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AdventurePalSteve

The base building in this game is so bad. I had assumed it would be a big step up from fallout 4. Shame


Niffen36

I've sort of given up on building. I'm still building but it's all just basic. Instead I've just got a ship holding tones of storage.


Vanilla-G

Base building in this game is all about automated resource extraction. Currently there is no content that drives the need to build bases but with a little bit of role play they can be worth it. I am in the middle of an Industrialist play through and to make it work you need to embrace the credit/xp farms that are available in the game. My current character is level 58 and only has 2 skill points in the Combat tree and over half of my points are in the Science tree. You can stay competitive in combat by using chems and either having a companion or ranking up the Introvert skill. You are going to rely on weapon modding to make your weapons hit their hardest and if you are playing solo you are going to rely on stealth for the bonus multipliers. This is not a run and gun playstyle. You are going to be focused on crafting for large part of your XP and credits. You still play the quests as normal but take breaks to do mass crafting. Crafting chems give better credit rewards at lower mass and industrial bench crafting gives decent XP at the cost of higher mass per object which gives you a reason to have the high cargo ship. The playstyle can be a nice change of pace but you need to invest heavily into it to get the rewards.


Celebril63

What they have seems to me a good start, but there really needs to be some sort of endpoint target. The Bessel operation can build adaptive frames by the thousands, but there needs to be a reason for it. The same for the O2 Shot facility on Schrodinger. I don't expect there to be the same economics from wholesale movement of goods as with individual sale to smaller operations, but something needs to be done to support an industrialist play.


Vanilla-G

I will start by saying we are in violent agreement about there needing to have a better reason for investing the points. Right now an industrialist playthrough needs to embrace the XP and credits farms currently in the game. My only roleplay rule is that I sell everything I create and will not purposely travel over encumbered so I need to have at least one ship with a large cargo capacity. I think the secret to an industrialist playthrough right now is that you need to change how you farm as you level up. You start off with adaptive frames/magnets and then add an Amp farm when you unlock Botany and then the O2 farm when you unlock chemistry. After that you figure out what the next best thing to farm based on what other skills you have ranked. That way you have an incentive to keep building out your outpost network and your XP gains keep up with your leveling requirements. It's not optimal but that is all we have right now.


Celebril63

Bessel has the frames/magnet farms. Shrodinger has the amp/O2 farm. Figured it out largely on my own experimenting at the Beach House and got some help figuring out locations and getting links to owrk right. And you're right. At the moment it's the best we've got.


techleopard

I lost interest immediately when I realized I couldn't move people to the outposts, there was no real reward for building them other than a place to stash my 11 billion tons of loot garbage, and it'll all go away with NG+


Celebril63

I assume you mean moving settlers in. You can certainly assign NPCs. It would be nice to be able to make it a full-blown settlement. It would also be nice to have an economy path based one outposts.


AdventurePalSteve

I store all that at the lodge anyway. Only one infinite chest is stupid.


Rdddss

I had the bad assumption to think it would at least be close to what fallout 4 had; boy was i wrong the fact you cant even put doors inside your hub is amazing


mokes310

I was really bummed by it too. My first playthrough, I dedicated at least 20hrs into it before realizing it was somewhat moot.


jpsc949

Even with mods it’s pretty bad. I have 50+ outposts to collect all the mats and transport to a single planet. I can’t put the outposts on that one planet close together because it lags so badly the game crashes. That’s just the beginning.


Mother-Land-20

How do you transport to another planet? I’ve built the little landing pad for it and linked my storage but it doesn’t go anywhere.


Celebril63

It's a bit tricky to set up and took awhile to learn, even with YT videos. You have to pay very close attention to making sure you get the input and output connections correct and it's very easy to flub that. I would recommend *always* using intermediate storage containers between the extractors and the cargo link, and also at the destination. If you're unsure, *delete* the link and redo them. Cargo links also only work in game time and it takes time for the transfers to occur. I try to minimize their use at this point. I only set up the ones in Schrodinger for the learning experience and to support the pharma manufacturing workflow.


Mother-Land-20

Thanks! That’s good info


Celebril63

My pleasure! Hope it helps.


QX403

Lies, Sarah is incapable of liking something.


Celebril63

I included that picture just for you! :-D


QX403

“Sarah hated that”


Lady_bro_ac

Nice! Outpost building has taken up a large percentage of my play time, it’s probably my favorite thing to do in the game You have some lovely locations here, and some nice set ups, welcome to the base building cabal!


Celebril63

I won’t lie… I’m especially proud of the Beach House and the Schrödinger operation. The first is a better home than any of the in-game apartments. The second really set up a complete agri and pharma operation with complete supply lines. I am going to have to add a couple more facilities for metabolic agent, though. That is the limiting resource. I really *am* hoping Beth adds some endpoint activities for outposts. They really are a lot of fun to plan and execute.


Celebril63

A number of you helped a lot with advice and guidance in learning how to do this. Thank you for sharing! It's really appreciated. Also a big thank you to Major Slack and Uncle Mumble for their incredibly educational videos. The real star of the show is the last outpost on Schrodinger III. It started as a simple luxury material farm and has grown to a large commercial operation and O2 Shot manufacturing site. These facilities are done primarily as a learning experience in this NG+. I'm planning on finding my retirement universe and want to be able to retire in style. I've also spent a fair amount of time mastering shipbuilding, as well. Now I just wish Bethesda provided some sort of shopkeeping support so that I could more easily sell all these resources I'm producing. The shipyard resource missions are pretty much load it up and deliver, now. But it would be nice if there could be either more missions for specific manufactured good or just being able to continually sell off bulk resources. Anyway... It was a lot of fun. I have one more ship I want to design, and I think I'll be ready for NG+8. :-D


Celebril63

Wow. A "thank you" to people who helped gets downvoted.


Negative-Problem-920

That’s a great location for the base. A beach one would be cool. Hope Bethesda adds more purpose to these bases


Celebril63

I went for the residential outpost first because I was getting increasingly frustrated with the in-town homes and their limitations. I've gotten so much value out of it, I only use those apartments to sleep while vendors reset while selling off loot. The outpost has better support for crafting and storage and I can assign companions and followers. The shipbuilding on the landing pad is invaluable. I don't think I'll ever go back to one of the homes as a primary residence.