where there were variants it appeared to be drawing from a list and having them scale within a range. Nothing on par with fauna, ships, or multitools.
That's stupid.
Eh, for smaller rocks it makes sense
It's the larger stuff where it's a bit uhhh
Especially given how much you end up looking at them for gathering resources
Good idea from Bk201 regarding improving basebuilding flexibility w/o overwhelming some folks: #no-mans-sky message
Basically split it as easy/simple build mode & advanced build mode. Advanced enabling more robust building, whereas simple would probably be like it already is.
Concept: "ELITE STORMS" A new rare class of planets, called "Disintergrating" or "Collapsing" planets commonly include "elite storms" taking place. These are severely dangerous, even for late-game players, and will require planning prior to exploration.
o Elite storms ignore universal protection modules, and will decrease the lifetime of your hazard protection modules by 75%. You can only recharge 1 module every 30 seconds. Emergency-overriding this limitation will render the module incapable for 2m 30s after doing so due to severe workload. This is an emergency override that is designed as a "last breath"
o (As seen below) Elite storms cripple your equipment or basic functions severely. This depends on the biome.
- Cold: Impairs your vision and decreases your movement speed by 50%. Sprinting and using your jetpack is unavailible. Your character also walks in the way as shown in the photo below.
- Toxic: Impairs your movement speed the same way as cold biomes do, but occasionally your controls can get inverted, requiring you to be insanely cautious with your movement. One wrong step, and you might find yourself falling down a ravine, surrounded with mysterious, unseen creatures...
- Radiation: These radiation supercells conflict with your HUD's wavelength and prohibit all communication from outside the planet. You are unable to summon vehicles of any kind, your HUD is glitching in the corner of your screen, and gives fluctuating, incorrect readings (e.x: incorrect life-support level, wanted level, location, temperature)
- Heat: Hot biomes can smelt basic materials slowly, and have a chance to break tech due to extreme heat. This gives you the option to either go in with cheap tech, and suffering only a small loss when you won't make it out, or take in the best tech, maximize your chances of survival with the risk of some expensive repair costs afterwards..? (Breaking chance/speed depends on module class and type)
On the other hand, these planets can yield extreme rewards like never seen before. New weapons..? Furniture? Or parts for one of the hundreds new exocraft variants or ship classes?
Will you take the gamble?
previews below
v v v v
^
^ a concept of mine. I'd love to receive some feedback so i know what to change / things that can be improved so i can perfect it as much as possible before submitting it. thanks in advance.
Radiation is def. similar to some ideas I've had as well, so easily into that. Have to think on the others some more.
The only thing I miss, that hurts my experience playing (because I'm a mole and I love building homes under ground), is the homes I built. I have yet to find a base built under the ground that was not eaten by the planet regenerating over it. It really hurts building for me.
I don't even know if this issue can be fixed in a future update. It's been around since launch.
revert controls are never fun, and i wouldnt want them anywhere to be honest. Tech breaking is another issue, especially with the rng elements that comes to tech modules and their stats (wouldnt want them to break at any point if they took forever to get). Also i dont see how players couldnt cheese all other planets except radiation by using vehicles, or flying everywhere by ship, land, do a small scouting route, then continue on to the next spot. That is all aside the very basic cover system that one can easily abuse by drilling into the ground with an L-Shape to recover all shields.
Still like the concept of actually dangerous planets alot, but i think implementing them in a challenging way that doesnt come with easy ways around it with all the current auxiliary tools we have is difficult, or would seriously strain people just visiting these planets normally
i think actual enviromental hazards would work best, playing "the floor is lava" on a literal lava planet could be very fun and make for interesting biomes aswell
maybe have planets where the sun burns so intensily that you can only recover in shadows and do short runs from cover to cover
Do you build underground with prefabs or other buildings?
would be fun on the anomaly planet with all the stone slabs floating around
Ive got bases underground and they are found. But i used prefabs. and prefabs don't snap properly when the base is locked. So I can't build without saving and reloading if I used a portal recently and the game isn't saving edits properly. So, my unverified theory is, that terrain edits will eventually reset if not saved against a base computer. And they won't be saved against a base computer if the terrain is edited while the base is locked. And this is an invalid state that happens when a base is edited after a teleporter is used. But is hard to detect unless you notice that the buildings are not snapping, or the base radius is not extending properly.
