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I don't really mind all the policy decisions and petty squabbles -- pop in, two clicks, and pop out.

But the building is absolutely horrendous! You can approve it just fine, but then you have to find the stupid thing, give it resources, and while later remember to come back and reopen it. Unless there's another material needed. Then you repeat the process. It wouldn't be nearly as bad if you were not limited to only 5 save beacons per planet. Then you could mark whatever still needs upgraded rather than running around every stinking time trying to figure out which building needed the polished stone. I swear a blow an hour every time I have to try to upgrade anything.

I have no idea what I have two employees doing. Evidently staying busy collecting about 10 items every day and stashing them somewhere, though I have no idea where. Why can't I give them the resources and have them go to the building site? Can't I delegate the duty of reopening the building? Do I have to do every stinking thing?

If it is really that bad, this is my first and last settlement. Maybe I'll try it again if it gets fixed, but this is dreadful!!!
Well, I had my fun with No Man's Sky, but the cities are one of the reasons why I am calling the game bloated now, and probably wont play it again.

Cities are a horrible, offputing grind, just like frigattes.

IMHO Hello Games has really run out of ideas. Their ambition to constantly add something new all the time resulted in too many irrelevant features that can totally be skipped, without improving the actual game anymore.

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It was definitely more than a year ago that I last played, before 5.x, but I found it for example very funny back then that despite the many new shiptypes first wave exotics seem to be still the best space ship type to get.

To find first wave exotics, you have to check with every space station you land on if there is an exotic in the first three groups landing on the station. If there is, you probably have found a first wave exotic. Then you have to check the maneuverability of this exotic. If its good, then you earmark this system for larter use.

Once you have around 300,000 money, you return to the first wave system with the best maneuverability and keep farming its first wave exotic, keeping the best candidate that you have acquired so far, and deconstruct the rest. This will drop a lot of upgrades, including ship slot upgrades. Once you have a lot of ship slot upgrades that you can max the slots of a ship, you do so, then deconstruct that ship. This will in the sum yield more money that you have spent. Which is why you can do this indefinitely once you have around 300,000.

Ideal is of course to get three upgrade modules per deconstruct, for maximum nanites, but frankly I prefer maximum maneuverability. Maneuverabiltiy is constant of course, it stays the same with any instance of this ship, which is why one needs it high.

Ideal is also to have a first wave that usually literally arrives in the first group of ships, but again I prefer high maneuverability.

Exotics may not have the fancy stuff some other shiptypes have, but they are great across the board, except they have now less maximum slots, but really still plenty.

They are also small and fit easily into places where larger ships have trouble, especially if you pick the really small types.

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The new spaceship type corvette looks very nice of couse. Frankly it should have been added much earlier, probably before freighters got added, or maybe even instead and in place of freighters.
Yeah, that was my impression, too. They left the game behind and became an activity, just something to do. Gardening, cooking, fishing, frigates, settlements. None of which is all that interesting. Like you said in another thread, after a couple ships, what's the point? I have a really nice fighter I fixed up, a nice sentinel, and now a living ship, but can only use one at a time, and there's very little that distinguishes amongst them, save for the sentinel's hover, which is useful for things I no longer do, like take quests that give me approximate locations.

For those who enjoy activities, that's fine. I took the first freighter that was offered, a C, traded for the A, then the S, and not exactly sure why. I think I could have probably been fine with no more than a B, and even my C that I didn't keep very long wasn't really all that limiting. I think it's become mostly a vanity project. The scenery is beautiful, absolutely, but the gameplay becomes quite repetitive.

And it's missing obvious QoL features. A massive spaceship with exactly 10 storage bins, with stacks of quantum computers, and I can't have an interface I can query to find out which bin has a given material? How about a captain's log? Even something I had to type in would be better than what's in-game. The really strange UI defaults on things like when you have to hold keys down. You can drop a component into the Mark 2 refiner and it starts right up, but not anything else? Makes cooking really, really clunky, unless you do so with ONLY the ingredients you want to use, far away from your ship and exocraft, and in a different system than your freighter. Why can't I have more hotkeys? Because controllers only have so many buttons? Context sensitive is not -- try changing the color of something you are building, and, unbeknownst to you, it also changed the mode of your multi-tool.

FWIW, I went all '80s and printed out a photo captured from my ship and wrote on it with a pen.

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