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Starfield discussion thread

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Not a problem; as always I'm a good, law-abiding citizen and wouldn't even think of involving myself with contraband.
lol but... sometimes you don't know that the ship you stole has contraband on it. I've had this happen before, it's just annoying is all. I stop off at my outpost and then go thru the loot.
 
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If I'm not willing to ship and sell contraband, do you think I'll be stealing ships?
 
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Such a shame the kids today need smileys to perceive jokes and sarcasm. Oh well.
 
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Just make sure its not in regulated territory so its a safe haven for contraband etc etc.

Not needed - you can just fast travel directly to your base, even if it is in uc or freestar space.
 
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Not needed - you can just fast travel directly to your base, even if it is in uc or freestar space.
You can't fast travel with contraband, it's disabled forcing you to get scanned.
 
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You can't fast travel with contraband, it's disabled forcing you to get scanned.

Only if it's a planet containing a settlement / city.

If you got your base on an uninhabited planet in uc/freestar space, then you can fast travel to it - also with contraband. And i know this for a fact, as i do it all the time if i get busted by the scanners in new atlantis, then i quickly fast travel to my base to pay off the bounty.
 
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Only if it's a planet containing a settlement / city.

If you got your base on an uninhabited planet in uc/freestar space, then you can fast travel to it - also with contraband. And i know this for a fact, as i do it all the time if i get busted by the scanners in new atlantis, then i quickly fast travel to my base to pay off the bounty.
That's why I suggested place an outpost in unregulated space. Nothing else needs to be said.
 
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That's why I suggested place an outpost in unregulated space. Nothing else needs to be said.

Which i am saying is not needed. Just don't build the base on the same planet as new atlantis.
 
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Anyway, I'd like suggestions for pretty and interesting locations if you have any. Mineral deposits are of no interest, as I don't plan to collect anything. I just want a pretty place where I can hang up my helmet, do my research and crafting and look out the window at the lovely view and strange critters outside.
I would look at Heisenberg, there are no settlements or bases on any of the planets. The V-A moon is a forest planet that has nice blue glowing rocks at night.
20231016194611_1.jpg
 
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Excellent, thanks for that! Keep 'em coming.
 
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Not a problem; as always I'm a good, law-abiding citizen and wouldn't even think of involving myself with contraband.

Just don't set up in a place where the "critters" you mentioned are nasty. Some of the NPCs that work at your outpost could wind up on the menu. :D
 
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Even with some well placed turrets and a robot or three?
 

Frick

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Such a shame the kids today need smileys to perceive jokes and sarcasm. Oh well.

That's not how text communication with strangers works.
 
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Used to be though.
 

Frick

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Even with some well placed turrets and a robot or three?

Well, since I've not built any outposts yet, I can only speculate on that based on what others are saying. I DO recall in FO4 though when I thought I had a settlement secure with plenty of defenses, I'd often come back to them being in a state of ruin, with many if not all NPCs dead or evacuated. Since in my experience Starfield takes quite a grind to level up skills to the point where you finally feel dominant in space and ground battles and such, I would assume that means the same for defending outposts, especially if you're not there frequently.

I actually started building an outpost once just to experiment, and just the beacon itself attracted several hostile Va'Ruun troops, and it didn't matter a bit that I had Andreja, a Va'Ruun herself, as my friendly companion. So I wouldn't take it for granted at all. If you've yet done the UC Vanguard questline, you find out how hostile creatures can be in the game. The early part of it takes you to a planet to rescue a robot especially designed for fighting them and deactivating their programming, but you find him stopped by 3 tiny Heat Leeches, and there are several other robots around who've been destroyed by the larger beasts. They weren't all the worst type called Terramorphs either, in fact most weren't.

Again, as long as you pick a planet with mild vs hostile creatures, you won't have to worry about fauna attacks. ANY outposts can attract human hostiles if not placed on a planet in a system patrolled by UC or FC though.
 
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Only if you were on places with likeminded people with a jargon.

Not so at all, in my experience. I've been on the 'net for as long as it has been commercially available, I've helped construct and run a handful of forums (waaay back), hung around on countless more and the difference from then to now is huge. As in HUGE.

Well, since I've not built any outposts yet, I can only speculate on that based on what others are saying.

We're in the same boat then. Guess I'll just wait and see.
 
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We're in the same boat then. Guess I'll just wait and see.

