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What overhaul mods this game needs??


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This game feels like it reached 70% of it's potential. Which integral game systems do you think need a drastic overhaul? I'm not talking about adding, but making the base game better and basically rectifying the games design issues. And try to keep it within the limits of possibility...

 

 

1. I think the star map could be made to feel more immersive by making it a 2d, star chart, that looks like something a captain would look at to plot a course.

 

2. Make the spacesuit/survival stuff work and the planet environments (temperature, oxygen level, etc) be consistent or make some sense.

 

3. Overhaul factions/NPC & dialogue choices to be more fun and engaging - add a more rounded roleplay experience. I really disliked some factions...

 

4. Economics. This could be a whole separate thread, but the business aspect make lemonade tycoon seem like an advanced economics simulator.

 

5. Landing areas... Somehow refine, clean up that system... I don't know... It just needs rethinking.

 

 

What do you think? Can the modding talent save Starfield from the drifting off into the void after being jettisoned?

 

----------------------------------------------------------------------------------

 

Recommended mods that have released since I started this thread:

 

Desolation - POI Overhaul

 

Better Crowd Citizens

 

Edited by RohZima
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My opinion:

 

1. Realistic Star Systems ( comeon there is no chance for an A-class star to develop planets in its livetime)

2 . Crafting/Building/living takes time. ( realism for pregnancy mods  .etc) your starship is refitted you have some spare time on the planet do do whatever. youll need Workforce (forced or hired) to build things. 

3. Travel Overhaul and realistic personal/crew/ship/outpost needs. including starport fees taxes etc.

4. main quest save base (starsystem with universal travel options)

5. Ship builder overhaul so you can build blueprint buildings/bases etc. with it and not just ships.

 

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Vor 2 Stunden sagte RohZima:

Dieses Spiel scheint 70 % seines Potenzials erreicht zu haben. Welche integralen Spielsysteme benötigen Ihrer Meinung nach eine drastische Überarbeitung? Ich spreche nicht davon, etwas hinzuzufügen, sondern das Basisspiel zu verbessern und grundsätzlich die Designprobleme des Spiels zu beheben. Und versuchen Sie, es im Rahmen des Möglichen zu halten ...

 

 

1. Ich denke, die Sternenkarte könnte noch eindringlicher wirken, indem man sie zu einer 2D-Sternkarte macht, die so aussieht, als würde ein Kapitän darauf schauen, um einen Kurs zu bestimmen.

 

2. Sorgen Sie dafür, dass der Raumanzug/das Überlebenszeug funktioniert und die Planetenumgebungen (Temperatur, Sauerstoffgehalt usw.) konsistent oder sinnvoll sind.

 

3. Überarbeiten Sie die Fraktionen/NPCs und Dialogoptionen, um mehr Spaß und Spannung zu bieten – sorgen Sie für ein abgerundeteres Rollenspielerlebnis. Ich mochte einige Fraktionen wirklich nicht. Kein gutes Gefühl...

 

4. Wirtschaft. Dies könnte ein ganz eigener Thread sein, aber der geschäftliche Aspekt lässt Lemonade Tycoon wie einen fortgeschrittenen Wirtschaftssimulator erscheinen.

 

5. Landebereiche ... Irgendwie dieses System verfeinern, aufräumen ... Ich weiß nicht ... Es muss nur neu überdacht werden.

 

 

Was denken Sie? Kann das Modding-Talent Starfield vor dem Abdriften ins Nichts bewahren, nachdem er abgeworfen wurde?

 

 

to point 5... simply a COMPASS - so that you know where north or south is... if you are looking for the beach in a coastal landing area

 

---

 

You your last sentence -> my answer is -> NO!


The game is in a half-finished state - something like that even groups of mod authors after years of work can't "fix"... if they could even find the motivation to do so.

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As far as overhaul mods go these are the ones i'd like to see, mainly because i use them for older Bethesda games too:

 

1) Skimpy clothing overhaul and skintight spacesuit overhaul.

 

2) NPC appearance overhaul, something like Botox for Skyrim.

 

3) Travel system overhaul to eliminate the necc3essary loading screens and selection steps. You can already bypass some of it by opening your scanner instead of star map to do a grav jump but i'd like to use the star map/planet map as little as possible.

 

4) Rotatable starmap. I don't dislike the way it looks but i wanna fully rotate and get a feel for how far apart things are on the Z axis.

