No Man's Sky

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burger1
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Re: No Man's Sky

Post by burger1 »

Solar ships recharge the take off thrusters very slowly. Outlaw sectors have lots of solar ships for sale. The solar things come off as a separate part if you dismantle fighters. There's a variety of models. The corvette has a recharge type reactor as one option and there's an anomaly ship module. Both are also slow. But corvettes hardly need to land. There's also an efficiency module to reduce costs. Taking off from landing pads is free.

When fighting sentinels hold down the keyboard s key to auto follow. You can hold/release the s key since it's not always the best thing to do all the time. When you get the sentinels shields down press g to cycle to the next weapon then with the new weapon try to single shot the hull. Repeat. Then after the sentinels are dead warp out. The default weapon on the corvette also aren't the best so you will need to press g all the time to cycle to a better weapon at the start of a battle. Beams are fairly easy for the corvette but with all upgrades (modules+blueprints) aren't the highest dps weapon. They will blow a fighter up in about 2-3 seconds. When fighting dreadnaughts you might want to tap the s key to slow down vs holding it down since you will likely be targeting a fighter not the dreadnought. That way you can slow down with turning to attack the targeted fighter.

You can recharge your fighters/corvettes shields during battles using shield recharge modules or Na / Na+. Theres a quick menu pop up which you might be able to hot key???? Or there's the ship inventory drag and drop way. You can also upgrade your shields with blueprint modules + 3 regular modules + parts for a corvette that have bonuses/stats + other specialty modules.

When you dock at station look at a landed ship and press F to bring up the analysis visor and look at the ship. Lots of useful stats.

Ships in a system are usually fixed. If you find like an exotic ship you like in a system and miss it it will cycle back around. If you buy and scrap it then the same ship will eventually take it's place. Not sure if common ships do the same thing but it seems likely.

For sentinels if you run away on the ground they should time out and stop searching. If they stop searching on the ground then they won't chase you up to space.

The multi tool blueprint merchant on the anomaly sells a multi tool device that might be quite useful. I use it very often. The starship blueprint vendor on the anomaly carries a different useful item but you have to use that one quickly to escape sentinels.

When you buy the parts for or get a corvette you can park it in higher up to be able to beam up to it to wait out the sentinel search. As long as you don't take control of the ship the sentinel space craft won't attack. You can technically lower the landing bay hatch and do stuff but that's a bit cheesy. It's also weather proof so you can stand on the bay door and farm mats, etc... during storms. You can only harvest some materials like crystals and plants from the bay door? Not every thing seems to work.

If you switch to the terrain manipulator and press the middle mouse button it builds terrain. You can shape the bursts into circles, squares, etc... So you technically build dirt walls. Npcs do glitch through stuff.

When mining with the terrain manipulator you can change the area size by pressing r (smaller) and t (larger). When gathering a node using the smallest setting yields the most product per node. I don't know about yield per unit time.

Different weapons have different base stats/bonuses. The default common station weapons have the lowest stats but occasionally you find an alien or prototype from a station vendor. There's easier/faster ways to get better weapons.

Warp drive modules are useful also with a corvette using warp efficient reactors and 3 ship warp modules you get -600 warp drive which ends up being about 33 warps for a full warp drive.

At each new system you can upgrade your exosuit inventory 1 slot for a cost. If you call in the anomaly you can do 2 per system but that's more work.

Reloading/dying during a freighter rescue battle even if it's over will disappear the ships. So if you get caught in hull of a captured freighter and blow up you will not get the reward or the freighter. Sometimes the freighters bug and won't let you land to buy them.

Just an fyi there are hard boss fights in this game. You can use some ways to cheat some boss fights in a way.
Last edited by burger1 on Thu, 3. Sep 26, 09:43, edited 1 time in total.
Gavrushka
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Re: No Man's Sky

Post by Gavrushka »

That's great, thank you! I didn't know about the 'S' but I sure learned how to recharge my shields. Yeah, I saw the pop-up in my first battle, but I was too absorbed to really take notice. The sentinels following me into space was simply 'friendly fire' after a pirate attacked. Knowing how to follow them will make it a lot easier.

The anomaly is a bit overwhelming at first, but I've found a few places now and done some upgrades on my original ship, but I have no idea how to get 'parts' to build new ships myself. I will pick it up in time, I am sure.

Yeah, I learned about the terrain manipulator size early on. I am trying to build up resources, and for that I am going to have to do some travelling. All good fun.