You will be sure to pretty much entirely avoid such risks by just picking a planet with non hostile creatures in a system patrolled by UC or FC. It makes life in Starfield MUCH more manageable. Those systems are also much closer to the majority of places to find, sell, and buy goods as well, so it's a matter of practicality too, wealth and goods wise.

Some of the NPCs you encounter whom are looking for work also hint at this, saying things like "I'll be fine as long as I'm not in a remote location". You don't have to build and manage an outpost to gain knowledge of how such things would be best set up. At player level 58, I've experienced enough to have a pretty good idea where and how to do it.

It's really a matter of whether you want to spend the time on it, especially when the game has a huge bug in displaying accurate stats on what you've built. I instead prioritize most of my time on powers and skills to be better at combat and shipbuilding and dog fighting, to where I can handle higher difficulty modes, since those are two of the only things that carry over into NG+.

Another thing that makes system choice easy is they color code all of them. Green means you've nothing to worry about. Orange means you're going to have to make some careful choices based on what I said above. Red means it's probably NOT a good place to build, unless you don't mind really working hard to protect your habitats and/or those stationed at them.

lastly, if you just want a vacation home, that's one thing, and not hard to accomplish. If you want to get into the sort of city builder aspect of things though, and set up an automated resource mining operation, it CAN pull in a lot of XP, but there was a major bug where the cargo platforms would stop working, which require completely removing and rebuilding vs just relinking.

I don't know if that bug has been entirely eradicated, but I DO know before I start finally doing a fully fleshed out playthrough on NG+ 10, I'll do my best to find out BEFORE building an outpost.
 
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Not so at all, in my experience. I've been on the 'net for as long as it has been commercially available, I've helped construct and run a handful of forums (waaay back), hung around on countless more and the difference from then to now is huge. As in HUGE.

Because more people are on the internet, and people are different. "Your mom is a whore" is anything between a fun joke or an insult worth killing for.

Anyway. This game is very close to being a decent stealth game. Frustratingly close.
 

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Benchmark Scores I dont have time for that.
Unless its interstellar communications, lets keep it on topic.
 

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Ok so

Finished the Ryujin questline and everyone is pissed off because I didn't force the board members to block the neuroamp tech with the neuroamp tech, because I do believe that was the only way to do it and this is Bethesda at its best.
 

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I think this game has mostly run its course for me. I am grinding now trying to get enough points so that i can build cool ships. I spent all of my points on combat and stealth the first go round so now it is basically a grind going through the missions to get enough experience. I blast through all of the dialog. They need to create a "skip" dialog option and just auto-warp you to the location. Maybe it could be a starborn power...
 
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I think this game has mostly run its course for me. I am grinding now trying to get enough points so that i can build cool ships. I spent all of my points on combat and stealth the first go round so now it is basically a grind going through the missions to get enough experience. I blast through all of the dialog. They need to create a "skip" dialog option and just auto-warp you to the location. Maybe it could be a starborn power...

The "grind" is not that bad once you know what skills to prioritize, what missions to do first to get unlocks, and what ship parts to use. And the thing is, even first play through you can quickly get the Razorleaf ship free and it takes very little to upgrade it to a very capable fighting ship. I go straight to the UC Vanguard questline after the 1st few Constellation quests and do the Grunt Work mission, which is pretty easy even first playthrough because you can enable the turrets and tracking system to do most of the work killing the Terramorph.

Before you can do Grunt Work though, you must complete and pass 3 tiers of the pilot training sim. I highly recommend you stick around and get as many ship related skills maxed there as possible first. Piloting (1st tier), and Shield and Engine Systems (2nd tier) are the main 3, then Particle Weapon Systems in the 3rd tier. Only 2 points are necessary in Piloting until later in game (see below). You'll get a few skill points on the first 3 Constellation missions you do, and the 1st one at the Nova Galactic station is where you find the info to do the Mantis mission to get the Razorleaf.

Once Grunt Work is complete it unlocks the Vanguard Obliterator Autoprojector particle ship weapon. This is just an A class weapon, but one of the best in game because it only uses 2 power per gun. In fact I'm pretty sure it's the only particle weapon that uses just 2 power, and particle weapons are best for ships because many of them (like this one) have a high fire rate, and they recharge quickly. This means a group of 6 take no more power than 4 that use 3 power each. This also means the weapon firepower stat on the shipbuilder is useless. Instead, multiply the fire rate, times the damage, times number of guns per group to get a total DPS.