 

5) Similar to point 3 above, an overhaul like "open cities" for Skyrim that gets rid of loading screens as much as possible. Also an overhaul for the NAT system so your character can be seen entering and sitting inside and then have it physically move across the city.

 

6) Long shot but somehow, a vehicle mod like the one they have for New Vegas. Not sure if it technically counts as "overhaul" but it would certainly overhaul the exploration experience for the better imo.

 

7) Atmospheric flight so you can fly your ship around in the planet, also as mentioned in point 5 above an overhaul for how terrain is generated so we can get planets with truly unique characteristics, like planets that are complete covered in water or sand.

 

8 ) Much faster ships because boy howdy ships they're like actual snails right now. I wanna open my scanner, look at a planet in the same system and just activate some sort of "super speed mode" that allows me to go really fast, that's another loading screen gone.

 

9) Crime system overhaul so you can actually get locked in a cell for some time, i'm sure with sex mods this will be even more fun with tons of "activities" inside.

 

10) Follower overhaul so i can multiple companions follow me at the same time and being able to romance and marry multiple companions. I'm polyamorous in real life so i definitely need that in game too, and it's a future so no excuse to not have it.

 

11) Melee overhaul so they're actually viable for builds.

 

12) Cell phone systems for every settled planet, i mean come did nobody in Jemison think "hey we had satellites back on earth lets have some to orbit Jemison too"? This can make questing much more engaging because instead of going to the eye to talk to Vladimir every single time we can just call the mf and get the quest that way. Why nobody thought a future human civilization wouldn't think about remote communication is beyond me.

 

13) Bring back all the shit they nerfed (according to Todd) and then some. Make space traversal truly engaging where every decision counts.

 

14) Business overhaul so we can set up our own franchise stores across the settled system and hire workers to sell and buy things from traders and customers. Make business an actual gameplay choice.

 

This is all i got for now.

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Starfield is so bland and boring, there is no way any amount of modding can save it. The problem is on a fundamental level of how the game was designed and not just lack of things. The biggest issue is lack of any actual exploration. It's just a bunch of loading screens, nothing more.

What I expected was "See that star? You can fly there". Instead I got "See that star? You can load there".

 

This game would need to have been redesigned from scratch. I fear for Elder Scrolls 6.

Edited by belegost
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37 minutes ago, belegost said:

Starfield is so bland and boring, there is no way any amount of modding can save it. The problem is on a fundamental level of how the game was designed and not just lack of things. The biggest issue is lack of any actual exploration. It's just a bunch of loading screens, nothing more.

What I expected was "See that star? You can fly there". Instead I got "See that star? You can load there".

 

This game would need to have been redesigned from scratch. I fear for Elder Scrolls 6.

 

This isn't the rant thread.

 

I do not think you understand what it is you want. You see that star? You can fly there = in about 16 YEARS your ship may reach the star. You of course will have starved to death 15 years and 10 months ago, but yeah, your ship is now crashing into the star that you flew to - and that time frame depends on flying at the speed of light. That colony ship you encounter that left Earth before the grav drives were commercialised took over 200 years to reach Porimma[sic] (their target star system). The game mechanic of using a load screen to represent the FTL jump through time and space is the perfect solution.

 

Now if you say you would like to be able to fly your ship from orbit and land on the surface of that planet or moon? I am right with you on that. I also hope to see some sort of working mechanism to do that - leaving the load screen to the part where you actually exit the ship through the airlock.

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1 minute ago, nIn nIn nIn said:

The game mechanic of using a load screen to represent the FTL jump through time and space is the perfect solution.

It's lazy solution. Play Elite Dangerous, see how it's properly done.

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36 minutes ago, belegost said:

It's lazy solution. Play Elite Dangerous, see how it's properly done.

 

Then go play elite dangerous.

 

If this is indicative of gameplay in Elite Dangerous

 

 

It looks interesting as a space flight simulation, but is not the same role playing adventure game that is Starfield. 