And I will need to make a lot more money, as well!
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Redvers Ganderpoke
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Re: No Man's Sky

Post by Redvers Ganderpoke »

Building a corvette from scavenged parts almost seems like cheating - it's also a quick way to fill the coffers.
A flower?
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alt3rn1ty
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Re: No Man's Sky

Post by alt3rn1ty »

Gavrushka wrote: Wed, 2. Sep 26, 23:28 ~ And grumbling now because I found the ideal ship I wanted as a replacement for my start ship while at a spaceport. To be cautious, I quit, returned to the game, and all the dock ships but mine had gone! LOL ~
If you wait at the same station, all possible Starships in that system will revisit.
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burger1
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Re: No Man's Sky

Post by burger1 »

To build new fighters (it's different for corvettes) you need to salvage parts first and get a reactor from a vendor or missions rewards (likely can't salvage them). Use the analysis visor to see the ships price and class as they dock. The hull of the ship determines certain stats so you might want to look that up. The place to salvage/upgrade ships is at the back of the station. The place to build them is near there also. You can get s-c class reactors from missions but the chance of getting a s class reactor for your fighter that way is very very small. For each ship you dismantle you will get only 1 part like the hull, wings, solar sails in some cases, etc... You get to pick the part. Remove the modules first since you might want them. Salvaging is different you can get other useful items mostly from s class ships. The ships supercharged slots probably depends on the station you do the building at. They are likely fixed for each station. You can google adjacency bonuses and supercharge slot configurations if you want. Adjacency is important. Slots are a bit of a dodgy category depending on your point of view. There should be youtube videos on building/getting fighter parts. It's pretty easy unless you want some very specific rare part. There's also free ships you can't buy and exotic ships that you can't dismantle/rebuild.

Upgrading a ship from a to s class is usually 50,000 nanites. An s class class fighter reactor from a ship modules sales person is 10,000 nanites. The ship class determines the max number of tech slots and maybe cargo slots? All stats should also improve vs A class.

Eventually you'll want to stick non mineral items in your refiner to see what you get. Might be helpful?
Redvers Ganderpoke wrote: Thu, 3. Sep 26, 07:40 Building a corvette from scavenged parts almost seems like cheating - it's also a quick way to fill the coffers.
Quicker and more profitable than you might think if you notice some things. They might have forgotten to do some thing in my opinion. I avoid it since it makes that game way too easy credits wise.
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Re: No Man's Sky

Post by Gavrushka »

Damn, I never fully appreciated the difference between credits and nanites. - I've just used almost all mine up buying upgrades, but will save them now, and see how to find ships to salvage.

One crazy issue I have that is holding me back is being clueless about how to operate the galactic map. I usually have just one route highlighted, and moving it to elsewhere is all but impossible. - I upgraded my range thinking that would help, but alas not. I want to find a resource only available in a particular kind of star's system.

LOL, playing this game accounts for about half my daily electricity usage at the minute. :P

*Edit* Just found a video (using PC controls rather than Xbox as most seem to) that explains the galactic map. I'm freaked out by the size of the thing, and also now I understand there's more than one galaxy? Damn...
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alt3rn1ty
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Re: No Man's Sky

Post by alt3rn1ty »

Gavrushka wrote: Thu, 3. Sep 26, 15:16 *Edit* Just found a video (using PC controls rather than Xbox as most seem to) that explains the galactic map. I'm freaked out by the size of the thing, and also now I understand there's more than one galaxy? Damn...
:D Yep. If you reach the centre of a Galaxy, you will need to also research how to go further, its fiddly on PC with Mouse & Keyboard, and not intuitive at all.
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burger1
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Re: No Man's Sky

Post by burger1 »

The newest release date speculation for Cosmos is September 9, 2026. After that the 16 th. In part because the character is referred to as 16.

If you do the deep side quest line you can get a way to find all the crashed ships you want by the end. No nanites required. It's an underwater quest. You might want to get a air hazard resist that you can recharge from the exosuit vendor. I usually stack 3 which isn't necessary. Oxygen refills the air buffers/resists. I rearrange them in the order they deplete in since they always pull from the same module first, etc.... For water you usually have to use underwater stuff to built stuff and recharge stuff.

