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as for previous expeditions, there is a way to play them but i've not done it and have no info about it... also since expeditions were introduced, HG has adjusted them and replayed the ones for the current year at the end of the year... so if we had four during the year, they have also been made available in like Nov/Dec time period... this gives everyone another chance to play them...
When you start a new expedition save file, you start out with sort of a "jump-start" with improved gear. It felt kinda cheap to keep it after I'd finished the expedition, so I went back to my old main save.
I'm glad for the expedition and the way it's set up, but I feel a bit of regret for my efforts in the expedition save. I look forward to the next expedition, but I will stick to completing the expedition objectives and not spend quite so much time on things that won't transfer over.
Typically, the start is different from a regular game and you get some items immediately when you wake up in the first system. The tasks along the way provide rewards you need to progress in the expedition.
As noted, you have to get your mind right to play an expedition. Trying to treat it like a normal game will just have you spinning your wheels. It is best to just focus on accomplishing the tasks and not get distracted building fancy bases or seeking that "perfect" ride.
If you want to upgrade your exosuit, multitool, or ship, just scavenge lots and lots of "damaged machinery" across the landscape, as they often drop S-class upgrade mods. I fully upgraded my exosuit for all hazard grades with S-Class mods just from damaged machinery drops. For the most part, if you plan to do any building, you will need to scavenge these anyway since buried data modules are always associated with these. So get rusted metal, refinable goop, nanites, and data modules all in one random event.
I noticed the Devs wimped out and let manufacturing blueprints remain as purchasable items in the anomaly. In the original game, the ONLY way to get those were to serially raid manufacturing and operational centers. Talk about tedious.
i mean playing previous expeditions to see what their theme was and get their stuff for normal saves even if its not the current one.
So that's a no then, its not an actual feature in the game to revisit old expeditions. that's lame specially coming off playing drg with its perpetually available content.
idk what drg is but i get it... i, too, wish there was a native in-game way to play previous expeditions... i absolutely also think they don't really need to limit the number of game slots we have... my 15 slots are active with my very first game, all 13 of the expeditions, and one ""duplicate"" of one of the expeditions...
i've already had to delete one other ""duplicate"" of another expedition to play Adrift... i really don't want to have to delete another one... i certainly do not want to try to figure out the coding needed to develop a save game manager so we can move saves in and out of NMS' view... the existing save editors could handle this quite easily, though... especially since they already know how to adjust the other two (index?) files that go with each game slot... four files per slot...
Not a bad guess since most games which eventually reach the end of continuing development have some means to allow players to keep playing the "abandoned" games without babysitting. Even some ancient but terminated monthly-paid-persistent-world games have gone the route of letting the game out free into the wild, - although those usually require some dedicated players to run their own servers to keep it going for free public use.
Although I would guess NMS could be run without external server support, the "Discovery" database of bases and other name changes must be huge, so if NMS was ever cut loose, various players would also have to pick up and serve those parts of the game, or else NMS would look like even more barren than it does in Adrift.