 

Play whichever game tickles your fancy. 

https://steamcommunity.com/id/ShmickMick/recommended/359320/

 

Spoiler

TL;DW? Wide as an ocean, deep as a puddle. Not helped by the bizarre design choices and overall lack of content added since the launch of Horizons.
basically any multiplayer experience is hindered by peer-to-peer instancing system that means you'll be lucky to see a single other player in a system that 20 other people are currently in, and if you do manage to get an instance organised it'll be riddled with desync, and it becomes more and more unstable if more than about 10 people can see each other at the same time. This resulted in a deeply empty-feeling game, even before odyssey's botched release caused 80% of the players to leave.
The game is riddled with grind, from the grind to upgrade your ship to the grind for engineering materials to the grind to unlock and maintain a fleet carrier, and none of it serves any greater purpose, because...
There's no endgame to speak of. You'll finally look up from the rut you've worn yourself into to realise there was no point to any of your actions. Common late-game activities include:
Exploration: Beautiful for a while, but after you see your first few anomalies, neutron stars, and black holes, you've seen all the game has to offer. There may be around 400 billion star systems in the game, but there are 10^67 ways to shuffle a deck of cards and that doesn't stop a game of solitaire from feeling pretty samey after the 100th game.
PVP: More or less not viable anymore after odyssey's initial buggy launch drove away basically everyone who was interested in player combat. even before the exodus, the awful P2P netcode, agonisingly long time-to-kill, and massive time investment involved in engineering a ship for combat meant that it wasn't really something people did casually.
PVE: the only thing that offers any kind of challenge to an engineered player ship are the thargoids. After you get the combat technique down, though, the only challenge is making sure you packed enough raw materials to synthesise more ammo, since the tougher variants weren't designed to be fought alone and thus have massively inflated health pools. Otherwise their AI is extremely basic and the main limiting factor is your patience as you wait for their shields to decay before you can do anything.
Background simulation: Imagine the politics of player factions with EVE online, but much worse and with less depth. Essentially boils down to either attacking NPCs of an opposing faction ad nauseum or delivering pamphlets from one system to another, depending on if you're doing player faction BGS or powerplay BGS. neither is anywhere as interesting as even this description.

I really wanted to like this game, but there's just not enough to actually do to make it worth the cost of admission. Still reluctantly the best in its class because it's less grindy than EVE, more finished than star citizen, and because hunternet died in development due to scope creep, which is a sad indictment on the multiplayer 6DOF scene.

 

Edited by nIn nIn nIn
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4 hours ago, belegost said:

This game would need to have been redesigned from scratch. I fear for Elder Scrolls 6.

 

Not exactly. It looks like many of the annoying loading screens in this game are entirely unnecessary and the game could run just fine without them, so something either compelled Bethesda to add them (Series S performance maybe) or they just didn't think too much about it (also plausible).

 

Like for example the entire solar system is already rendered in one big cell but they made the ships so annoyingly slow that you'll never realize it without using console commands and looking through game files. This means:

 

i) Opening star map, selecting another planet in the same system and pressing "travel" or,

ii) Opening your scanner, looking in the direction of a planet and pressing "travel" -

 

- can be entirely bypassed if we add a "super speed mode" to the ships.

 

For grav jump, instead of taking control away and initiating a cutscene and then a loading screen maybe we can get a system where we open the star map, set course and then keep control of the ship and play the same space distortion effect ahead of the ship and load the new cell that way, make it look like you're flying through folded space in real time similar to how you can move objects around in Fallout 4 load screens.

 

But to even attempt any of this we need the creation kit and other tools to develop more with time so saying "it can't get better" isn't the best response, i mean who could've imagined back in 2012 how insane Skyrim mods will be now? It's all a matter of time.

Edited by Mr. Otaku
Make A Post With No Typos Challenge Level: Impossible
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1 hour ago, Mr. Otaku said:

i mean who could've imagined back in 2012 how insane Skyrim mods will be now?

Vanilla Skyrim was a way more fun game than vanilla Starfield is. I spent 3 years playing pure vanilla Skyrim in order to make sure I squeezed everything I could out of it, before I even considered moving on to modding. With Starfield, I don't see a way to make it fun even heavily modded, as the issue is at very core of this game's utterly lazy design, and not just stuff that could be made better by addition of mods.

 

What I want is:

  • atmospheric flight and landing
  • actually traversable planet surfaces, with vehicles
  • unique planet surfaces with unique and diverse flora and fauna
  • ability to land outside of settlements and being able to just walk/sneak/charge-guns-blazing in and out, without having to land inside them
  • no rehashing of the same 5 different assets for any random structures you may encounter on the planet (this one puts even Oblivion's dungeons to shame)
  • Newtonian space flight
  • actual flight in a star system, from astral body to astral body, with orbits, gravity wells, etc.
  • an real open world (planets) and open universe (star system), not a bunch of instances
  • an actual and meaningful exploration, tied to all of the above

 

And I don't see that happening due to what I already stated.