I've built using prefabs and using custom designs. In both instances I have had the world regenerate into my bases (including prefabs).
I need to go back and check then and see if my underground base is still ok.
NMS doesn't support Mouse and Keyboard on PS4 at this moment. I don't NEED this feature either, but using Mouse and Keyboard is always fun.
the one thing i would love to see is some sort of asset loader that can be sprinkled into the base biome generation. could either be all client side and tailored to personal preference, or located on HGs side where they add community approved assets over time to it. Creating (static) assets for this game isnt the hardest thing to do and it would alleviate the constant demand for more variety while also taking work off HGs shoulders. Of course, if HG hosts something community-wide, that means more mandatory downloads for people who might not want it and all the other problems that come with managing that stuff
but for real, i want to load in my own assets into the planet gen without having to heavily mod my game
Ppl just take mechs there, besides the radiation ofc.
It'd be nice if freighters had diversity
Like capitol ships have 2 hangers and allow u to have more ships as well as places to build
Or like some freighter classes allow certain special upgrades or modules
And maybe add more capitol ships that u can't get for free and have to buy
And maybe certain freighters can support an increase of freights
Also, maybe allow ppl to own 1 capitol ship and 2 freighters
That'd be cool. Would make the fleet look more like a fleet
mech wouldn't be of much use, because like said above, all these storms ignore universal protection modules. (the modules that provide a benefit aganist all environments, instead of just one) The only reason people would take vehicles in is to be a little faster.
but since the mech isn't that much faster, it wouldn't help.
you'd be better off taking in another vehicle.
(which also have a fairly big speed reduction for balancing reasons)
if anybody else has any feedback, please let me know. Everything is much appreciated.
Okay. Ill take another look into the toxic hazard. Note that tech breaking is not random, and higher class modules are significantly more resistant to the heat. This prevents low-level players going in with C-class modules, which are very fragile. Also, note that when modules break, they won't be deleted out of your inventory. They are just disabled, and you need to repair them with components the same way you'd repair a ship.
Which on the planet itself, is a very effective way of combining challenge and danger, without leaving a long-lasting dent in your resources/equipment afterwards. All you'd need is just some resources, and the module is back online.
them just being broken is a good call yeah
this is basically what i'm going for. you're not gonna be able to last very long on planets like these, nor be able to settle.
but endgame players can likely bring stacks of resources to fix them right away, especially if you give them access to freigther storage
overall i like the direction you are heading into
just needs some balancing tweaks, i believe, especially with your normal starship and the terrain module
Make non sentinel npcs fightable on planets and have freighters have defense ships that aren’t sentinels
Yes! It never made sense to me why system authority are sentinel ships. Same with frigate fighters.
continent shape on planets not a copy everywhere and little variations we need planets that have continents not badly generated planet that is copypaste everywhere like the planets with the big stones mountain or island planets that are really random and with no big continent :( we need diff biomes on the same planet too
Emm, is this channel the right place to report and discus bugs?
@vast bone if you want to report bugs, your best option is through this form to Hello Games:
https://hellogames.zendesk.com/hc/en-us/requests/new?ticket_form_id=167605
If you want to discuss bugs you'd like to see fixed though, this is as fine a place as any. If you want workarounds, either the main #no-mans-sky channel or #nms-questions would probably be better.
