I don’t think bases talk to each other so don’t expect e.g. to have power from A to B, B has to have its own power sources.
(BTW I wrote that you need two Solar Panels for a Mineral Extractor but that’s not true. You only need one during the day. You’ll need batteries for dawn, twilight and night, though.)
If you’re feeling inventory pressure I’ll just repeat again, “get a freighter” you can get a decent one for free if you rescue them from pirates. Usually the first one you are offered is more modest, I don’t remember which one I finally accepted, though, I think several were refused.
As soon as you have some spare cash after the essential exosuit, multitool and starship upgrades, get frigates and put them to work for you.
[quote=“Similar, post:446, topic:14041”]
that costs you standing with the faction the freighter belongs to (and of course, the Sentinels come out to play too, though they’re not so much of a problem).
I thought you could just gift relics and stuff to basically buy standing ? I don’t do it often though, have piles of them in my coffers. Now I keep some in the freighter’s hold so I always have them ready for any encounter where they can enable special choices and outcomes.
Back to the point - If anything, the game lets the player get away with too much IMO. That sentinels being too easy to handle is also one of the reasons I’d like to try Survival.
You have already looked into the Hazard Protection Upgrades, I suppose?
Mine has Manueverability in the 100s - it turns like a boat. The Triumph has 450+, which is more than the core figure of the Guppy.
Really, it’s fun?
Aye on it being the stretch limo of Shuttles. That’s why I call it the All Legs (the boosters look a bit like legs and it’s not like a classy ship…)
Shuttles are the equivalent of the Sensibly Priced Car in the NMS universe. They’re affordable, have good capacity, while giving middle-of-the-road performance. Not sucking at anything in particular, but also not excelling.
Is it strange I still fly one? I am New Money, after all
That shuttle, however, has fought the Nexus Multi-Player Pirate Missions …and always won, all alone. These are not “hard” on a general scale, OTOH at three waves comprised of multiple ships they’re a whole different business from the usual dogfighting.
I’ll be damned if it handles significantly differently from my older, shorter one. My guess was the only thing that matters are the stats, TBH?
The days of the Triumph are numbered, though.
I’ve been outfitting the Fighter: that thing flies like a bat out of hell! Turns on a dime. Is more lethal. And has more cargo capacity, too! It’s going to be a lot more fun than the Triumph.
And also I’ve just picked up a new S-Class Explorer from a trader who was selling me some much-needed Tritium. Its warp capabilities are not as impressive as The Dream’s but it’s a definite improvement in all the other areas.
Yup, you’d need to outfit the two tools the same way and then test them one after the other. With the tool switching being kind of clunky that’s something you’d have to be quite deliberate about.
Scanning range, AFAIK.
This sound like a good plan of action to me. The game can be played in many different ways, and figuring out what you like to do will be a work-in-progress.
Setting up new bases isn’t all that big of a problem once you will have acquired some momentum, so there’s not much to lose anyway.
Other than time - but IMO there is no point in taking the fast lane in this game. So far, I regret none of the million detours I’ve taken.