Edited by belegost
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Vor 33 Minuten sagte belegost:

Vanilla Skyrim war ein viel unterhaltsameres Spiel als Vanilla Starfield. Ich habe drei Jahre lang reines Vanilla-Skyrim gespielt, um sicherzugehen, dass ich das Beste aus dem Spiel herausgeholt habe, bevor ich überhaupt darüber nachgedacht habe, mit dem Modding weiterzumachen. Bei Starfield sehe ich keine Möglichkeit, es auch mit vielen Mods unterhaltsam zu gestalten, da das Problem im Kern des völlig faulen Designs dieses Spiels liegt und nicht nur Dinge, die durch das Hinzufügen von Mods verbessert werden könnten.

 

Was ich will ist:

  • atmosphärischer Flug und Landung
  • tatsächlich befahrbare Planetenoberflächen, mit Fahrzeugen
  • einzigartige Planetenoberflächen mit einzigartiger und vielfältiger Flora und Fauna
  • Fähigkeit, außerhalb von Siedlungen zu landen und einfach hinein- und hinauszugehen, sich hineinzuschleichen oder mit feuernden Waffen aufzuladen, ohne in ihnen landen zu müssen
  • Kein erneutes Aufwärmen der gleichen 5 verschiedenen Assets für zufällige Strukturen, denen Sie auf dem Planeten begegnen könnten (dieses stellt sogar die Dungeons von Oblivion in den Schatten)
  • Newtonscher Raumflug
  • tatsächlicher Flug in einem Sternensystem, von Astralkörper zu Astralkörper, mit Umlaufbahnen, Schwerkraftbrunnen usw.
  • eine echte offene Welt (Planeten) und ein offenes Universum (Sternensystem), keine Ansammlung von Instanzen
  • eine tatsächliche und sinnvolle Erkundung, die mit all dem oben Genannten verbunden ist

 

Und ich glaube nicht, dass das passieren wird, aufgrund dessen, was ich bereits gesagt habe.

 

On the subject of Newtonian space flight:


Ultimately, you can only "fake" it in such a game ... that's what "Elite" like "Kerbal" also only does ... nevertheless these games feel much more like space travel and space than StarField ... because:

- The spaceship moves in an orbit of a moon or planet with an actual orbital speed (on Earth that would be 27,000 km/h !!).

- During an encounter manoeuvre, real speed differences from these orbital trajectories are present and have to be "reduced" (you don't have to do it as complicated as with "Kerbal" ... but to negate them completely destroys the immersion).


Why do I actually hear the "humming" of engines of a landing spaceship on a celestial body WITHOUT atmosphere?

(because that's also the case in all the B-category space movies *hahaha*)

 

Fuel consumption ... you need it not only for the FTL propulsion but also for the "whump-whump" engines during take-off and landing.

Reactive ship drives have to "throw something out the back" ... so that the ship can move "forward"!


Why do I have to scan a planet to know what raw materials or fauna&flora are present ... when its surface is literally crowded with (supposedly abandoned) human facilities?


How can I perform a "basic scan" in REAL TIME over a star system more than 30 light years away ... when there is no "FTL communication" at all?

The "basic scan" even gives for EACH celestial body besides the basic data (type of raw materials - number of animal and plant species) also the "special features" to be explored ... yeah right ... OMG ... what an absurd game-play ... but most players don't care at all ... they just want "bang-bang".

 

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48 minutes ago, belegost said:

Vanilla Skyrim was a way more fun game than vanilla Starfield is. I spent 3 years playing pure vanilla Skyrim in order to make sure I squeezed everything I could out of it, before I even considered moving on to modding. With Starfield, I don't see a way to make it fun even heavily modded, as the issue is at very core of this game's utterly lazy design, and not just stuff that could be made better by addition of mods.

 

Okay fair enough, games like Skyrim have the advantage of containing everything in one map instead of scattering everything across so many planets so that also plays a part in making it feel shallower than it might be. Personally i'm still enjoying the game but i agree with most of your suggestions on what needs to be changed. However there are some odd ones that stuck out to me.

 

50 minutes ago, belegost said:

ability to land outside of settlements and being able to just walk/sneak/charge-guns-blazing in and out, without having to land inside them

This already exists. You can land close to a settlement and reach it. You can actually land anywhere on a planet for that matter.

