Starfield

Starfield

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H3avy Sep 26, 2023 @ 2:59am
Ammo manufacturing
How is ammo crafting not a thing? Would actually make outposts manufacturing useful for once. Or just let us craft it on a workbench or something.
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Showing 1-15 of 15 comments
rumax Sep 26, 2023 @ 3:00am 
no.
i hope in Future :steamthumbsup:
Mtabacco Sep 26, 2023 @ 3:22am 
Originally posted by rumax:
no.
Is that your final answer.
EzRyder Sep 26, 2023 @ 3:32am 
there is already a mod that allows crafting ammo in the industrial bench
but frankly its not worth it for me, time you go start mining i will have bought what i need

but its there if you want to use it (i tried it, but i didnt care for it 'yet')
imo this game is designed to be played differently than most- almost like material objects should be disposable (kinda like some MP pvp games, gearing up after each death)
building large manufacturing chains is not really usefull if your going to recycle thru starborn (NG+) maybe i will try crafting ammo when im done with that
Last edited by EzRyder; Sep 26, 2023 @ 3:33am
Natjur Sep 26, 2023 @ 3:46am 
In beta, your fuel did not get instantly topped up after each jump. You had to go buy it or make an outpost and make He3 (if no near by spaceport to buy from)

You could not explore much back in beta without a lot of outposts. So outposts were designed to be refueling stations mostly, and you could only explore 25% of the systems without making them.

Then they canned that as people hated the outposts and now outposts seem pointless.

So only allowing ammo and med kits to be made at outposts, might give them a use.
Last edited by Natjur; Sep 26, 2023 @ 3:47am
eamonn.fanton Sep 26, 2023 @ 4:07am 
Originally posted by Natjur:
In beta, your fuel did not get instantly topped up after each jump. You had to go buy it or make an outpost and make He3 (if no near by spaceport to buy from)

You could not explore much back in beta without a lot of outposts. So outposts were designed to be refueling stations mostly, and you could only explore 25% of the systems without making them.

Then they canned that as people hated the outposts and now outposts seem pointless.

So only allowing ammo and med kits to be made at outposts, might give them a use.


they turned what could have been a great game into a xbox video game that everyone could beat easily.
They also nerf'd the planetary afflictions (frostbite, heatstroke, radiation etc) for the same reason, to make ii a bland easy to play console game.

Both were done at a very late stage in development and personally I think the best thing they could now do , and should have done from the start, is to have both refuelling and planetary afflictions as option when starting a new game.

Those that love factory building,or wanted a galactic empire could have it, those that wanted a space version of DayZ or Rust could have that with planetary afflictions, there are those that would want both, and then there are those that wanted a simple easy to beat space shooter that all the developers seem to pander to now.

Bethesda should allow the player to choose what they want in the game not make these choices for them. It seems crazy that Bethesda nerf'd these two major mechanics when all the code for both had already been written.

Sadly this game is destined to become another Elite Dangerous unless they keep coming out with new and meaningful update, I just cant understand that the two most realistic aspects of the game were nerf'd without the ability for the customer to make those decisions for themselves.
MSJ-06II-C Sep 26, 2023 @ 6:12am 
And here I was, asking myself what the fuel limit was even supposed to accomplish given you could just jump, get on the map and then jump again
Last edited by MSJ-06II-C; Sep 26, 2023 @ 6:12am
Langkard Sep 26, 2023 @ 6:14am 
There is a mod for that, as always.
H3avy Sep 26, 2023 @ 9:06am 
Originally posted by Natjur:
In beta, your fuel did not get instantly topped up after each jump. You had to go buy it or make an outpost and make He3 (if no near by spaceport to buy from)

You could not explore much back in beta without a lot of outposts. So outposts were designed to be refueling stations mostly, and you could only explore 25% of the systems without making them.

Then they canned that as people hated the outposts and now outposts seem pointless.

So only allowing ammo and med kits to be made at outposts, might give them a use.
That explains the tool tips not being accurate. Could be implemented if they bothered with a hardcore/survival mode like the older fallout games with eating.
Sillls Sep 26, 2023 @ 9:07am 
Originally posted by H3avy:
How is ammo crafting not a thing? Would actually make outposts manufacturing useful for once. Or just let us craft it on a workbench or something.

I liked this and was disappointed not to see this in the game.
Just Chill Sep 26, 2023 @ 9:08am 
Play Fallout New Vegas instead with the Ultimate Edition.
The Gun Runner's Arsenal DLC adds a ♥♥♥♥♥♥♥♥ of different ammo types and also crafting receipts.
TheCr33pur Sep 26, 2023 @ 9:10am 
Yeah i was really disappointed when i found this out.
Deylendor Sep 26, 2023 @ 9:10am 
No ammo crafting,
No weapons mods detaching.

The second one drives me mad.
Just Chill Sep 26, 2023 @ 9:11am 
Originally posted by Deylendor:
No ammo crafting,
No weapons mods detaching.

The second one drives me mad.
To be fair, not even the beloved Fallout New Vegas had such a system. But luckily someone modded it. :D
Speaking about removing weapon mods.

Crafting ammo was a thing since F:NV vanilla. :facepalm:

But dumbing down is on Bethesda's agenda. XD
Last edited by Just Chill; Sep 26, 2023 @ 9:11am
Eminem Sep 26, 2023 @ 9:13am 
Originally posted by H3avy:
How is ammo crafting not a thing? Would actually make outposts manufacturing useful for once. Or just let us craft it on a workbench or something.

everytime you hit a vendor your 3 must buy out stock at all times should be ammo, heal pack and digipicks, no?
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Date Posted: Sep 26, 2023 @ 2:59am
Posts: 15