I wouldn’t mind one small tweak to how hazard protection recovers, where it only starts recharging on its own after a minute or so of not being exposed to said hazards, similar to suit shield, and recharges more slowly at that
Also when recharging it in the field, it doesn’t instantly top up, the bar instead quickly rises back up to the top
However, not quickly enough to outpace some extreme hazards, it will just drain more slowly for a short bit, then go back to normal speed
Like, in an extreme storm, it’s dropping 20 protection units per second, but recharging with sodium refills the bar at 15 protection units per second, leading to the extreme storm still slightly outpacing it
(Not exact numbers, just an example)
With these changes, you can still reliably refuel in the field as long as you’re reasonable, but ship / POI recharge cheese isn’t a thing anymore, and extreme conditions are actually threatening since you can’t just chug sodium or hop in and out of your ship repeatedly to face no consequences
I think a sort of no-atmosphere update would be nice
to make it fully realistic sort of id say
like some moons or planets that have no atmosphere or very light ones, in addition to meteors crashing down in these planets which can contain different elements
there are 'dead' planets with no atmosphere
Have better bounty hunter quests where you can fight non sentinel npcs on planets and capture them in cuffs and bring them to your ship or kill them
How is there no cable coupler for placing cables so they don't look so silly? I don't know that it should be a part one has to place, but at the very least if two cables are clearly connecting, a coupler should appear to make it look better.
Also cables should really connect to their sockets, not just the general vicinity of the socket.
Elite storms are the exact opposite of how I gear. I equip literally zero hazard protection modules because recharging hazard shields every N seconds is just a mechanic I am not interested in engaging in. All my resistances are passive.
Basically, Elite Storms as presented try and create a difficulty gate by making players gear a particular way, whereas the rest of NMS is about emergent gameplay and players choosing to gear their own particular way to their own choices.
I do support the idea of a wider range of environment conditions and additional planet chemistries, i.e. ammonia/methane planets which are super fridgid. Basically a toxic/cold biome.
Y'know, ya could've given the criticism without calling it stupid.
True. Its an idea woth discussing. The resulting gameplay is what goes wrong.
Because it substitutes forced restrictions in place of emergent gameplay.
I think if instead of messing with hazard protection, the more tangible effects described were employed, it would make for a more interesting challenge, considering recharging hazard protection isn't terribly interesting.
Im still keen on adding a 3rd class of hazard protection modules that are crafted, that expand the range of "total protection".
Also tbh I don't really follow the impact on hazard modules' idea all that well. Like it just makes them provide only 25% protection each, from the sounds of it? But then if they're stacked it's only a 25% decrease in protection overall, I think...?
So you could craft and itemize your suit so you only take heat damage above 100C
Tbh on some level I'd rather they scrap the existing planetary environmental hazard stuff altogether, and have hazard protection only apply towards specific localized hazards, such as wildfires/toxin spewers/etc.
Like we currently have two bars we're constantly recharging, hazard protection & life support, and it just seems rather silly
Well, you do
Aha, thank you ,@supple warren. Since I'm not 100% sure how to re-produce this bug, I won't report it to Hello Games directly. I'm also not sure if this IS a bug!
No attachment permission for me to send a video, so I only describe it:
While scrolling inventories in Refiners (Personal, Medium, ...), there are 4x2 slots to show stored items in each page. Based on my inventory, there might be one or even two empty pages at the bottom of the list. Like 8 (or 16) empty slots.
It happens randomly, and I think it might be related to the order of items in my inventory.
Okay, this has come up before so I’ll present this analogy again... However well a game runs on a GTX 760 paired with a fourth gen dual core i5 and 4GB of RAM... That’s about how well it’ll run on the Switch
Thanks for the feedback. I'll take another look into it. I find it hard to balance these storms. The thing im trying to create is mainly just a cool and awesome environment with odd but interesting effects, while at the same time offering cool new rewards. Also; this is why feedback is so important, because i never saw it from your perspective, which i now fully understand.
With some ludicrous optimization, miracles can happen, but miracles are just what they are
Mind you I love the Switch, it’s just that a lot of people seem to not quite grasp its capabilities because Nintendo cheats like crazy with their first party software
And they scratch-write entire shader bases on the regular just to condense a whole bunch of graphical tricks into a single highly optimized pass so their titles look super pretty and run great
NMS might work but you’d really need to manage your expectations. Lowest preset in all settings and dynamic resolution.
basically like PSVR 
Credit to @supple warren for helping me tidy up my pre coffee grumpiness into a more coherent thought.
No worries. We've all been there. 😋
I appreciate it though, because like i said, i haven't seen it from your perspective at all. Ill take it back to the "drawing board." thank you.
my viewpoint is, if your game is available for free, such as nms is, you need to make it cater to essentially 3 groups of players to be successful. that I will loosely, and somewhat incorrectly classify as 4hour, 40hour and 400hour players.
