• 2 Posts
  • 34 Comments
Joined 1 year ago
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Cake day: July 15th, 2023

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  • Kind of reminds me of highschool; one of my friends always got strawberry milk; and like all big high schools we had maybe 10 minutes to actually eat. He sat down, scarfed the fried shit and went to slam his milk.

    He started gagging with this horrific look on his face; the carton came away and this stringy looking pink snot rope came away as he was choking it back up. It was like, half-set egg whites.

    Yeah. None of us got strawberry milk after that.



  • I feel like they could have tied outposts into, for example, improving ships- researching and enhancing modules, “tuning” modules, for example. consuming resources that way; or tying a way to sell direct from the outpost, maybe with a cargo link to bulk buyers that then maintains a stockpile of things.

    Also, why can’t i craft ammo? (While we’re at it, they probably should have created an ammo system for ships. Maybe with magazine modules;)

    Also, why can’t I tell a ship to come out and meet me- and fly off to a port to offload cargo? Our ships fly off somewhere on their own when jacking other ships.

    For that matter, why can’t I build a class c carrier with class a’s on board to do the heavy fighting?











  • FuglyDuck@lemmy.worldtoStarfield@lemmy.zipweapons
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    1 year ago

    guns I love The legendary novalight- it had one inch punch, bashing and something else for perks, with a focussed nozzle for one of the mods. at close range, a shot to the face usually put things down. if not, a smack to the face finished it.

    The AA-9 rigged up with a scope for range. Any fast dagger. the v-attack on them takes things down pretty solidly. Especially if you have decent perks. Usually keep one quick-slotted for if the pistol I keep for close range goes out of ammo. It’s faster to swap, I think, than to reload. I

    the urban eagle is also a solid choice, for much the same reasons as the novalight up top- if it’s got decent perks, (none of the procs, save those for things like the grendel.) and you can consistently get headshots, it does it’s job well.

    weapons I hate: anything with space adept. just saying.



  • it’s just a path-finding algo. It takes the first solution it finds that doesn’t include loops. Which, if there’s more than one solution (lets say you stack 2x1’s on top of each other,) it’s going to be mostly random as to which solution it finds.

    which is why I want a module that behaves a bit like the equipment plate. The equipment plate converts connection nodes that don’t normally accept weapons to a weapons mount, it doesn’t take up any space like other modules would. Such a module could be used to tell the game to slap in whatever kind of door or hatch goes on that connection; including the ability to specify an open passage or what kind of door.

    Such a change would allow us to create pathing options that actually make sense to us as individuals rather than the veritable maze it takes to get through now.


  • I’d love for there to be 1x1 workshops- maybe give up the research section.

    I would also love it if they created a structural module- kinda like the equipment plate, where it can be placed on nodes without taking up a block, only it created a hatch/door/open-bulkhead;

    And I really would love the ability to flip modules sideways- so they’d be 1x2 or 1x3