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you can register it at any city dock or your own landing platform
I was told by someone who is farther into the game than I am, that it is possible though some mechanism…unverified.
Skill List: https://www.ign.com/wikis/starfield/All_Skills_and_Rank_Challenges
How Skills Work: Raising skills in Starfield may not work the same was as in other games, including previous Bethesda Titles. For example, In Fallout 4, Sneak is an Agility perk and once you get it, you can sneak (crouch) to your hearts content and raise your Sneak Skill continuously.
In Starfield, you have to choose the skill, each skill has 4 levels, each requiring an additional skill point, and then there is a specific action required to raise each skill. For the sneak skill, attack from stealth. Actually I'm not exactly sure what that means other than I think it means attack from a position where you have not been discovered, not seen, and not sure if a death is required or not.
So every skill has a specific requirement. Some are easier than others. For Persuasion , you just have to persuade someone, this comes naturally when the situation arises. But look at fitness , this is the silliest one I've seen. You have to run continuous until you 02 meter depletes, and then a CO2 red bar starts to climb, once that maxes out you'll more or less be forced to stop and you will have raised your skill 1 point. The to reach level 2 would be to do this 20 times to compete Level 1.
Look at the Pilot skill , you can fly a ship without the Pilot Skill, but you can't raise your pilot skills without killing enemy ships. Tip: spend a lot of time in the UC simulator, to raise your pilot skills without cost of jeopardy,
No classes- The game does not have official character classes, you just assemble what you want. I think the trick is not to spread yourself too thinly. Although you could say all skills are valuable some or more important than others.
Despite, this I’ve found myself nabbing all the hand weapon skills, except dueling, because I think sword fighting in a spacesuit is stupid. 😉 Besides melee, I don’t want to be limited by a type of weapon, and at this point, it’s a learning experience about what suits you best,
I chose Soldier to start. I’ve found these skills to be helpful Stealth, Persuasion, Security, Pilot, Backpack, Laser, Pistol, Rifle, shotgun, and Ballistics. Starship Designer will be a must.
Oops don’t sell it. Keep it for when you start building ships. You can’t build a ship from scratch.
Lifting off Grissom came face to face with a disabled Deimos Armored Transport , a really large ship. I'm not going to say much about this, but it is boardable, again excited until I understood what it was about... still fun, but I'm not the owner of a really big ship. 😜
Sarah Morgan- Starting at L9, she started talking to me on multiple occasions, which I welcome. However, she has a bad habit of in the middle of a fight, wants to stop and spill her guts. I hate telling her "now’s not a good time" as if she could not figure that out on her own. Instead, I hold up for a minute and listen to her with bullets flying by and give her positive reinforcement. I blame the devs... 🫠
This info maybe updated in the future…
I decided to take on a Mission Board mission- Destroy The Crimson Fleet Spector at Toliman. For reference, I am a L18, proud citizen of the United Colonies, flying an upgraded Razor Leaf. I have the Pilot 4 and Targeting 2 Skills.
I graved in, and was confronted by a UC ship warning me off that Toliman is quarantined due to terrormorph infestation. “Fine, I’ll leave” I said because my quest target was at one of Toliman’s moons, however, who knows, I may come back and push my luck. Graved in there to face a lot of red on my scope, 5 or 6 ships at a Crimson Fleet mayhem space party, also a lot of space debris.
Ok, game on, one of these ships zipping around I assumed was my target. I went after and killed some targets but died twice, but on the third try I prevailed.
I think I have confirmed some things about space combat.
- Pilot Skills 1&2 are musts, increased use of thrusters, turn rate and maneuverability. (Pilot 3&4 if you want to fly/hijack Class B/C ships.) Level skill in the UC simulator.
- Targeting Skills- Starfield’s version of “bullet time” (if you're familiar with the term), a MUST, the higher your skill, the greater your targeting buff and survivability in “1-V-many” fights. This makes such a difference. Level skill in the UC simulator. I believe this skill only raises if you kill a ship while in targeting mode.
- Designate target (E).
- Use weapon that primarily knocks down their shields.
- Look for a Locked designator on your HUD, engage Targeting (R key) which gives you a close up, slowed down view of the enemy ship. Use A&D keys to select the system you want to target and blast away.
- You don’t have to worry about pointing your cursor at the targeted system, your shots are directed there by the Targeting Skill. Think of this as the Tech skill it is, a system in your ship, even though it’s basically in you. Think of it as using The Force! ;)
- I usually kill their engines first. If there is an opportunity to board, ie, not being shot by other ships, then disengage targeting to attempt to board them (Within 500m, R to board)
- Acquire ship parts- (O key) Can be the difference between success and your corpse floating in space. :) Your ship has auto repair tech, to repair during combat, but it needs material by way of ship parts to make the repair. Pick them up from the dead bones of your ship kills or buy them and put them into your ships inventory. Under your inventory, they are found in the ”Aid” category.
- Use Third Person ship view- (Q toggles) Another must for better situational awareness.
- Engagement- DO NOT fly straight at your target at the start of an engagement if you are uncertain about relative strengths. Head on passes, you are shooting them and likely they are shooting you. Granted, in a 1V1 this (Head on passes) can work, but in a multi-ship “1-V-Many” engagement, the more you fly straight the more you are going to get shot by the other ships.
- Maneuvers- I approach this by flying at my top cruising speed, and when multiple targets appear in front of me , I turn 90 degrees, punch the burners, extend, and make a 2 axis turn in towards whoever I’ve designated. Shoot, shoot, shoot shields, Target engines, target shield system to kill them. Immediately hard turn, punch the burners, extend, turn back in for the next designated target.
