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Was that on Neon?
Outpost shipbuilder: You need to build the large landing pad and go to the computer console at the "entrance."That's probably the video I linked with the no ladders ship. Taking the further info you provided and Vorph's comments about not actually needing any of the shit I want to put on my ship, maybe I'll give it another go here soon.
Honestly the main things I want are pretty basic. Forward facing landing bay, simply because I hate running around the ship to get in or out. Landing bay and airlock right next to the cockpit, even if I have to run through the 2 story bridge to get from one to the other. Bed close to the cockpit. Everything else is just aesthetics and "If I had a real spaceship, this is what I would want." But the aesthetics kind of make me enjoy flying it more, you know? I could make literally a rectangle that would do everything just as well as a sleek badass ship, but I'd always see an ugly fucking rectangle. Even a huge Va'ruun boat rectangle has at least a little bit of finishing and presence to it.
Oh, and I am using the mod that opens up all available parts at a vendor you choose. I am not aware of one that works at the outpost because it requires a console command run on an npc, but if you know of one I'd love to use the outpost instead. Fuck dialogue options you have to choose over and over right in the butt.
One last thing. The inability to dictate our own doors and ladders is beyond fucking dumb. There is clearly an algorithm in place, as evidenced by that reddit post you linked, and when you connect a landing bay it checks for a path to the cockpit, so how hard would it be for us to click an actual connection spot, choose "door/no door/ladder", and then have that same checker confirm there is still a path to all locations?
Yeah the assistant.Was that on Neon?
Its all true.
Yeah, I have one of those, and it lacks a ton of pieces. I use a mod that lets you select a ship technician in the game and run a console command that unlocks all the parts so they are available to buy in one place (still level locked though). Tons of people asked for it to be available at the outpost landing pad, and he said it can't because you have to target an npc and run the command; the terminal is not an npc so it doesn't work.Outpost shipbuilder: You need to build the large landing pad and go to the computer console at the "entrance."
For the building UI issues, I would hope that maybe it's something that they will eventually fix/change. I agree that just a toggle at each possible door opening, that you can forbid as an entrance, shouldn't been to big of an ask. Although I expect they wont do it for free, but they seemed to work on FO76 for a while, so maybe...
Ah, I understand now. Never read the mod, just seen it in passing. Would be nice to have at the outpost, but, yea, not that big of a deal, just loading screen/npc annoyance.Yeah, I have one of those, and it lacks a ton of pieces. I use a mod that lets you select a ship technician in the game and run a console command that unlocks all the parts so they are available to buy in one place (still level locked though). Tons of people asked for it to be available at the outpost landing pad, and he said it can't because you have to target an npc and run the command; the terminal is not an npc so it doesn't work.
It is essentially the same thing having it in one spot (I use the guy on Gargarin in the same system as Jemison) but the dialogue options are an annoyance and a slow down is all.
CP2077 actually feels like a fully developed, thought out, immersive world, for the most part. I've enjoyed Starfield and have put 100+ hours in; there's a number of gameplay loops and elements that I find appealing. My biggest gripe, though, is just how un-futuristic it feels a lot of the time. There's a real lack of boldness or imagination for a world that is 300 years in the future. And the scale of it feels off -- not the space travel so much (I actually find that perfectly fine), but the cities and places people inhabit. Those places feel small, both an actual physical size and a sense of gravitas. Akila City is the capital of a multi-planet federation that defeated the United Colonies and it feels like a little village. There's a lot of anachronism that just seems so implausibly out of place for a society that has advanced technologically as much as it clearly has and which has the resources of seemingly limitless planets. A lot of the storytelling suffers from a lack of creative risk as well, imo.While I've enjoyed my 55 hours or so in Starfield, after starting Cyberpunk again it's stunning how lacking Starfield feels in comparison to CP2077.
CP2077 actually feels like a fully developed, thought out, immersive world, for the most part. I've enjoyed Starfield and have put 100+ hours in; there's a number of gameplay loops and elements that I find appealing. My biggest gripe, though, is just how un-futuristic it feels a lot of the time. There's a real lack of boldness or imagination for a world that is 300 years in the future. And the scale of it feels off -- not the space travel so much (I actually find that perfectly fine), but the cities and places people inhabit. Those places feel small, both an actual physical size and a sense of gravitas. Akila City is the capital of a multi-planet federation that defeated the United Colonies and it feels like a little village. There's a lot of anachronism that just seems so implausibly out of place for a society that has advanced technologically as much as it clearly has and which has the resources of seemingly limitless planets. A lot of the storytelling suffers from a lack of creative risk as well, imo.
Someone said it earlier, but I think the story would have been a lot better set in the era of the move from Earth and the beginning colonization of the nearby systems.
Exactly what ive thought as well. Probably all comes down to the engine as usual.And the scale of it feels off -- not the space travel so much (I actually find that perfectly fine), but the cities and places people inhabit. Those places feel small, both an actual physical size and a sense of gravitas. Akila City is the capital of a multi-planet federation that defeated the United Colonies and it feels like a little village. There's a lot of anachronism that just seems so implausibly out of place for a society that has advanced technologically as much as it clearly has and which has the resources of seemingly limitless planets. A lot of the storytelling suffers from a lack of creative risk as well, imo.
They could have kept the white chick that wants to fuck black guys cause white guys are boring schtick, but they should have put some tongue in cheek kind of shit in with it. Like the black guy was the rightful ruler of his kingdom, and he started this mining company to get the funds needed to go back and be king. But all he needs is 500 bucks to get back on his feet and he'll send 8 trillion back! A bit more discreet than the Prince of Ethiopia email, but if you read between the lines you can see the comparison kind of thing. But we all know this was made by a female or a tranny, and I just dgaf in the grand scheme of video games.
I imagine in that in that type of time frame, a settlement will only have 5-10k people, maybe a bit more. But no where near 50-100k+ people or more. Transport costs, other settlements spreading people thin, even with high birth rate which is unlikely. Are they staying realistic? Or just trying to create a playable world? A bunch of what Ive encountered just seems like a grandiose idea that was never realized/completed.Yeah, New Atlantis has housing for like 100 people, I assume everyone else lives on floor 500,000 of the apartment building or something ;p
Having an actual sized city would be pretty tedious to get around in, but there's probably some middle ground between that and 'fits in my backyard'.
It's the classic problem of open RPGs where you want to have these massive structures, but don't want to have the massive expanse of farmlands to support it.I imagine in that in that type of time frame, a settlement will only have 5-10k people, maybe a bit more. But no where near 50-100k+ people or more. Transport costs, other settlements spreading people thin, even with high birth rate which is unlikely. Are they staying realistic? Or just trying to create a playable world? A bunch of what Ive encountered just seems like a grandiose idea that was never realized/completed.
Have you ever thought that you might be the cunt.What's the name of the casino city? Five Dollar Ranch or some shit like that? I spent an hour last night killing every guard in the place over and over because they all make cunty comments when you walk by them. This whole game is filled with absolute cunty dialogue. Companions say cunty shit incessantly, shopkeepers say cunty shit 70% of the time, guards, etc.
If you're going to compel me to play as a murderhobo, make murderhobo a viable option.
Every godamn day.Have you ever thought that you might be the cunt.