4h players will dl the game on a whim and play it becuase their friends are. love it or hate it they will probably be playing something else next weekend. But if they love it they might recommend it to some additional friends. NMS's tutorial mission and barrier to multiplayer does not cater to these players.
40h players will buy and trade games. Will play until they "complete" the primary objectives such as the storyline. they need a good challenge and 40-80h of content typically before they get bored and move on no matter what.
Some players are there 400h later. still playing. after that amount of time, they clearly have their own ways of defining fun. making extra challenging obstacles might be interesting to some of them, but will it help the bulk of the players who must really be the 40h group?
I don't get the impression that most players are 40h.
well, 40h players typically never arrive on discord. this kind of thing would never interest them. so theres kind of a survivor bias here. we are only exposed to longer term players here.
but HG or ms or someone has metrics.
I have a circle of friends that played NMS.
most of them stopped before completing the storyline.
So mu thinking is, in actuality, the bulk of nms sales/downloads are to players who get a living ship, and stop playing.
Ironically I am playing NMS because my son made me get it for him for his birthday. He played it until he got a living ship. And that was his "this is the endgame, Ive done everything" moment.
I’ve heard the three categories called The Tourist, The Resident, and The Devout
I've experienced all 3 of them, first hand.
I have a friend who played about 4 to 5h
A friend who played about 80h
and then there's me.
Someone who only plays a game until the next game they want comes out, someone who likes the game and plays it until they’re satisfied, and someone who lives and breathes the game long after release
NMS caters heavily to the last group because it tends to be the most community oriented and vocal
The first almost never engages with the community
I really thought my journey in the game was over when i completed the storyline.
but i realized-
that's just where the story began.
the amount of additional, community made and RP content is just so vast, there's hundreds to thousands of hours of more content. -If you're willing to be a part of that.
Ironically though, most of your review scores and user feedback through general public channels will come from the first two groups
With the tourists being extremely cold
I do wish that NMS was more .... in the cloud in the way Spore was.
if the game downloaded additional player created content dynamically
Well, the game is terrible to tourists.
The brutal honesty of the tourists is the reason why your first two hours needs to be great and tell the player all they need to know
Because otherwise they’ll write your game off and move on
And leave a bad review on their way out
it lands you on a planet and tries to kill you while teaching you mechanics about multi tool repair that are mostly useless and preventing you playing with your friends which is probably literallywhy you got the game.
the game needs to have a non storyline start in the anomoly with a starship softlanding
and you can fly out. and after 4h of exploration you can encounter an atlas that murders you the first time and kicks off the first mission.
Maybe a “soft-check” when you make a new file, something asks the question of “Would you prefer to explore alone, or with others?”
The former gets you the current experience, the latter soft-starts you with all the multiplayer stuff ready
good one, but i don't think “Would you prefer to explore alone, or with others?” would be a good way to ask such a thing
because of course, 90% of the people i assume are going to choose for the latter.
how about, if you use the multiplayer menu it just switches mode automatically
Thing is, even if you got this game to play with others, it's kinda terrible with others for a variety of reasons. If you're hanging out roaming about, I guess it's fine, but there's nothing really collaborative to any of the gameplay, and what few attempts are there towards that just tend to bug out and break because...The game wasn't made with multiplayer in mind.
Again, because I play a lot of diablo - the difference between adventure mode and campaign mode
choose adventre mode, youre on teh anomoly, with your ship and mt.
The procedural nature of the game also ensures that some people will have a more interesting first two hours than others. The moon of my starting planet was a rattle spine glitch world, and I read all the boundary failure stuff while still very early in the artemis path, these two combined dug so many hooks into me I couldn’t put the game down for like a whole day
wait what
lmao
That seems like sort of the opposite way that's intended to play out
But hey, it kept you playing so 🤷♀️
NMS needs support for community-made missions.
This idea has been on my mind ever since The Fall.
I think it'd be better to drop the wannabe multiplayer act and refine the single-player aspects, because with a stronger base you have lasting appeal for everyone.
