I’m further along in the game and have an outpost set up where I can easily dump resources, along with production from other places providing all kinds of resources.

Thing is, what was I supposed to do with it all? I started making quite the tower of solid storage along with a good amount of resources, but 6 stories later, I shut down my mine and disabled the resources coming in from other planets because I got tired of trying to keep up with the intake. I still have more than I know what to do with and even if I start automated production of components, what do I do with that?

Am I missing something?

I mainly just want to dump all the resources from my ship and have most of the stuff when I’m building something (which I do).

Resource drop-off had been sketchy lately. It works sometimes, sometimes not (stuck in the output hopper). Any advice on that would be fantastic.

  • @[email protected]
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    241 year ago

    Right now in starfield outposts are just an incomplete feature. There is no reasonable sink for what you get out of them except a meager handful of delivery quests (I.e. a shipyard wanting 600 aluminum) and building more outposts.

    I think because fast travel is so incredibly trivial and mandatory they sort of wrote themselves out of being able to have space trucking be a viable option. What we should see is raw ore selling for like 20x what it does today so that mining becomes economically viable… but then it’d just be a free money spout. The whole feature needs so much more fucking work.

    • @A_Random_Idiot
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      101 year ago

      Pretty much every mechanic, system and feature in the game needs so much more work.

      Its like they got half way through designing the game and just…gave up and stopped.

        • Throwaway
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          01 year ago

          I mean, its been about 5 years since Fallout 76. At some point you have to just say stop and focus on actually getting the game out the door. Don’t want a Duke Nukem Forever.

    • FuglyDuck
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      1 year ago

      I feel like they could have tied outposts into, for example, improving ships- researching and enhancing modules, “tuning” modules, for example. consuming resources that way; or tying a way to sell direct from the outpost, maybe with a cargo link to bulk buyers that then maintains a stockpile of things.

      Also, why can’t i craft ammo? (While we’re at it, they probably should have created an ammo system for ships. Maybe with magazine modules;)

      Also, why can’t I tell a ship to come out and meet me- and fly off to a port to offload cargo? Our ships fly off somewhere on their own when jacking other ships.

      For that matter, why can’t I build a class c carrier with class a’s on board to do the heavy fighting?

    • @[email protected]
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      51 year ago

      The speculation is that at some point in development you’d be limited in travel distance by fuel reserves and from that outposts would be vital to extend your supply lines. It was apparently just not very fun so they scrapped the need for fuel entirely and with that outposts lost their primary in game function.

    • @[email protected]
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      31 year ago

      Yeah I agree that ore should cost 20x, but then we would also need more costs in mining, refining, transporting, and selling that ore to balance it out.

      • @[email protected]
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        21 year ago

        Absolutely. I’m not for adding a cheat code to the game - I want an interesting system to interact with.

        If I’m going to be honest I’d hold up Elite Dangerous as the gold standard for space trucking that they should aim for.

        • @[email protected]
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          11 year ago

          Yeah Elite is good for trading but X4 Foundations too, it has a pretty decent economy and you can actually follow the cargo/mining ships around and watch them do their deliveries.

  • @distantsounds
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    81 year ago

    It’s not you, it’s the game that’s missing something. I too am trying to find a use for it all and am at a loss. I also am collecting things I no longer need because you can’t turn off the resource tracker after completing research on a project.

    • @CopernicusQwark
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      31 year ago

      It’s not you, it’s the game that’s missing something. I too am trying to find a use for it all and am at a loss.

      At this point, I’ve transferred all my resources from a 6-outpost system to the Lodge. With the amount of stuff I have, there’s simply no need to go back to my outposts for any crafting.

      I also am collecting things I no longer need because you can’t turn off the resource tracker after completing research on a project.

      I’m glad I’ve never bothered with the tracker, because it would frustrate me to no end to not be able to turn it off.

  • @4AV
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    1 year ago

    I’ve been feeling the same. There’s a whole system with cargo links, fabricators, power generation, and tiers of extractors, but then nothing you can set up production for seems to have any purpose to mass-produce except setting up even more production.

    There is one exception: manually mass-crafting components (on PC you can do 99 in one click) is a good way to farm XP and is a big resource sink. I’ve currently got an aluminum + iron setup to let me craft hundreds of thousands of adaptive frames, but I think the optimal setup, for most XP per click, would have cargo links shipping all the prerequisite components for an exotic component to one base (probably on Venus, for fastest time skipping [edit: cargo links work on playtime rather than UT time, unfortunately, so sleeping doesn’t work]).

    In terms of more intentional mechanics, something like being able to manufacture ammo (even if it took a lot of resources) would give it a purpose within the context of the rest of the game.

  • @[email protected]
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    11 year ago

    I haven’t gotten it set up yet. But I thought it would be worth it to set up a fabricator to make components to sell. The components sell for a decent amount and if you can a couple out posts gathering materials and making components I bet you could make a ton of money pretty quickly.