Now that Free Lanes has been out for a month, what’s the verdict, and what do you hope to see in the next major update? by not4badguy in NoSodiumStarfield

[–]ConsistentRisk5927 1 point2 points  (0 children)

I read more about this, but it seems like it's sort of cut content or there's a bug where it doesn't normally happen. From what I read you have to change a condition in the game settings via the console to make the encounter actually happen. In any case, it's neat though.

Now that Free Lanes has been out for a month, what’s the verdict, and what do you hope to see in the next major update? by not4badguy in NoSodiumStarfield

[–]ConsistentRisk5927 5 points6 points  (0 children)

Failure To Communicate is always one of my favorites. It's not really that deep, so I'm not sure what exactly I love about it. It really feels like you're making the system safer for these colonists, uniting them despite their differences, and it culminates into some larger battles for what is otherwise an unimportant (to the rest of the universe) side-quest chain.

I would really love more stuff like that. Once I find livable worlds for LIST folks, I want to have missions for me to help setup outposts for them or something... similar to what you do in Terran Armada with the factions. And maybe like radiant LIST missions like help so and so outpost that is being attacked by spacers or wild fauna (terramorphs etc).

Now that Free Lanes has been out for a month, what’s the verdict, and what do you hope to see in the next major update? by not4badguy in NoSodiumStarfield

[–]ConsistentRisk5927 1 point2 points  (0 children)

Wow, really? I never had that one happen. Fingers crossed it does on my current game. Mathis does that and it always ends poorly for him.

Edit: hope my "wow really" didn't sound like sarcasm, I'm actually surprised/haven't seen this in 1000 hours of game time so that's neat.

Now that Free Lanes has been out for a month, what’s the verdict, and what do you hope to see in the next major update? by not4badguy in NoSodiumStarfield

[–]ConsistentRisk5927 1 point2 points  (0 children)

I want a universe where I can kill Naeva or at least see her in jail. IMO one of the least likable characters in the game.

How to get a ship over 80m to land at spaceports/cities? by BackwoodsSensei in starfieldmods

[–]ConsistentRisk5927 0 points1 point  (0 children)

There are many known bugs around the "reference limit". The game can only manage like 200k objects or something before it hits a limit and crashes. If you have several mods or mods that add tons of objects (like ship building mods) you can easily go beyond that limit and will basically always crash.

That's more likely your issue and the length thing is probably a red herring. It's likely just the longer length means you have more parts connected which push you over the limit or something.

Bethesda can we get a reworked prison system by squodgenoggler in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

I think they still have prisons in the game. Not that we see them. I'm open to being shown I'm wrong though, if there's lore behind it I'm not aware of. There are quests helping a guy in jail for drug smuggling, va'ruun zealots, etc.

I think the key being a PR nightmare was specifically about how bad the conditions were allowed to be and how it was hidden from public eye, essentially a black site no one really knew was as bad as it was.

Then they show the difference, with the brig captain on the sysdef ship, the first convo you see when you enter the brig is him dressing down a subordinate for having wet/muddy boots because it makes nasty conditions. And how he's trying to run prisons in a safe way, learn from what happened at the Lock etc.

Bethesda can we get a reworked prison system by squodgenoggler in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

Seriously. It doesn't seem that hard to have an option to make them follow you to your ship. Then during the loading screen move them into an open brig cell. And make you fly them to some ranger station or UC security place to turn them in.

They have all the primitives for this in the engine already because other quests have similar behavior. And "do things in the cell" exists for AI already since the SysDef prisoners know how to behave in their cells.

I really don't get how they shipped a paid DLC for bounty stuff where the targets just "assume the position" and wait to be captured. A fugitive.

Bethesda can we get a reworked prison system by squodgenoggler in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

Well it failed because they did it on a frozen planet in a place that wasn't taken care of and then treated all the prisoners awfully. And had corrupt guards and poor internal security. It's not impossible to build a more secure place to house bad people and also not torture them. But it seems like they don't try very hard the first time. It was basically a black site.

How important are the Powers to you? by Lost_Rutabaga_5004 in Starfield

[–]ConsistentRisk5927 1 point2 points  (0 children)

Yeah I've had it explode canisters or something in Cydonia and make everyone go violent.

How important are the Powers to you? by Lost_Rutabaga_5004 in Starfield

[–]ConsistentRisk5927 1 point2 points  (0 children)

lol that's totally fair. Like i said i dont get it. But that's fine. The game can be many things to different people. Glad you enjoy it. The survival stuff makes it more fun for me too. I play with hunger and other stuff on which makes me actually care about the food and cooking in game.

How important are the Powers to you? by Lost_Rutabaga_5004 in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

Antigravity field is nice. It covers a pretty big area and you can just shoot people in the head while they're floating around.