I really didn't knew up until then how hard it is to create a mission for the community
They jumped ahead to multiplayer seeming to think they had shored up the solo stuff, kinda, but they really hadn't. They just tossed in some filler secondary missions and basebuilding and that kept people busy.
Well yeah but, seeing the story start so mysteriously yet kind of innocent, then suddenly stumbling onto something extremely jarring that made me question if any of this is real RIGHT AWAY, made me immediately suspicious of everything and highly acute to details, it made me focus and look at the story very differently
In a way you kinda got an amped up version of the abandoned buildings that drew me in Hiro
For me, it was the abandoned buildings that did something to that effect, of giving the universe a more sinister air
I found one of those on my starting planet not far from where I spawned actually
even something as simple as having a buildable terminal that displays text when opened, would make a huge difference.
Everything felt so unnerving and hostile, establishing contact with artemis made me worry for their safety, pay close attention to everything they say
It got me extremely invested because I knew this game was not shy of horror
I know you're thinking on a different track with that, but I really wish we had an in-game logbook for more extended entries on whatever. I suggested it awhile ago, basically no limits for local logs, but if you're uploading them, put some upper limit for network reasons.
Like I had to drop a comms station as a note for myself on this project I'm working on, when really I'd have preferred to add a note to the save beacon.
In fact, reading the boundary failures made me wonder if they were talking about me, going on about hostile responses to questioning and having to be erased due to that hostility, then taking off and Artemis contacts me again and seems nervous and suspicious of me
It made me not only question the world, but MYSELF
Like, “Uhhh... Okay so, what happened before the game started? What are they not telling me?”
I LOVE this kind of storytelling and I just so happened to end up with the perfect series of events to hook me for hours
The fact the Gek were apparently shocked and nervous at my presence when I first got to the space station, right after reading all the boundary failures and contacting Artemis, I was in full “I’m probably the villain but just don’t remember” mode and I just HAD to see if I was right
If i remember correctly some universes contains parts of a older atlas, and some of a younger. Early game theory was that the truth could be found in the higher level universes... But we may never know (especially now when they loop back)
Dear HG secretly reading this channel: Please let me delete the Photon Cannon on my starship when I have a different gun. tnx.
ooh, agreed. being forced to keep one weapon is reasonable, as long as we get a choice in what weapon that is
one weapon is not just reasonable. it is a requirement. no one wants to get stuck ku away from a station or planet and run out of pulse fuel.
you're arguing semantics with someone that's agreeing with you, mate
yeah I know. 🙂
story of my life
To be fair, if you get stuck without pulse fuel AND a gun
Just bonk into asteroids, they do like no shield damage and give you their contents
The larger ones need to be shot but not the smaller ones, just bump into them

This isn’t a suggestion either, this is already in the game
No reason why a ship with no weapons couldn’t still be usable, because of that little detail
Just make the photon cannon absurdly easy to rebuild, costing like... chromatic metal, at worst
Man I really want to see a player influenced economy system where you can buy and sell things on through the galactic terminals
I also really want to be able to sell my ships to friends
I think some kind of better support for guilds
theres not enough ... substance to support a player driven economy
and allowing players to trade ships through an AH in the anomaly might discourage exploration
or trivialize the excitement of finding a nice ship
but I do think that the number of ship slots we have is way way too low
and I understad that for gameplay and live data reasons, the number of active ships might need to be kept capped at 6.
But I don't see that we should not have a dry dock in our freighter, that allows us to store many many ships.
and linked to that, an ability to trade ships freely with team members.
I have a question, do you guys think that hello game should focus on updates centered around exploration or combat/pve? And do you think that combat should have a bigger role in nms?
i think nms is about exploration more than combat
Combat probably should, although it may need minor aim-assist as a nice helpful hand 👀
but without proper environmental threats, including combat encounters, exploration can be too trivial and boring. That said - I play Diablo if I want a crawl through a dungeon full of monsters.