You can set the galactic map target. The default might be the galactic core. You can look in the map filters up top. An economy and conflict scanner will help on the galactic map to provide more info. There's one for the freighter and a set for the fighter/corvette. I am not sure if it's 2 separate parts for the freighter.

Storm crystals. Just an fyi they only come out during storms. I shot them tried to mine and couldn't figure them out and had to look it up. They are quite useful for a purpose. Some people farm them to sell but I don't get why. Different planets have different spawn characteristics. On some planets they can be sparse and there might only be one per node while others will have groups of 3+ commonly. It's the same with other resources.

Eventually you'll figure out nanites. There's quite a few ways.

Bolt gun upgrades . The +2% is +2. So if the gun has a base damage of say 15 it's not 2% of 15 it's 15+2

Another not obvious thing is you can repaint the exocraft and swap out parts on some things. Like add spider legs, change the tracks, change the cab, etc... You can also dismantle the exocraft bay after using it to reduce resource usage.

You can refill the take off thrusters with uranium. 20 uranium gets the thrusters to 100% much easier than the fuel option. The recharge and efficiency options can offset the difficulties.

You can change to and from first person view. It's odd if you're used to playing in third person. Some people prefer to do freighters and stuff in first person.

If you get a freighter you can store way more crashed ships to repair. Make sure your current good ships jump thruster fuel is at 100% or you might have issues switching to it. You can claim a crashed ship, not repair and switch to your regular working ship. On the freighter you can call up the unrepaired crashed ship. It will probably be easier to repair there.
Last edited by burger1 on Fri, 4. Sep 26, 02:47, edited 1 time in total.
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Re: No Man's Sky

Post by burger1 »

The emoji which usually is followed by a launch just dropped. So a release should be happening soonish.
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Re: No Man's Sky

Post by Gavrushka »

Quick question as I half remember this may not be a good idea: I received a distress message while doing one of the core missions, and ended up defending a settlement from sentinels. Now I have the option of becoming overseer, but I see the settlement is 'losing' 150k a day as it stands. Am I right in thinking it's a bit of a time sink for very little (if any) reward?
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alt3rn1ty
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Re: No Man's Sky

Post by alt3rn1ty »

Gavrushka wrote: Fri, 4. Sep 26, 09:30 ~ Am I right in thinking it's a bit of a time sink for very little (if any) reward?
Yes, but now you have the mission it will bug you forever. One thing I dont like about NMS is those constant reminders lower right of the screen .. Settlements become one of them. I did one settlement just for the experience, but mostly to get rid of the nagging reminder. If eventually you can get it to be earning money instead of draining, periodically they give you a couple of things but imho its not worth doing just for those. My settlement has been left behind long ago.
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Re: No Man's Sky

Post by burger1 »

I have always avoided settlements and becoming an overseer. If you are a base builder person then they might interest you.

As far as I know:
there's some way that they give you rewards that you can either refine or get nanites out of it some how.
max out the settlements fighter squadron so it decreases the chances of it getting destroyed if you choose not to personally respond to an attack. No idea what effects the probability of attacks etc...
You will have to settle disputes which will effect the colony. In one instance you can basically send a person people don't like off to die
your exocraft minotaur can patrol the settlement? I am not sure an aggressive pet will attack enemies in this case - no idea at all
you can get an unconventional settlement later as far as I know - it might not be to your taste
each race has their own build material style
You can kind of pick the planet your settlement is on but I don't know much about it

Anyways there's at least two hidden vendors in the back of stations on the right hand side. The scrap dealer and the archaeology person.

For the anomaly there's the main vendor room( at least two terminals building blue prints, inventory item crafting blue prints), teleport room, xeno battle area with the spot you hand in exploration stuff, multi-tool disassembly station in another room with a guy next to it, the nexus mission thing, nada and some other specialty mission rooms (ignore them). And expedition terminal and quicksilver merchant.
Last edited by burger1 on Sat, 5. Sep 26, 06:28, edited 1 time in total.
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alt3rn1ty
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Re: No Man's Sky

Post by alt3rn1ty »

Just had a revisit to my Autophage settlement .. Another thing that bugs me about them is periodically they will get attacked by a big bug or sentinels.
Anyway .. reference what it can produce, I have mine set to Salvaged Glass and Frigate Fuel (you can choose what you want them to output) :

https://i.postimg.cc/8zbDhngm/Untitled.png

Its still doing well, but thats after a lot of making as many buildings as it can have and upgrading them all to S Class.
The whole idea is very needy for not much output.
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Re: No Man's Sky

Post by Gavrushka »

Is it a NMS thing, that whenever you try and click something like a webpage outside of the game, you keep your finger on the button, expecting a little circle to fill?

