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I've pretty much abandoned my Living Ship for now. My Exotic is FULLY decked out, and I've started work on my Stellar Sail.
(Not Related: "Solar" Sail is not the correct term. Sol is the name of the star that Earth orbits. Unless these ships all literally came from the Solar System, the one we actually live in, then these ships are not Solar Sail ships. However, because they are intended to be sail ships that use the energy of any star [not just Sol], they are Stellar Sails. That is all.)
But your point still stands. I'd like to see a system where your living ship would slowly "grow" the more you use it. This wouldn't effect the ships appearance but would add slots and other abilities. Sadly I don't think this would be a popular idea because would involve "time gates"
Actually the encounter are not that rare. If you pulse fish in abandoned or uncharted systems you can get the encounter fairly regularly.v they are more common in some systems and less in others. If you do not get an egg encounter in within the first three encounters go to a different system.
Regardless the whole system could use a rework.
Wait... This is ALL SHIPS? I can go around saving freighters and farming derelicts instead of waiting in a space station to scrap more ships than a systems trade economy should be able to handle before it completely runs out of traders because no-one should have starships immediately available because I might be scrapping them faster than they can manufacture them?!
This will allow me to add slots to ships that are not living ships?
Do you know if this is a bug, or is this the intended way for us to upgrade the Living Ships?
Logically, one would think that it was not the intended manner. They still haven't refined many implemented systems. Freighters and Living ships could use some refinement. I doubt it is "intended" it most likely is a work-around until they get around to refining the living ship system. This would probably make system freighters actually more desirable than capital dreadnoughts.
System freighters can be upgraded to comparable if not superior storage space to what even dreadnoughts start out with. Though you need a lot more bulkheads. This could be a good method to sidestep the need for storage augmentations. Class A system freighters. Hop from one to the another. You get bulkheads from saving freighters from pirates with nerf bats, along with quick runs in a decent derelict.
You could make good progress on many of your ships without having to scrap, and get your nanites from bullying the local sentinel chess club.
It's been around for a long time. If they were going to "fix" it they would have done so already.
You can also find Storage Augmentations during Frigate missions, and I think you can find them on Derelict Freighters, Crashed Freighters, and I think sometimes Abandoned Freighters. I also picked one up as a reward for a Pirate mission, and I recently got one as a reward for saving a Freighter from an attack. They're pretty rare, but doing ALL of those things, I manage to get 1 or 2 a day, average. Some days I get 0, and some days I get 3. But these only work on the non-Living ships.
The short answer to your question is that there are no legitimate ways to add slots to a living ship, they are, what they are. There are however a couple exploits that will get the job done, then there's always editing the save.
Try this:
https://steamcommunity.com/app/275850/discussions/0/3177859358966021242/
I am not a fan of "time gates" except where it makes sense. There are time gated things for hunting "whales". They are trite and only there to stall for time while the devs think of ways to monetize the fat neckbeards with novel cash shop trinkets and pay 2 win schemes. See Blizzar-- I mean Activison. There is no reason for them, and it only enhances peoples unwillingness to continue playing. Lest they be already lost. Time taken does not equal difficulty if the conclusion is assured anyways. It just wastes more time that you cannot get back.
This is why people find soulsborne games to be so satisfying and novel. If your skills, knowledge, and tactics are sound you can speed run the game in your undergarments without dying once. But the game will totally beat the hell out of you in the mean-time, and you eventually get a good dopamine rush from triumphing.
Then there are time-gated things for areas that might make a little sense. Frigate missions being one of them. And I would concede that for organic things like your living ship, if you ever bothered with that tripe, would count for this. Your ship is alive and thus grows. Go ahead and allow for a gradual growth in power in this case. Adding slots over time. As well as stat growth.
I still contend that living ships both suck and are gross. Metal triumphs over flesh. In speed strength and efficiency. There are certain things still that need to be worked on to eliminate needless time gating while placing (perhaps costly) alternatives to advancement that reward the player for risk taking and adventuring. They will need to work on that whole risk part though. Most risks in this game get their equipment hand-made for them at the nerf corporation.
It takes more shots than your average sentinel walker to fell, and can inflict rather decent amounts of damage on you at a good pace as it rolls into you constantly for said damage. Newer players will be totally bent over the table by this thing, I suspect. With my upgraded gear I was able to engage it and kill it for brittle brain-stems. We need more of this on more types of fauna.
I thought I would never find an aggressive creature that would make me use more caution then my usual neutron cannon spray bottle for uppity felines.