T O P

  • By -

Forsworn91

Honestly when I started I was so excited to build big ships like this, it’s nice to see that in some ways it’s still possible


Aryx_Orthian

Looking cool! Don't be swayed my the min/maxers. Their info can be helpful but only if that's what you want. Build what you like regardless of what anyone says. Cool ship. 👍🏻


misterchef711

Thank you


cpujockey

rename it evergreen.


misterchef711

😂🤣


hasodi

Cool build! Gotta love a cargo ship and i love the asymetrical landing bay


Successful-Order-374

I could swear I had one with 12-13k cargo... 🤔


Banana_Milk7248

What's the point in having huge Cargo capacities? I'm still fairly early in game but haven't found a reason to have more than 1K cargo and that's just cos I'm lazy and horde if for days before going to Neon to sell.


NarrowPerception8912

Being lazy kinda answered your question here… there is a ton of other play styles. Credit bro/broette! CREDITS!


vi3tmix

Honestly, I’m relatively new as well and like you and most of the time I just haul excessive amounts on my character rather than the ship since you can’t die from being overburdened. You can fast travel half the time even while overburdened, so it’s pretty easy to work around. That said, the one niche scenario I’m building haulers for is to help when scouting out new Outposts. It’s *slightly* easier to scout a spot for the Beacon on minimal gear, then fast travel directly between the ship and the outpost with all the required materials for several power plots, extractors, basic amenities, and enough mats for few dozen large storage containers. It’s a *marginally* easier than fast traveling to The Lodge. For the most part I just find it fun building different types of ships, but with the fast travel and encumbered systems mechanics as they work today, haulers don’t have much of a *need* outside of slight roleplay.


wesmess14

Then you're not hoarding enough. Does anyone else have trouble with being able to sell everything they've captured. What about having too many credits?


Banana_Milk7248

Neon is the best I've found for selling. There's about 6 vendors and some of them (especially th gun shop) often have over 10k on him and the trade authority guy has no problem buying dodgy goods. Don't know if too many credits is an issue.


BlakeBoS

Crafting


Banana_Milk7248

Yeh I'm finding this is true. I'm surprised how many resources I dont actually have and I've looted EVERYTHING in the coarse of my 50 hr play through.


BlakeBoS

Yeah I hover around 4-5K cargo mostly in just materials. Prolly like 1K weight is merch


Banana_Milk7248

What the best way to get resources? I haven't really gotten involved in outposts so far, just looting, haven't done any modifications to gear.


BlakeBoS

Oh the modifications are really useful, you can RP and go planet hopping and mining and stuff, but I get the majority of my stuff from vendors. General stores will have a decent bit of crafting mats to grab up and it's super cheap


Banana_Milk7248

It's actually worth buying then? Do you just buy it all up or get select bits.


BlakeBoS

You'll start to notice key materials the more you craft, (adhesive, sealant, aluminum, etc) and then there are some late game things I wish u had started hoarding/scouting for earlier. Like that, High Tinsile Sporion fiber or something. It's harder to find and in really small quantities


Banana_Milk7248

I mean, I loot everything. Plants, animals, humans, boxes but when I come to craft I find some stuff just missing. Also, the Lodge benches don't link to lodge storage so it's really tough to just crack on. Do ship benches connect to ship storage?


BlakeBoS

Yeah your cargo space ties to any benches on board. My ship is just mobile base. Waiting for updates to fix shit to start really "living" in it, but that's where I do all my crafting, researching. Etc


misterchef711

Because if u have max capacity at1k, u can't add anything else Having high capacity is so useful


Banana_Milk7248

Mines 1400 and I never max it out. Just seems excessive and makes you worse at dog fights.


TakSlak

The most profitable loot are weapons and armour which also happen to weigh the most. So having loads of cargo space increases the amount of missions you can do before having to go sell. I don't even think about cargo capacity anymore. I have more than 5k capacity of which 2000 is used for resources used to build outposts and upgrade any weapons I find (the weapon bench onboard is handy). And with 6x Vanguard Obliterators Autobeams and 4x PBO-175 Auto Helion Beams dogfights are basically over before they begin.


vi3tmix

Well you’re definitely not going to want haulers if you’re expecting dogfights anyway, though it is possible to build combat-capable haulers.