Right now I am trying to find an Atlas Station (Atlas Path). Three times I have jumped to systems indicated to have an Atlas station, and each time there is nothing shown, even after scans in different areas of space. The mission guidance sticks at find a system with a station, and I am baffled as to what I can do about it. I go back to Polo each time for new coordinates when I find nothing, but I now feel I must be doing something wrong. I have checked to see my current system has the red mission marker against it, but just don't find a station there...

Last line of guidance says 'Return to the Atlas Interface' but not sure what that is!!

*Edit* On the fourth time it worked. I think it was me highlighting where I wanted to go, but then selecting somewhere else as my destination. Damn... :doh:

*EDIT* Out of nowhere, I own a freighter! I just killed some pirates, and the commander gave me it! Crazy... And more stuff to learn. I have to get some new stuff (parts?) to unlock a new technology tree. I can't keep up with the stuff this game keeps throwing at me. :)
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Re: No Man's Sky

Post by burger1 »

There's system and capital freighters. Capital freighters usually start with way more tech and cargo slots unlocked. So less cargo bulkheads to collect. They are much cheaper and come in many more flavours.

The pirate dreadnaught a capital freighter. The advantage of seizing them is it never costs money. You can switch from a c class to s class at no cost. You will want to warp in your old freighter before getting the new one and removing all the technology modules you put in it.

System freighters can be upgraded to the same number of ship cargo and tech slots as a capital freighter. Freighters don't go into combat. You can get a squadron of up to 4 fighters for a freighter. They are bad. Eventually after quite a while they might destroy an enemy fighter. They will warp to your ship when ever you enter combat.

You can't upgrade a freighters class. A c class will remain a c class.

Frigates (not fighters) you hire to run missions for the freighter will level up. Hiring c class frigates with 20 or higher in the stat you want will work fine. You should be able to get them for about 1.5m each if your persistent. A mission will pay over 1m on average and you'll probably get stuff to sell. Some frigates have negative qualities but most will disappear as they level up vs buying an s class. There's living (space whales) frigates also that will bring you stuff to get a living fighter ship. Maybe skip support frigates?

Frigate and freighter crews will have the colour scheme and crew of the sector you get them from. So a Gek system will have a Gek bridge crew. When you build modules for the freighter that park will get a random mixed crew.

You might get an invisible bump/wall Try removing all cargo storage and npc placed modules from the freighter. It might get rid of it? You can hop over the bump or wait for the two side doors to open.

When you fighter a pirate dreadnaught always blow up it's warp engines first. There's many tricks to the battle including rewards.

If you get a system freighter and come across an s class captial ship you want (that's not a pirate dreadnaught) it might cost 170m+ credits to buy it.

The same capital ship of the same size (it doesn't effect the ship in any way looks are just cosmetic) same colour scheme will appear during each freighter rescue battle. The only thing that will change is it's class. So c class common, b class, etc.... Class A is fine and likely has all the tech slots and cargo you will ever need. S classes have a crazy number of tech slots you probably won't or maybe a player can't fill?

You'll probably want to build 1 command room right away and hire 4 more frigates (for a total of 5). Then send them on a mission. They will bring back credits, etc... Different missions have different rewards. Industrial/trade might be the best? try to send out fleets that are 2 or at least 1 star above the missions difficulty rating. You will eventually get freighter modules that upgrade the groups that you send out abilities like trade +15 etc... You might get calls to defend the mission fleet or they might ask if you want them to do risky stuff. You get 5 daily missions you can do then they stop for the day. Your frigates will also level up from c to s class.

If your short on credits you can teleport to trade frigates and see what they produce every hour or so. You might have to use the freighter fleet console to teleport to them?

You can recolour your freighter. Each colour costs 5000 nanites to unlock.
Last edited by burger1 on Sat, 5. Sep 26, 09:49, edited 2 times in total.
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Re: No Man's Sky

Post by burger1 »

Pretty important - you can only have 1 freighter at a time. So no storing freighters etc... just 1.If you buy/claim another freighter you can transfer storage containers and your rooms. Not the crew, not the tech modules and maybe not the freighters main inventory? So when you want a new freighter check it out then warp your old freighter into the area and remove the tech modules, etc... The 50x10 storage container stuff will be safe. Make sure you elect the right options after buying a new freighter and maybe try not to switch around a lot to reduce the chance of human error and back up your saves. It's not a big deal if you know how to get freighter modules.

