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The main quest is like 5 to 10 hours long and many reviews have been parotting "shattered space is only 5 hours long" on every media.
And that's the rub, it's suppose to be an RPG but nothing we do matters.
The buggy and boring only make it worse.
Before it came out SS was often given comparisons to Far Harbor, which did have choices that had consequences. For example telling the BoS about the Synths, which caused a raid on the Harbor, along with many other Choices/Consequences. When I learned that Will Shen was working on SS (who also worked on FH) my hopes were pretty high that we would get some actually choices that matter again. Note FH is many peoples favorite DLC for a reason. Well, those choices didn't happen in SS, and Will Shen left BGS leaving many to believe his 'creative' game design was being limited with how BGS is currently set up. Thus, leaving me to wonder if BGS has gotten too big, such that making choices that matter can't really even be done anymore.
Most choices in Shattered space have consequences
If I pull a trigger an NPC can die, I get that. But I really didn't see much else. I may have some side quest that has two possible ending. But does it matter once I step out of that mine/building/POI which I chose? No, not that I could find.
In SS MQ I could die. Okay. Game Over Man. But if I don't die all other choices afterward mean nothing. You can go back to the Settled Systems and it's as if the entire DLC doesn't even exist.
Its about the same for any consequence implementation in all rpgs/bethesda games.
Leave nuka world or Far harbor and its like the DLC map doesnt exist. The way nuka worlds handles reactions with preston garvey is so horrible its actually better to just skip recruiting Preston and do Nuka world first. As for far harbor there is like 1 line mentioning it if you report to the BOS or the railroad.
Sure blowing up the nucleus, acadia or Far harbor feels more dramatic than choosing a leader in Varuunkai, but the choice is still there and world reacts to your choice (npc conversations referring to the new leaders, Dazra turns hostile if you reject the varuun).
Think about it. In a multiplayer game there can't be world wide (universe) changes as not everyone will make the same choices. Therefore any changes can only happen in instanced areas.
Also in a multiplayer game you don't want to lock anyone out of content so you make it so everyone can be everyone's friends.
This is how Bethesda are handling FO76 and it seems odd that same design philosophy is being used for Starfield despite it not requiring it, unless it was intended as multiplayer but FO76s reception canned that idea.
This just provides further evidence that you have absolutely 0 idea what's going on.
You could try very hard to be wronger and still fail, that's actually impressive
The pirates at the mal'siir farm (not a CF base, a varuun facility taken over by pirates) are stranded on varuun'kai and going rogue. It's explained in the slates found at said location.