 

52 minutes ago, belegost said:

Newtonian space flight

Unless we're using very different definitions for it, this also exists. I don't know what button it is for xbox but on PC you can hold space which allows you to move in every direction possible using thrusters placed all around the ship.

 

56 minutes ago, belegost said:
  • actual flight in a star system, from astral body to astral body, with orbits, gravity wells, etc.
  • an real open world (planets) and open universe (star system), not a bunch of instances

I mean, other than gravity wells the whole solar system is already rendered in one cell anyway, if we add a "super speed mode" like i mentioned earlier we should be able to go from one planet to another in some time. Gravity well sounds great in concept but in practice what would it look like, holding the stick slightly to left or right to counteract a nearby planet? Might get tedious quickly.

 

Idk it feels like there's a lot we can do depending on how extensive the creation kit is and how other tools develop with time. Right now it doesn't matter what either of us say tho cause the mod tools aren't out yet lol.

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Newtonian space flight:


In order for an object NOT to fall downwards in the grav-field of a planet it must:

- either stand firmly on the ground (or float in water with sufficient buoyancy, or "fly" in the atmosphere).

- or move so fast - that it actually "falls around" the planet.


the 2nd point means -> it must be moving at first cosmic speed (about 27,000 km/h for a stable orbit at Earth)


but this also means -> when looking at the planet from such objects, one sees a -> clearly visible relative movement over the surface


practically every TV documentary about "classical" space travel shows such pictures ... 25 years ago I was sitting with my father (former teacher for astronomy) in an I-Max cinema watching a film of NASA -> flight of the shuttle over the earth


Today I can switch on a regional TV station every night ... it broadcasts 90-minute blocks from the cameras of the ISS.


---

If I head for a space station in StarField (like "the eye") ... there is no movement at all compared to the surface of the planet ... so there is no "Newtonian" space flight in the game!

 

 

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2 hours ago, Mr. Otaku said:

Okay fair enough, games like Skyrim have the advantage of containing everything in one map instead of scattering everything across so many planets so that also plays a part in making it feel shallower than it might be

Personally I think it would've been a much better game if they scaled it down to one star system, but made stuff there really stand out, with each astral body being different, unique and much bigger. Imagine landing on a class M planet and having a map the size of Skyrim to explore, with settlements, bases, caves and flora and fauna exclusive to that planet with a diversity of Skyrim. Not just one predator and one prey creature per planet.

 

And imagine being able to land (almost) anywhere. Kinda "See that mountain? You can land there" vibe. Alas.

 

Also: aliens.

Where the fuck are (sentient) aliens?

Edited by belegost
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Compare Skyrim's opening sequence for the player to Starfield's.  

In Skyrim, you're getting carted off towards an execution and the Imperials don't give a shit that you're "not on their list" and send you to the block.  Then a big, badass dragon crashes the party and burns down Helgen and you escape to join either an Imperial or a Stormcloak NPC to get out of Helgen.   That opening sequence plunges you right into what Skyrim is all about.  Definitely pulls you right into the game. 

Now Starfield... you're a miner.  You get brought out to meet someone and there's a little pirate fight and then you're handed a starship complete with keys and air freshner (tongue in cheek remark, of course) and told to go find an "League of Extraordinary Gentlemen" type of club with bland NPC's and the scenery is pretty washed out, graphically. 

Meh. 

If the devs at Bethseda wanted to pull players into the game, they'd have done well to watch the opening temple scene in "Raiders of the Lost Ark" 

 

Edited by Celedhring
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20 hours ago, Mr. Otaku said:

 

Not exactly. It looks like many of the annoying loading screens in this game are entirely unnecessary and the game could run just fine without them, so something either compelled Bethesda to add them (Series S performance maybe) or they just didn't think too much about it (also plausible).

 

Like for example the entire solar system is already rendered in one big cell but they made the ships so annoyingly slow that you'll never realize it without using console commands and looking through game files. This means:

 

i) Opening star map, selecting another planet in the same system and pressing "travel" or,

ii) Opening your scanner, looking in the direction of a planet and pressing "travel" -

 

- can be entirely bypassed if we add a "super speed mode" to the ships.

 

For grav jump, instead of taking control away and initiating a cutscene and then a loading screen maybe we can get a system where we open the star map, set course and then keep control of the ship and play the same space distortion effect ahead of the ship and load the new cell that way, make it look like you're flying through folded space in real time similar to how you can move objects around in Fallout 4 load screens.