On your freighter you can archive ships. I think the storage with archiving is around 30 fighters/corvettes. You archive ships from the freighters fleet command interface station in the main crew area. Stations might have the option also. I am not sure what you lose if you archive a ship. You'll have to look it up. Might be the ships inventory items? You need a freighter to be able to store that many ships.

You can't have no freighter after you get one. It won't get destroyed and you can't scrap/sell it to get 0 freighters.

If you find a crashed ship you like and only have the choice to swap ships vs claim because you are out of active ship spaces place a base beacon at the crashed ship site and claim the base. Fly away and archive/salvage a ship and teleport back to the crashed ship site to claim the ship. If you swap when you have no extra ship slots you can lose a ship or even your corvette.
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Re: No Man's Sky

Post by alt3rn1ty »

.. And Freighter == Best base in the game. Go aft of the Bridge and you can rebuild a huuuge base (with levels going up too). Press Z, and customize. Technology tree for Freighters is on one of the Bridge Console Panels.

https://www.youtube.com/watch?v=h3zRafub1f4
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Re: No Man's Sky

Post by Gavrushka »

Yeah, loving my freighter, and have built a few essential rooms in there now, but not got around to upgrading it at all yet. What started as a mission to get the resources to make enough frigate fuel ended up with me searching for corvette parts, and almost filling one storage model on my freighter with all sorts of bits for various types. I've no idea whether they're mix and match or whether you need all the components for one type alone, but I reckon by selling what I don't need, I'll have enough parts to build a corvette or two already. Was great finding some 'extraordinary rare' bits from a 2,000 year old freighter, but was gutted that it only sold for 1.4 million.

Is there a type of corvette that is best? Are there any links to the best designs?
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Re: No Man's Sky

Post by burger1 »

The type of corvette that is best is the one you like. Andor type? Movie ships? Vtol type ships? Modern fighters? Ships with lots of glass or an open deck? Lots of builds just pick your favourite ship to see.

I would build one with at least two large habitation modules. Each large habitation module holds 4 build items (ignoring weapon rack and stuff). Cargo racks, nutrient processor, mission computer, refiners. The medical bed does nothing. The bed does nothing. But they look cool.

If you decide to follow your own design where you put your thrusters matters. It can have different effects. Gun arcs matter also. Only three modules perks count towards the ship. Like three thrusters and three shields and three landing gear, etc... You'll probably only want 1 ramp and I think you can only have 1 cockpit.

The corvette station on stations has one thing for storing your parts and one thing for trading/swapping parts. You can trade up to 3 different pieces (?) to get one piece you want. There's a % chance of the transaction being accepted. You can buy pieces also. The terminal also lets you sell stuff. Parts available vary by station.

In the corvette build menu things get reserved/removed from the players inventory/corvette parts storage. If you try to build a new corvette and save the modification for later then all those parts will be removed from your inventory and stored in a hidden buffer. If you then select create a new corvette all the parts will appear back in the players npcs inventory. It's the same with modifying a corvette and save modifications for later. Your parts don't get lost they are just in a hidden build inventory. Begin fresh modifications to your ship might be the command to clear it in this case.

You can colour the corvette. Apply to entire corvette is handy. If you a put on a new part then that part will need colouring or the apply to entire corvette thing again.

You can buy different engine trails etc... from the quicksilver mission reward guy on the anomaly.

I don't think bobble heads work in corvettes. I don't think other ship cockpit decorations work well in corvettes.

Corvette weapon types vary greatly also. You always start combat with the default (pulse?) weapon. You need to press G each time to switch to the weapon you put on. Beams are pretty simple. There should be videos of the various other weapon types.

Corvette modules and insides all have different looks and get different looking modules. The storage container in the Ambassador doesn't look any thing like one in a titan or Thunderbird. Etc...
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Re: No Man's Sky

Post by alt3rn1ty »

burger1 wrote: Sun, 6. Sep 26, 11:04 I don't think bobble heads work in corvettes.
Aye they do ..
https://files.catbox.moe/8p2n3y.png

And they have the usual Adjacency bonus in your tech inventory ..
https://files.catbox.moe/ukexaw.png
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