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https://steamcommunity.com/id/indigorage/screenshot/2306467913470962963/
I made that that way. I call it "Squire XH". It has a cargo capacity of 7000, and outperforms its stats due to its design. Not bad for an A-class.
Of course, doing the same with a much larger and more "valuable" ship, affords one more working credits when scrapping a ship. I'll just need some time to farm up some credits to do a B-class and C-class, and I have some... very interesting designs in mind. I've already done some experimental design work, so I know exactly how much these will cost.
Partially Agree. I can understand the logic behind that gate keeping though as it sort gives players some element of progression. As after all you could literally max out the ship from the get go and ship battles would be quite dull.
Don't suppose you have built a ship builder in an outpost yet?
That gives you access to more than just structural modules.
I always build at my outpost and then go the manufacturers for their exotic parts
I see, that is the way to go and being able to mix and match rank A, B and C parts gives a fair amount of flexibility.
I use Rank A weapons, a Class C Shield, a Class B grav drive, Class C Reactor and Class A Engines x4..
I do wish there was an ability to break down ships for salvage at your outpost, dealers and salvage yards too... 🤔 I'll add that to the first post. That would make for interesting quest story lines imo.
No, you couldn't. Piloting skill and Ship Design poses limits as it is. Level blocking ship parts is entirely unnecessary.
It makes sense to lock the grav drive that could kill a planet's atmosphere away from a total noob that managed to hijack a ship with a gun they borrowed from their uncle.
Not every ship part has to be available from the start. And they're all too cheap.
Yes, you can If you max out Piloting Skills and Ship designs in a play through lol....
I did say "I partially agree" as I don't support the clumsy mechanic of level blocking modules. However, I can see the logic behind it but that only applies to the first play through and how a players plays the game.
It's entirely possible to not even use the ship building mechanics and finish the game. A colleague finished the game with just the Razorleaf without modifying it let alone upgrading it. Difficulty level played on? no idea and it's their prerogative how they play the game.
As funny as your comment is 👍🏽🤣 I have to say for those who take thinks literally a grav drive cannot be enabled planet side due to gameplay mechanics lol. Sure, you could put power into it during the 'launch scene' of flying into orbit but you can't activate it as it's only via a separate menu.
That is not "from the get go". Of course you can do it in a single playthrough...that'd be beyond ridiculous if you couldn't. But given the last parts unlock L60+ means a pretty thorough first playthrough to be able to build "whatever you want".
Disagree. Progression for the first 100 hours is important. Having everything available from the start is horrible design. It's like playing diablo and giving everyone all the unlocks. Progression and having new things show up as you play especially in the first 100 hours is good design. It also limits options initially as players are learning the game.
After you NG+ you are basically unlocked if you chose that path so you can do what you desire after you have followed the standard progression path. And likely some new things unlock if you look around.