Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español - España (Spanska - Spanien)
Español - Latinoamérica (Spanska - Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (Portugisiska – Portugal)
Português - Brasil (Portugisiska - Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (Ukrainska)
Rapportera problem med översättningen
And most of those thought stem from what Unity/NG+ tells us:
the MQ can be skipped
Constellation can be all but erased from existence (the lodge is always there)
I'm secretly hoping that the CK will unlock the secrets of NG scenario creation, allowing us to build a library of alternate starts.
The ship will always be key, of course, but even without building a 'gifted' ship into the start, which a number of scenarios could do (on a settlement that's been raided/failed, settlement leader asks you to take the ship and get supplies to come back and rebuild power sources or something, wake on a ship adrift in space, systems damaged, a destroyed CF ship with some loot floating nearby, blearily open your eyes and find yourself in a brig on a zealot ship but look, you have a digipick!) if the start puts someone within reach of a staryard + the ability to earn a little credits, that'd be enough for me; near one of the main cities cells, polish off some small POIs or NPC radiant missions, visit ship tech and buy cheapest hunk o junk they have.
It'll be work, of course, but I think it's absolutely doable we'll just have to be pretty creative (and to close, again: NG+ scenario structures will show us the way, or at least I hope)
Had to google all of that. We get nothing like that here. I'm vaguely aware of MST3K but it might be the only thing that has reached global awareness.
My Saturday night was Argylle. A lot of fun.
Oh that is brilliant, actually. Rather than piloting our own ships (like riding our own horses in Skyrim), have us hire a space-taxi, bum a ride or hitch hike (like using the carriages in Skyrim). That could be a really viable way to get around the "must get a ship first thing" mechanic.
Or, an increasing chance the further yet get from the settled systems? :D
Far too many ideas springing up now.
And welcome back Meph, old friend! And howdy to all my other friends who have stopped by this evening - forgive me if I was not here, but I hope HAL was keeping things running smoothly!
Well, I've been busy myself! Finished writing up my story - "The Sand in the Hourglass" -
just a short story in the Adventures of Etienne series.
Anyway, I'm going to have some java, and then relax my brain a bit. Tomorrow is another day - or so they say! And I will see you all tomorrow - and if I'm a little late, please give the replicator a whack for me!
Another thing I think we might be able to get going is intrasystem travel. I know of one mod wich does it (too shaky for me though). But having some down time between planets, and perhaps let a companion handle the flying there, while you chill with the crew or do some crafting.
If it could be made in a way akin to the old Fallout world map encounter system, pops an allert box up while traveling to see encounters, you choose to stop or skip.
Intrasystem travel without jumps are something that I have seen a number of people bring up, and I think back to Freelancer, where you could do it. But in that game the scales were squashed tremendously, and most people still used the gates (which was actually fast travel between planets with a load screen simulating going through the gates).
But, the idea of random encounters as you travel (i.e. make jumps), is actually a good one, as travel between systems may actually require a number of jumps - even if the game only shows one load screen. Well, what happens at those in between jump points? Perfect situation for some sort of encounter in one of the jump points along your route - and that encounter could be one of all the standard one that Starfield already has, along with maybe some totally different ones. Plus, it could also be done that the grav jump is interrupted between two jump points along the way - and this could be a truly rare and random strange encounter - some cosmic anomaly, some unknown station or lost colony ship, maybe even something completely alien.
For an example of how fast travel can lead to unknown encounters, you can take a look at Tonycubed2's Akyrim mod:
Fast Travel Ambushes and Consequences - https://www.nexusmods.com/skyrimspecialedition/mods/9550
But, right now, more coffee!
It would have been a great idea but I doubt it would be possible with the limitations of the engine. We can wish a lot but I think that will be it.
Yep, more coffee. (not to mention the dog that wants to go out.....)