 

But to even attempt any of this we need the creation kit and other tools to develop more with time so saying "it can't get better" isn't the best response, i mean who could've imagined back in 2012 how insane Skyrim mods will be now? It's all a matter of time.

 

I think it's useful to discuss so we can understand the problem which is essentially that the game takes place on tiles. There are no planets, just tiles.

 

So the questions is; how do you create the illusion of a 'planet' and how do you create the illusion that you are 'traveling' in your ship.

 

Clearly Bethesda failed there. I don't think anyone denies that. But I personally think this problem can be partly solved with mods.

 

For instance, you could make a 2D sort of "Captains Star-chart" type map for the settled systems star-map, to give that immersive Silent Hunter vibe.

 

While you could do seamless travel, I think it'll be hard to justify super-speed. It would be nice to do ship activities while autopilot flies somewhere though.

 

You could add HUD menu's to select your target and improve the cutscenes. A in game menu showing each body in the solar system, for instance.

 

Ideas become things.

 

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As for the generation on tiles. Obviously we are stuck with this Landing Area, tile-gen concept because that's the game, but more POI's will certainly be made and mods can easily change the frequency of certain POI's in certain environments. That could probably be done right now with xEdit. So that annoying ship landing everythime you land anywhere and the many structures you find out on your lonely mood can very easily be rectified so I wouldn't even stress about those because they are so easily customizable.

 

I also don't think a lot of people realize the outposts are different each time, probably for NG+. So 'Civilian Outpost' on Jemison looks completely different and a completely different type of tile on different playthroughs.

 

I don't think it'll ever be possible to link tiles. That's just how it is.

 

Maybe making the tiles circular or hexagon and replacing that ridiculous surface map and then have one default LA per Biome, on each planet. So you click you're landing area then it generates the tile. No need to choose a pixel on the planet. Some menu mess just needs to be stripped away, I think.

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Vor 10 Minuten sagte RohZima:

 

Aus Ideen werden Dinge.

 

 

A nice saying ... but do certain ideas make any sense at all?


As an example:

"alternative start" ... you do NOT want to start as a "miner" who faints because of an "artefact".

Is it even possible to connect something like that with the "main battle line" aka "the hunt for the artefacts"?


or can you make the whole game interesting at all without this "artifact hunt" aka "multiverse" aka "jedi force" box without rewriting it to 80% ... with new factions or new additional quest series of existing factions ... other than Constellation?


I'm thinking of the mod "Laura's Bondage Shop" - it has a very interesting quest line ... especially remarkable is that it gets along completely without the whole "dragon-born" stuff ... no person in this mod sees you as this superhero ... and you still get around everywhere in Skyrim.

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Vor 13 Minuten sagte RohZima:

Was die Generation auf Kacheln betrifft. Offensichtlich bleiben wir bei diesem Landing Area- und Tile-Gen-Konzept, weil das das Spiel ist, aber es werden sicherlich mehr POIs erstellt und Mods können die Häufigkeit bestimmter POIs in bestimmten Umgebungen leicht ändern. Das könnte wahrscheinlich jetzt mit xEdit erledigt werden. Das lästige Landen eines Schiffes, das jedes Mal auftritt, wenn man irgendwo landet, und die vielen Strukturen, die man in seiner einsamen Stimmung entdeckt, können sehr leicht behoben werden, sodass ich mir darüber keine Gedanken machen würde, weil sie so leicht anpassbar sind.

 

Ich glaube auch nicht, dass vielen Leuten klar ist, dass die Außenposten jedes Mal anders sind, wahrscheinlich bei NG+. Daher sieht „Civilian Outpost“ auf Jemison bei verschiedenen Spieldurchgängen völlig anders aus und ist eine völlig andere Art von Plättchen.

 

Ich glaube nicht, dass es jemals möglich sein wird, Kacheln zu verknüpfen. Ist einfach so.

 

Vielleicht machen Sie die Kacheln kreisförmig oder sechseckig und ersetzen diese lächerliche Oberflächenkarte und haben dann ein Standard-LA pro Biom und auf jedem Planeten. Sie klicken also auf Ihren Landebereich und die Kachel wird generiert. Es ist nicht nötig, ein Pixel auf dem Planeten auszuwählen. Etwas Chaos auf der Speisekarte muss meiner Meinung nach einfach beseitigt werden.

