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The whole outpost building REEKS of the game being made for consoles. I thought it impossible to make controls this bad on mouse and keyboard.
To me, outposts felt like a redundant feature that was carried over from Fallout 4 because "it just worked" for that game. Granted, they straight up copied a lot of stuff, from bashing to peeking corners to mines giving you an indicator and enough time to disable them.
Outposts are redundant for two big reasons:
1) You have your spaceship - it fully assumes the role of your home base, provides you with crafting stations and storage space.
2) There are no benefits to use them that would be immediately obvious. You can't repair power armor, because there's none. You can't craft ammo. Setting up a for-profit mining operation is kinda pointless because loot from enemies will sell for much more anyway.
As a result, outposts felt disconnected from the rest of the game as you don't have to ever engage with them if you don't want to.
Best I could start with so far is a shipyard, a couple of boxes, and a few empty buildings with two offices, no chairs, no hydroponics, and not even a refrigerator. I guess Lin and Heller are going to have to hunt down their own food on Procyon III while me and my Constellation buddies are living the life up in the stars...
100% this. What a lost opportunity to make a decent builder with all items, but seen they can`t even get a simple inventory right it is no surprise.
For the rotation, it helps a lot, but I went a step further and added this to my StarfieldPrefs.ini:
[Workshop]
fItemRotationSpeed=0.5
The default I believe was 5, lowered to min on settings was 2. This is as good as it gets to properly align things, only it takes forever to rotate something on larger angles. A crappy design all around, sadly.
However, to start, I will simply say that outpost building, by in large, feels as if it is a tacked on element of the game with no real polish.
The foundation of a great logistical cargo sim is there, but there are several pieces that are missing for its success, namely a sorter/filter.
There are other things that exist such as the power switch etc, that could have some elements that allow for in-depth automation, but in current state..I have come to the conclusion that base building is simply not worth.
For #1 getting lots of storage on your ship results in a slow moving brick. Cargo adds a TON of mass to your ship, so better fighters will have far less cargo.
I'll be doing more Outposts in NG+, but its VERY easy to make one to store your loot so your not having to fly around on a space brick.
The Cargo Link system is really annoying. Needing one pad per system to system link is ridiculous. There should be various sized pads that determine how much cargo can come in/go out, and even one pad connects you to your network. You then decide where in the network you want goods to go. Right now it's very clunky. -- also deciding where resources go from any colony to any colony should be doable from your ship or any outpost on the network. I realize this is probably the biggest change, but the current system is just not very good.
Too often find a place to build an outpost and there's some random thing a bit too close. I'd like to be able to remove nearby abandoned factories and the like after clearing them out.
Bulk storage space is WAAAY too small. You can make a container big enough to stuff 100 people and it holds less than what 3 people can carry without being encumbered. Also, we need to be able to sort resources and tell outposts to not ship more if we're full. Right now I just have used console commands to a million capacity since otherwise there'd be all kinds of problems.
Need to be able to make stairs and walkways that snap to cargo containers so you can build large stacks and still access them. Also need different stairs for different gravities, really.
Need to be able to build habitation up -- and I'd honestly like to be able to make underground areas, even if that meant it was instanced.
Need keys to be able to adjust the height of anything while placing. I also need to be able to tell it to not snap things together if I don't want that.
I'd like prefurnished options for habs.
I'd like to be able to make walls. And I'd like to be able to increase the outposts area.
I'd like to be able to put the whole outpost under a dome with anything gathering something from the atmosphere built into the dome. This would just be neat.
I'd like to be able to make platforms that other things can be build on. Even roads and paths to put things together on a grid and other established patterns (including non-square ones too). Having everything on the dirt just doesn't look great if you want it to look like an advanced operation.
Also, you need to be able to make and save templates both for inside habs and outside. And since they have the ability to autoplace clutter around using a storage, I'd like every hab to have a "clutter" storage that you can put stuff in to be automatically placed around that room. Same with the ship, tbh.
I feel the outpost limit might be too small if you want to goof around with some outposts. The talent for more outposts should probably be much larger at least.
It's going to be some terrain thing in the way. Either an incline or a rock and the game is confused -- sometimes it doesn't get that it can remove rocks and sometimes it does get that. Sometimes it's a terrain problem though. That's one reason why we need to be able to make multi-level habitations.
Also being unable to align stuff etc.. no snap on.. it's really annoying. Otherwise I just want more stuff.
Same. I have that in my big list of things I'd like to see.
Without some sort of sort/filter/extractor the entire purpose of outposts is mute. Every cargo chain will eventually cease when a container fills. This will cause a catastrophic bottleneck that will halt the entire chain.