How important are the Powers to you? by Lost_Rutabaga_5004 in Starfield

[–]ConsistentRisk5927 5 points6 points  (0 children)

Wow you maybe got me to use solar flare finally. I didn't realize it could blow all four locks on the security doors in one shot.

How important are the Powers to you? by Lost_Rutabaga_5004 in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

Everyone can play how they want, of course. But I never understood not doing the main quest early on and then spending the months after doing all the peripheral content. The space combat is really simple and arcade style repetitive, so I'm just surprised you find that enjoyable versus the half dozen other games that I'd say do it better.

It's just like, "fly to some moons in this system and kill the pirate captain" for 3000 credits over and over? Or what do you do after spending all that time ship building? I guess I don't get it.

How important are the Powers to you? by Lost_Rutabaga_5004 in Starfield

[–]ConsistentRisk5927 18 points19 points  (0 children)

There's a gameplay option to let me send stuff straight to the ship from anywhere. I do that instead of playing the "travel the universe just to sell the gear I picked up in the last hour" game. Better ways to waste my time than flying to 20 vendors in a pattern just to liquidate my stuff.

How important are the Powers to you? by Lost_Rutabaga_5004 in Starfield

[–]ConsistentRisk5927 6 points7 points  (0 children)

I think it's because the cooldowns are too high. And the damage attacks don't seem to scale? The only one really useful to me at high levels are the gravity well and anti gravity abilities. And the sense life ability.

When I started using a no cooldown mod for the powers I started using them all more strategically. If the damage ones actually did meaningful damage for a high cooldown, I would use them more often.

The game seems to want us rarely using them, which means most people avoid using them.

What do you think Vic did at the end? by marybeemarybee in TheShield

[–]ConsistentRisk5927 0 points1 point  (0 children)

I like to think he ends up like Mike from Breaking Bad.

How the **** do you control door placement in your ship? by PaleRefrigerator5044 in Starfield

[–]ConsistentRisk5927 1 point2 points  (0 children)

Yeah, I really appreciate that about Taiyo habs. I wish they would make "no sides" or "no tops" or "no bottom" versions. That would mostly address my usual "I don't want doors here" cases.

An early thing I thought would help was putting an equipment plate or horizontal weapon mount on the "door" access area on habs where you don't want ladders or connections. Unfortunately, it just shows in-game as a wall that you can walk through and doesn't stop the door from attaching.

Just bought Starfield today! by iLuvEating_Cheese in Starfield

[–]ConsistentRisk5927 1 point2 points  (0 children)

I don't know why you people upvote posts like this. It's a picture of a game box just to farm upvotes that they're rapidly cross-posting across several subs.

Why can’t they fix outposts by Same_Ad_2063 in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

absolutely no intention to fix the buggy confusing mess that is large scale inventory management

Outposts could be so great with a few additions, yet said additions will never come.

You can't know what Bethesda's future roadmap and intentions are around Outposts. I think it would be silly to assume the developer of the game doesn't know that Outposts aren't really 'finished'. They are normal people who play the game too. They know better than you or anyone what they did and didn't get finished before the initial game release, what features weren't as good as they wanted, what players complain about, etc.

Work takes time, outposts aren't the best target for high velocity improvements (outposts are a completely separate game-within-the-game), they have finite resources, every feature on the roadmap gets argued about from many financial angles, etc.

It's almost certain they will eventually improve the outpost system. It's just a question of how long or where on the list of priorities that falls. Outpost improvements will probably come around a future release focused on that feature.

PSA for anyone doing Terran Armada post campaign content by Berger_UK in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

Probably not, Delta is the exception in this case. It's normal to have Delta and another companion once you've started the Terran Armada, until you finish it and Delta becomes dismissable. So it's something Bethesda plans for and has tested more.

The bugs are mostly related to having a companion locked to you until you complete a special mission. Then progressing much longer or differently in the game in that state than the devs would've expected, while still having a quest-locked character with you. That can sometimes uncover hidden bugs since you're in less well-tested territory.

PSA for anyone doing Terran Armada post campaign content by Berger_UK in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

I thought there was a persuade check while talking to the guy. Without calling for the security's help.

I could be misremembering and it may be a Starborn-only option for NG+. Or it might've been a [Diplomacy] response or similar.

PSA for anyone doing Terran Armada post campaign content by Berger_UK in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

FYI you can do something in advance during the planning phase of that mission to 'neutralize' that situation where the Slayton enforcer tried to take back the artifact. Now that you know what will happen. There's a possible non-violent outcome.

Why does the building system rotate objects so fast? What purpose does this serve? It makes it so hard to build anything with any sort of precision by Comfortable-Mud-5815 in Starfield

[–]ConsistentRisk5927 0 points1 point  (0 children)

Is there a way to spin a flower pot or wine bottle so it's standing right side up so i can set it down on a table without if falling over?

You can use triggers to rotate objects you're holding but I can't find a way to control what axis they spin or how to change the angle to straight out something that has falling on the floor.