 

adjacent tiles are "connected" ... see my posts on the 2D ocean problem

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2 minutes ago, exquisiteHits said:

A mod that I would like to see is one that eliminates the loading screen for entering and exiting ships, it would make it a lot more immersive. everything is already rendered outside of the ship and vice versa, so i dont see why there is a loading screen for it.

 

Agree.

 

We should be able to walk into our landing bay, close the ship door behind us, then cycle the airlock (the landing bay IS an airlock) and open the landing bay doors.

 

Same with the docking port. It too is an airlock (the tube once the docking has processed and locked/sealed). Open the door, enter the tube, close the door behind us, float down the tube to the other door and repeat the process. 

 

That is what I call an immersive experience. Every single time. Some people will call it tedious, I call it immersive as fuck.

 

Hopefully a modder can make it happen, or BGS does it in an update.

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26 minutes ago, nIn nIn nIn said:

BGS does it in an update.

Knowing them it'll be as half-assed hack as Survival Mode for Skyrim is. And it'll be Creation Club-exclusive.

Edited by belegost
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On 10/29/2023 at 5:59 AM, belegost said:

It's lazy solution. Play Elite Dangerous, see how it's properly done.

 

There are two main solutions to the FTL problem in S/F. One of them assumes we invent a magcuffin that means we can indeed fly faster than light.  The other assumes lightspeed is absolute, but it's possible to make shortcuts byy jumping through hyperspace. One approach is used by Star Trek, the other by Star  Wars. Both date back to 50s pulp SF novels.

 

Bethesda chose the Jump drive approach. Nothing lazy in that .

 

I admit, the star chart is badly in need of a little love. Just picking the mission out of a list and saying "go there" is pretty lackluster.  I want to rotate that star chart and pick out alternate routes. Do I *have* to go through Kryx to get to Zelazny? Is there a route that isn't as efficient but which takes in more worlds where I haven't already been? Currently it's a lot of work to do anything other than accept the route the star chart calculates for us. I'd very much like something that improved on that part of the game.

 

Edited by DocClox
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4 hours ago, RohZima said:

 

I think it's useful to discuss so we can understand the problem which is essentially that the game takes place on tiles. There are no planets, just tiles.

 

So the questions is; how do you create the illusion of a 'planet' and how do you create the illusion that you are 'traveling' in your ship.

 

Clearly Bethesda failed there. I don't think anyone denies that. But I personally think this problem can be partly solved with mods.

 

For instance, you could make a 2D sort of "Captains Star-chart" type map for the settled systems star-map, to give that immersive Silent Hunter vibe.

 

While you could do seamless travel, I think it'll be hard to justify super-speed. It would be nice to do ship activities while autopilot flies somewhere though.

 

You could add HUD menu's to select your target and improve the cutscenes. A in game menu showing each body in the solar system, for instance.

 

Ideas become things.

 

 

Good points overall, my perspective is to have the star map act as just a map that only allows to set courses and nothing else. The reason i emphasized on super speed within a single solar system is to allow the illusion that you're making a long trek to another planet in the same system. There can also be a cruise control/autopilot system to allow us to get off the cockpit and move around the ship as it continues set course, maybe also add an alert system if there are enemies nearby using the same command checks that prevent us from fast traveling in similar conditions.

 

As for interstellar travel, that has to be through grav drive only so adding fuel cost to range ratio as a legit factor will further enhance the experience. I'm thinking the grav jump space distortion effect being the actual load screen as opposed to showing that and then showing a black load screen right after. Games that "don't have load screens" do have them, they just hide them very well but for some reason Bethesda thought that wasn't important or something held them back, flip a coin.

 

If we can figure out how to get rid of the barriers between each tiles and not have the game crash when you remove it by force that would be great, then we can maybe hope for a vehicle mod of some kind.

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NG+ aka "New Game plus


What do you then encounter in one of the "multiverses"? -> a group of children in the rooms of the "Constallation" ... who, among other things, argue about which "person" each of them should play. (at which NG-level this happens seems to be based on "coincidence").


With them you then go on "exploration" ... do the "personal quests" - like for example with "Sarah Morgan" ... the war veteran ... who wants to persuade you to join the U.C. military.


And when you've achieved enough "affinity" .... please what ... a wedding ... and with the yet to be created sex mods then also "real" bed scenes?


There is still a lot of "rebuilding" to be done on this game!

 

 

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