Honestly, i'd say it's a case of
"you'll find everything eventually, and it'll start repeating"
I agree, I support exploration but without threats it gets boring. Origins kinda filled that void in exploration for me.
so i think, exploration in NMS should be as much about avoiding combat, as it is about increasing its threat
though Derelict Freighters are definitely a nice touch for sure 👀
True, but if you really deep into the game it turns from fun to grind. I would like to see a boss or something in a derelict freighter
When I first did a run through the derelict frighters in my region of space, I ahd a bunch of ships, some of which spawned with no enemies at all, otehrs with just security drones.
recently I revisited the systems and gathered some more freighter bulkheads, and now every single one was full of swarmer nests.
I thought you were meant to get the same layout each time in a particular system. So if youwanted a no combat derelict you could literally find one, or a few, and farm those.
I know, I'm saying that derelict freighters need to have more of a challenge
that's what happens if you only ever focus on the superficial aspects of exploration
Well, manually crafted content requires production effort to keep fresh.
Auto generated content is going to run to the limits of the algorithm and start to repeat noticeably.
getting players to generated content for each other is subject to problems of quality control both in terms of a lack of compelling depth to most of the content, and the fact that most of the content is now just penises
So I dont think we can blame HG for being too superficial. They are a small team that has made a large sandbox
I think they can make it way bigger by incorporating more ways for players to seed each others games with content, ala Spore. But again, the size of the team precludes the content moderation nightmare that could become to prevent the inevitable flood of penis related content that would otherwise make the game unsuitable for xbox gamepass.
As much as I agree with you on the small team vs production aspect, when they do get to add new content (new planets in Origins, for example), it doesn't feel like they are trying that hard.
I think it's impossible to ascertain just how hard they're trying. At this point I'm sure the game is a bit of a house of cards internally, as any game would be at this point in its lifecycle. Changes that look relatively small or basic to you could take the team tons of work hours to integrate.
I agree to a certain extent.
Changes related to the engine and other technical aspects, maybe. I don't know. It's not my thing at all.
What I meant is that when they have a chance to implement something, say adding new planets, what they do add is pretty simple, barebones.
Origins made a lot of huge changes to the game, which certainly took work.
They created new assets but implemented them poorly. You could say it is a missed opportunity.
ooof
I just submitted a suggestion to their zendesk and was about to put it here too but it’s like 4800 charactors too long 😆
I’d say they have to work more closely with the optimization of the game because not everyone has a RTX3080 and a i9 processor to run the game. I think things would be a lot more lush/ unique if the game had come out in say 2025 when much of the computer parts we use now will be obsolete. They can only add so much before systems like the PS4 base model can’t handle the game anymore so I think they’re trying to make this an even playing field for everyone. Hoping in the coming years that optimization and complexity are able to improve but fir now we need to realize that despite our setups being 500-3000 dollars that in the grand scheme of things they aren’t as powerful as we would hope.
True. I'm planning on being on xbox one for as long as I can, Or at least until I can get a job and a pc
a large sandbox with very few systems firing off. Most of the game is largely static, the few things that aren't are operating on some timers, and the one exception that I can think of to that adds number of warps to the condition and that's it.
You can do more with less when you give what you have a more robust pool of behaviors to operate with, but that's something they have barely done across the updates.
I think people forget just how static things are in this game, sometimes.
I definitely agree, I feel like the screenshots in the game are often better than the gameplay. I want to see ecosystems of animals and plants benefitting from each other like life on Earth, it would be really nice to see actual colonization of planets by the various races in the game, it would give you a sense that you’re not just randomly meeting people at small buildings randomly placed in miles apart from other structures of the same build.
It would be cool if there was massive fleet battles
I agree so much copy paste of building is boring
planets should have mini biomes
ngl, absolutely this
i want more space combat content 👀
also fleet battles where you cant accidentally piss off your own allies cause your shots missed the enemy, and hit them instead
I want to be able to ram AI freighters with my freighter
So, actually flying your freighter like a ship, more in depth space fights and biomes
Biomes shouldn't be too tricky. Flying your freighter? That's an ask. More space combat will almost certainly be comin tho
Making freighters controllable would be pretty tricky
Yes.
I think an intermediate step would be letting you control a frigate instead
smaller ship, less drastic change to the flight model
And throwing some capital weapons. And adding in capital ships like destroyers.