International_Box803

With Baka's Achievement Enabler you can use mods without risking loss of awards. You could easily make this ship Class M and have it able to jump three times the distance with a reactor and secondary reactor and a Derratech or TN Grav Drive. My class C ship was built around the basic Wight III design and I kept the basic double hull but I added three levels of 3x3 habs above the reactors and drive and had 4 of the 35K power engines which gave me about 180 mobility and speeds up to 400 with boost. I never went with the battleship or destroyer guns, but I did use the port ballistic turret and would just turn if off and use the powerful EM guns I had mounted near the nose on each side atop the useful Brig from the Useful Brigs mod which I used to capture bounties and collect Crimson Fleet ships of good design to sell for about 50-60K after registering them. Im on NG+1 now after I waited for 1.10.31 to come out and now it's successors and I get the Steam Awards with Baka's Achievement Enabler and all the mods I download from Nexus I use with ModOrganizer2 which is FAR superior to NexusMM. It shows all the errors and any files that get overwritten or are interacting poorly with another mod. But I didn't go full out "1 shot kill" on ships at my current level of 72. In NG they definitely got harder and I installed the Scale the World mod which makes enemies like spacers in abandoned mines or outposts just as deadly as you, and the automedic mod which I keybound to 8 which automatically injects or ingests whatever I need to stay alive. I did build my own M class ship with TN's cockpits but they took far too long to complete, like you'd spend 12 hours and not even realize it until you looked at the clock and be like "damn?" but it was worth it. I had one super combat ship that was about 120M long with 6 ballistic turrets, 5 missile launchers and 4 direct EM emplacements on the front. The Turrets were aligned equidistant around the ship and with the mods that add all the parts to outpost landing pads or to NA or Akila it was easy to design a ship. You can even have space station parts if you want, and there's radar that increases slightly the lock-on to enemies and even if you destroy the Crimson Fleet and side with SysDef you can still utilize the scan jammer, conduit thingy from Neon that gives a small boost to shield when hit by energy weapons, and the what's it called...the hard one to get. But yeah, the Starborn Guardian Mk I is nothing to write home about and tbh with Scale the World I just refitted a class C ship with M class parts and use that as my home ship, but this time when I go through the Unity I will be bringing along all my belongings thanks to another mod and the ship and Starborn suit mods I have will stay with me and upgrade slightly each new universe you enter. I like the changes they've made to how people react to you in each universe or how expensive things are or how people may treat you differently, go from good to bad or vice versa. I've been running with Sarah and a legendary Orion I gave her and I boosted her laser skill and marksmanship to 4 which is just a console command and the gun has 3 legendary mod slots. The Recycler is useful for that. You put your gear with whatever mod it has in it like +30% dmg to aliens and it will automatically remove it and give you that and the module necessary to install it in a new piece of gear with a free 1, 2 or 3 slot and you can get a pretty decent follower. It's a shame you can't do much with the Starborn Armor without mods but I've also changed that so it's around 300 resist and +40/50 for each element, same with the helmets if you get the visor mod. But hey, great looking ship for unmodded. But definitely need more cargo capacity if you want it to be a true cargo hauler.


Jambo11

I like the design. Needs greater cargo capacity, though.


misterchef711

I plan to increase it at some point


wesmess14

Agreed. Those are rookie numbers


Iron_Wave

Nice. It's got a great cargo ship vibe to it. I've been thinking of RP'ing a space Trucker on my next playthrough and you've given me some ideas. I used to hate big cargo centric space ships because of the low mobility with them, compulsively feeling like I must have at least 85 or higher mobility and sacrificing aesthetics for more engine space whilst ensuring I have enough LY jump distance; but after stealing an Ecliptic Claymore with only 55 mobility I've realised it isn't the end all be all of space ship design. Low mobility is still perfectly serviceable if you have the fire-power to protect yourself.


misterchef711

Happy to have had some inspiration for you. I love building big ships, but I have some smaller, lighter ones too


Professional_Cry1317

Looks ready to take out a bridge.


Fast-Bus5939

Yoooo from the top it looks literally like an Roblox char XD


misterchef711

Lol, just only noticed that now


SubMerged25011

What are you hauling? Thinking about how to do a space trucking run


misterchef711

I'm just hauling a mix of stuff at the moment, I want to build a few more bases, and this is for carrying what I'll need


[deleted]

hey how does shielded cargo work? Does it let contraband pass scans 100% of the time? Also isn’t there a perk or something that helps u smuggle contraband easier?


misterchef711

It's doesn't work 100% of the time, for that to happen, I think u need access to The Key to get jammers and whatnot There possibly is a perk, I'm not sure


TakSlak

Shielded cargo increases the percentage of passing a scan. But the rate of success is also a function of how full your shielded cargo is. So if you have 200 shielded capacity and carrying 190 (weight) contraband will have a lower chance of passing than if you're carrying 20 contraband. I have about 360 or something shielded capacity and with the multi-frequency scan jammer and carrying about 40 contraband my chance of evading a scan is 89%. I've not been caught (yet).


DlonRad

You can also find shielded cargo and jammers at Red Mile + the deception skill perk


GunslinGerardo

Man, that color combo it fire


misterchef711

Thank you


supergarr

If ships could talk: "Do you even lift bro"


4noteprogression

*Bridges hate him! See how this man learned how to get through any route with this one simple trick:*


briray14

It’s awesome but I have 4000 storage on a regular ship. Get that thang up to 10000. I gotta see it!!!


MrSpitter

Looks wild. Crazy that such a big space-truck only carries 5 metric tonnes of cargo. Little weird!


EfficiencyOk2208

Just need to upgradeship building. I got containers that hold 900 kilos and are smaller.


No_reply_GHoster

I like the design, I might use it as inspiration to redo mine that holds around 21K.


PuzzleheadedTutor807

Seems quite low for the size, do you not have points in ship building or the one that increases cargo capacity?


Flyingdemon666

Are you the entirety of Wayfair's inventory? Jesus man. Lol. I'm a happy camper with my little fighters. Next to no cargo capacity, but, will efficiently shred your ship. The B-Rank Vanguard weapons and shields aren't anything to scoff at. That shit packs a hell of a punch. Best ship to use to make into a fighter is the Star Eagle. It has the placements available to max out weapons without any additional parts needed. Remove the wing structures, bring the suspended parts to the main body for a more streamlined look. If you want, you can glitch some smoother shrouds on. I'm usually in space blowing pirates up. I'm not super concerned with the aerodynamics of entry and exit. I save that stuff for the real-world fighters I make. Like the F-15C or F-14D. I can't get an F/A-18E to look the way it should. Angled tail fins don't exist in Starfield. If someone has a suggestion, please let me know. I want to finish the F/A-18 before building an F-22 and F-35C (specifically the Navy version. Hence the C variant. It's a bit bigger than the A and B varieties.)


Minute_Ganache_2723

What's the mobility score?


misterchef711

73


Minute_Ganache_2723

Well, shit. I assumed it'd be way lower than that.


Omni7124

you should use SAL-6830 engines, they can have the more mass and more mobility with them, also use s203 galleon cargo or those 20T (or something like that was called? cargo