This playthrough I spent just a bit over 80,000 on the Razorleaf equipping it with 5 Vanguard Obliterator Autoprojectors, replaced the rear two particle weapons with the better version of the same, and upgraded the reactor to a better A class one with 35 power and a 760 rated shield. I used just 5 vs 6 VOA guns because that's how many available stock mounts there are, and that's all you need in the first half of the game (even on Very Hard difficulty). So it's still just an A class ship, but very capable now, and it retained it's max 100/150 mobility/speed ratings. With the Engine Systems skill maxed though, if buffs my speed quite a bit more, and the boost lasts much longer and charges much quicker.

With the Shield Systems skill maxed my actual shield capacity is 1216. The truth is, you don't even need to put more than 2 skill points into the Piloting skill until you build (or upgrade) a ship capable of winning end game fights. Until then, only the first two perks in it, which unlock thrust capability and better maneuverability, are really necessary. I have learned that you DO need to pay careful attention to leveling power systems properly and keep speed in the middle (maneuvering sweet spot) when making tight turns though.

Leveling wise I like to keep my Shields to their max power, then trim engine up just until my max speed without boost is just a hair over 100, then put the remaining into my weapons, giving them each the most I can, respective to how powerful each one is. The only exception to this is when there's the rare mission where you are trying to scan near enemy ships for radio info and need to go in with stealth, and then I just use one bar of power each on Engine and Grav, and stay no more than med speed to avoid detection, then immediately Grav jump once the radio info starts playing. For normal Grav jumping I recommend taking one bar of power from Engine and putting it in Grav, then before jumping set the adjuster back on Engine. Then if there are enemy ships present when you get there, it just takes a quick tap to get Engines back at 100 speed.

If you are diligent at scavenging and good at economizing on rebuilding a decent ship, vs building new, I recommend doing the Freestar Collective questline as soon as you have 250,000 -300,000 credits, as it's completion rewards you with the Star Eagle ship. It's another A class ship but for that much you can turn it into a beast of a C class ship that will have 2560 shield capacity with Shield Systems skill maxed, and easily enough firepower to take on anything in space. Make sure you have Andreja and Barrett on your crew though, as they buff your Particle Weapons.

If I'm not willing to ship and sell contraband, do you think I'll be stealing ships?

It's really only a bit more of a grind to NOT steal and fence contraband, but if one IS keen on it, I found out the hard way you have to make careful note of the warning when the vendor starts running too low on funds to give you the full amount. That's because unlike the warning that you get for insufficient vendor funds on selling legit items, it is now NOT a clear window that pops up. Instead it's just a faint yellow text inserted in the existing sale window. I can't imagine how much funds I lost due to this.

So, while you CAN get WAY more money from contraband if you watch for that warning carefully and trim back the amount of each item you're selling until it disappears, you STILL will invariably see the vendor frequently running out of funds if you have a lot of contraband to sell. It can literally take several times sitting there wafting 24 hrs for a couple minutes for the vendor's funds to respawn. Most contraband funds I got at once I think was around 80,000, and that was because I already had some contraband from a couple of previous missions, then I collected a double haul on Eridani II on a UC Mission Board quest where you get 10,000 for 100% surveying it, because before I was done with the survey, the contraband there had respawned.

On most games, I would agree with you on something like pillaging and selling contraband. In Starfield though, the line between good and bad is a bit blurred at best due to what it often takes just to survive. Plus, the reality is the contraband you find is typically always some kind of wealth or tech that fell into the wrong hands, so you're in a way providing a service by taking it to a neutral vendor like the Trade Authority, where "legit" wealthy people can buy it, or buy it back, if they choose. And let's not forget that those wealthy types are also commonly the ones for whom laws are bent, while they look down on common citizens. They also often get where they are by nepotism or stepping on others. Ron Hope is a classic example of this.

So for me I find it sufficient to just side with UC and Freestar, while trying at times to encourage them to agree on terms peacefully, keep myself from getting on anyone's bounty list, and avoid doing anything that benefits pirate factions. I know that last part may sound hypocritical to anyone not wanting to take and sell contraband, but I find it comes down to what you're willing to do to get it. The true pirates in the game have no problem killing anyone whom gets in their way, but the player doesn't have to do anything but get by the scanners, no need to kill for contraband.
 
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