Intermediate ships you could use your frigate against
more than just two base types of capital freighter would also be nice, for variety's sake
right now all you have in the capital subtype is varying lengths of Apocalypse-class Battleship or varying lengths of Imperial Star Destroyer, which is really quite a disappointment given the variety in personal ships
true, and of course what colors/pods one has :V
and the color variety's pretty irrelevant since you can just paint them anyway. which I wish you could do with the starships, and also that they had a wider range of colors available
I mean.
Leaving the ship colours alone
Is good imo
It gives time effort and a sense of value to find a sweet colour cheme
Instead of basing purely on what class
You shop around a bit, experience more game.
And it isnt like its horrendously limiting
I mean, there's the complete absence of any purple at all on the current ship (non-freighter) palette, just for a starting point
I think a good intermediate point between freely repainting and having to hunt could be a significantly expanded palette and the ability to repaint, but you have to scrap ships to get the colors unlocked for painting
Or scavenge crashed ships
or that, yeah. a couple ways to do it would be best, integrate it with more systems
If it's scrapping ppl will just sit in station buying & scrapping
see, my thought was that you'd have a chance to get the colors from the ship you scrapped specifically
so if a ship's got a certain shade of blue, white, and red, scrapping it can only give you those three colors
Scavenge crashed ships, freighters, derelict freighters, run some secondary missions with them as rewards
yeah, the more integration the better IMO
let people advance in several different ways
the problem with scrapping is it's too convenient, and basically a boring slot machine
not just for what you suggest but for anything gained from the activity
see though, the ships that spawn in a system only ever spawn with one set of colors anyway. you'd still have to hunt for a place with the colors you want, while missions and other such rewards could pull from the whole pool but more randomly
I do see your point about the simplicity of scrapping (and I would love an expansion to salvage mechanics in general), I just think that with a sufficiently-expanded palette and the limitation of "colors must be on the ship to get them from the ship", it'd still take some hunting
oh i don't disagree on that, i just think from observing how folks play the game, they will opt for the easiest route, scrapping, if one is available, over anything else even if alternatives might be more playful
Mm, that's a good point. I tend toward that just because conceptually I've always enjoyed the space salvager idea
would love for the mechanics to be improved there, even if it makes it harder
Oh I like salvaging too! Just not really how NMS handles it
I like salvaging crashed ships and scavenged multitools, besides the fake damage broken slots, for instance
and parts, too
I still think approaching ship color the way freighters do would be fine; the way the color scheme is laid out can’t be changed, what’s painted or unpainted, whether it’s matte or metallic, stuff like that, but you can change the existing primary and secondary colors to whatever you want
The only catch I proposed is that exotics can’t be changed like this, so they can stay somewhat special
No matter how they end up implementing customization, I think exotics should be wholly excluded from any of it. Part of their whole gimmick is rarity, the community having to work together to sleuth out specific color and part combinations.
Don’t take that away
Even if they let you swap parts wholesale, don’t touch exotics and sap their mystique
Every other type is fine
at the very least make more exotic types/parts that show up
i can see them introducing new unique ships similar to how they did with living ships
Yeah, I think if they add the ability to really customize regular ships, they should add more new parts to exotic and living ships, stuff like big delta wings or rocket aerofoils for exotics, and beetle wings/horns for living ships
Living in particular, I would love to see them add parts from insects, crustaceans, all manner of creepy crawly things
living ships inspired by the new insects
I wanna see on with loooong bird wings lol
Add a new insectoid category that lands with legs too
That would be awesome, land your legged buglike living ship, and while you’re out of it, it idly shuffles about on the spot uncomfortably, slight movements and little turns this way or that, really looking like a living creature
Like, it slightly turns its “head” to look at you as you approach, and beats its wings getting ready to fly
Would make it really feel like an entity to itself, conscious and aware of you and its surroundings
Maybe the current living ships are just the larval stage?