3rd try was a charm, yes, there is a learning curve. I finally triumphed in the Crimson Fleet Spector engagement, without repair ship parts and with about a quarter inch of health left. I immediately saved. collected loot from dead ships pointed at my little arrows around the edge of your hud. :DI finally got into ship building last night and it took me all night building the Halo Pelican based on the design linkposted online. I brought one of my hijacked ships starting at the Deimos Shipyard since many of the parts were from there. But I also had to go to Titan (Homestead?) and Akila City. And because I don’t yet have Ship Design 3, I had to hold off on the breaking engines, engines that slow the ship down. I’m not really sure if they actually help performance. I’ll produce a picture when it is finished.
* You only increase ship building skills by building a ship, placing new parts on a ship. You are forced to start with a ship you own, so hijacked ships in you inventory are good to have. Conceivably to build skills quickly, you could continually swap out different landing gear or parts but I’m not sure if the game would or would not remember a piece was attached previously? 🤔
* The ship editor is wonky. The controls to raise and lower parts is not intuitive. Moving pieces is horizontal, unless you select a piece and use the R,F keys for vertical movement. Press repeatedly.
* It’s really bothersome that you can’t save a design in progress.
* The easiest way to attach a piece to a connection point is to put your cursor on the point, hit G to add, and make a selection from the list. Not to add a piece into the editor and then move it to a connection point.
* I’ve decided not to build a network of outposts, cause of stuff I read online, but my understanding is that a landing pad, gives you the ability to alter/ build ship with a greater selection of parts, than if you go to a ship technician. I will buuild an outpost by my dream house to check this out.
* Sometimes the ship builder camera insists on zooming in on a piece, which is a real pain.
* Some pieces will be listed, like “cowling forward bottom” and you won’t immediately know that hitting the left and right arrows will reveal variations of the piece, like “top”. And for Habs, if you are looking for a 2x1 workshop, realize with the 2x1 piece selected, that all the variations of 2x1 pieces wiil be revealed using left and right arrows.
* The editor will warm you if any loose/unconnected pieces are floating around. They must be attached or deleted.
* To easily locate disconnected modules in the ship builder, double click your ship which selects all of it, turning it red. Unconnected pieces will not turn red. I had 2 pieces seem to snap in place and connect, but for some reason, dissimilar adjoining shapes(?), they were not regarded as connected. I had to make some adjustments.
*If you remove a piece of the ship and drag it away, but leave it in the editor, it could produce a warning that your ship exceeds the maximum size for a ship, because it thinks the piece you dragged away is still part of the ship. Note all unconnected pieces must be removed from the editor before you can save it.
Happy building! ☺️
Pretty sure you can register right after you take off with it. It sets it as your home ship and you can go into the ship menu and register it while you’re sitting in space.
One thing I do with ship building is first of take all the weapons off setting them to the side. The reason I do this is I had an instance where I had a weapon system end up in the middle of the ship underneath other components. So I had unconnected module message in the error sheet. If you double click the ship you get an option to paint the whole ship which will now be highlighted red. This is great to see large unconnected modules but in the case of the weapon system it was so small plus under things so I couldn't see it with that method.
To easily locate disconnected modules in the ship builder, double click your ship which selects all of it, turning it red. Unconnected pieces will not turn red. I had 2 pieces seem to snap in place and connect, but for some reason, dissimilar adjoining shapes(?), they were not regarded as connected. I had to make some adjustments.
Edited this part of ship building post:
If you remove a piece of the ship and drag it away, but leave it in the editor, it could produce a warning that your ship exceeds the maximum size for a ship, because it thinks the piece you dragged away is still part of the ship. Note all unconnected pieces must be removed from the editor before you can save it.
- board ship, kill everyone, sit in pilot chair. You can now register it from the tab/ship menu. Make it your home ship, register it, and then stand up.
- leave the ship and use scanner to find landing site nearby, this is your original ship.
- walk back and enter your old ship, and make it home again from ship menu.
- check your hold for contraband, as many pirate ships have it onboard and you inherit it. take it to wolf and sell it there (any contraband, that is).
if its your first ship besides the frontier, you can rebuild it into whatever you want. Its cheaper than buying one to rebuild.
If its not your first ship, and it didn't have a stack of contraband, you can sell it for a small profit after registration.
-> the registration fee is so high that selling extra ships isn't very profitable. Its free money, but not enough to justify trying to make a career of it. The main point of it is just to get a ship to build into your own, so the first one you steal is all you ever really 'need'.
-> some ships can't be stolen: the chair bugs out or the door is locked and can't board at all. The ship (pirate reinforcements if you attack the boss) from the first mission (with vasco, to clear out the pirates right after you got the frontier) can't be stolen, for example.
Ok so plan B, roll back, tell the smuggler Captain i’m not the currier and he tells me to get off, I reengage him, bug him, and finally he turns hostile, pulls out his gun, sayin” you know to much!” I yell “yes let the shooting begin, and Andreja has no issue with this.
Now this is what sucks. This ship loos like it is labeled L60, I’m L25. The pilot seat won't let me take it. I’m Pilot 4 damn it. There is a Nav table though that lets me pick a destination, my hopes up, I fast travel and am in my ship, not this new ship!
Rollback 2, I loot the ship and read online, that if you fast travel away and come back you can pilot the ship. Wrong! I came back and the ship was now labeled as inaccessible. One of those not-immersive situations.
Supposedly there is a console command to unlock doors, but that does not work on an overhead hatch that jumps to a new area, the interior of the ship. At this point I decided to honor Blizzard’s locks, but it felt artificial to be unable to take this ship. 🤨