And they’d develop into horrible and awesome bug-crab-nightmare creatures that you can fly in space
That’s the sort of image my mind conjures when I think of the phrase “living ship”
Somewhere between a wasp, a beetle, a lobster, and a coelacanth
There would be so much variety
Maybe throw in rare permutations like a hornet shaped body, monarch wings, or a swordfish horn
Tbh regarding exotics, I don't think they should be a time sink in the way they are. It's literally only a time sink because the RNG is so bad to get them.
If it has to be a time sink, relate it to difficult (non-grindy) tasks, and/or fabrication, not just "hey so wait around some landing pads for hours for a low chance of seeing this specific sort of ship"
Similar deal with the living ship, except it's almost right, the only problems are the quicksilver grind and timegating. If you could also find void eggs hidden away on some of the new planets, and mature the parts that emerge through bringing them to specific space anomalies, or something to that effect, you'd still have a time sink, but it'd be more active & interesting.
The living ships problems are:
- unavailability of a ship slot
- nanite cost for living ship attempt #2
I dont really have a problem with either the timegating, which is the quicksilver too really.
But I just don't see living ships on the anomaly anymore.
So players that get them dont seem to be players that a. continue playing NMS, b. care for living ships. or c. visit the anomaly
So really if HG deleted living ships in the next update accidentally, 99% of the current player base wouldnt notice.
I really want to have ability to customize galaxy generation
I know they aren't the same type of games, but Genesis Alpha One has some neat ideas regarding gameplay.
Like invasions or infestations in your mothership. This is basically what happened to many derelict freighters, so...
What about some freighter crew management to give us some boons outside of expeditions?
minor feature I'd love: the ability to hide missions or simply choose to not have one "active". And relatedly, the ability to set the Galactic Map to default to "free explore" filter instead of defaulting to Current Mission or Galactic Core
Yeah, you could add stuff like hired guns to defend from like pirate fleets and stuff or maybe some flight attendants for civilian passengers, maybe even some cargo people for automatic trading routes
frigate captains as a tradeable card game. explore the galaxy looking for unique captains and frigate crew members. then trade them on a personell exchange for quicksilver on the anomoly with other players.
Pokémon style gameplay with the tamed creatures.
Make them fight, organize tournaments on distant planets for quicksilver rewards.
Gotta scan them all.
You know what? I’ve heard living freighters suggested a time or two, but why not exotic freighters too? Bizarre, impractical shapes with grand adornments clad in precious metals, looking much more ceremonial than functional
They would have noticeably higher fleet coordination and warp range, but the inventory is small, and they’re ludicrously expensive even for freighters, costing upwards of one billion units
The parts pool for them would allow for some familiar looks too, getting close to some of the more lavishly bizarre fair from pop sci-fi, or even stuff like the starship enterprise
We could use more types in general, and more stats to meaningfully distuinguish between them.
Maybe split fleet coordination out into separate stats that impact how the different types of frigates will behave on missions.
Market Savvy lets them haggle better on missions, Notoriety makes it less likely they’ll be randomly attacked, and Communications makes them better at each of their specific roles when working together with other frigate types
so much this
definitely
I like having that one highlighted that tells you about each system you enter, how many of each things are on each planet you land on, it’s nice for log freaks like me who Metroid Prime their favorite systems
speaking of minor features, I'd really dig it if the starting character model was proc-gen instead of hazmatdude
I'd like to see some more decorative parts. In particular, I'd love to be able to put up a big exocraft hangar in my freighter that actually has each of my craft, ideally with my paint jobs too.
could even just do it as an automatic thing that's an extension of the ship hangar, though I'd prefer being able to put it in the constructable area so I can buidl a little workshop around them
Can we post decorative items we wish were added here?
Lmaoo
I didnt even reaf the message above me
Also the abiltiy to re colour flah/add custom patterns would be really cool
Cause then itd be a nice little touch to allow non gameplay altering olayer factions
Just to signify a base is part of a guild
And custom decals
I don't see why not.
Im building a hotel and i wish i could give it custom banners and an emblem
Some items like flags and banners should have "decal zones" marked on them (could be rectangular, round, oval, whatever HG likes for that object) and players could pick images that would be placed in those spots. Would allow unlimited personalization to at least some of the more personal aspects of the world in NMS.
Mm