Adding novelty and challenge to Starfield runs
Overview
There are many ways keep gameplay fresh,
from a game simply having huge amounts of contents,
to set different styles of play (like classes),
to players making their own choices about constraints and playstyles.
In Starfield, the game itself emphasizes one approach in particular,
changing yourself:
Although you leave this universe behind, a new universe awaits you.
Who will you be in this one?
What choices will you make?
Notes
(Some of these were tested when the max difficulty was still only Very Hard.
The nude runs are MUCH harder with the later-added full
environmental effects, where even the first few tiers of Personal Atmosphere
won't save you if you're not careful)
- All constraints still allow using powers, unarmed combat, mines, and grenades
- Constraints apply from the start to entering the Unity realm
- Garb constraints start from the moment Lyn activates the first airlock
Universe Variants
Dig up a list of the universe variants from the web, note that some of them
are a bit redundant, and the rest are almost perfect for making NG+2 to NG+10
each be a different variant.
You can choose the upcoming variant during the credits at the end of an NG+ run
(i.e. you have no control over the pre-NG and NG+ universe).
Forcing the credits to scroll faster is recommended.
There will eventually be a distinctive sound and an option will be presented
to skip the rest of the credits. Don't quit.
Instead go into command mode and use the following two commands,
where "N" is replaced with a number from the list.
I recommend saving universe 1 for a run where you plan to stay in that
universe for a while, it is imminently repeatable. :-)
set 17e727 to 100 ; chance of a special universe
set 1801b9 to N ; which universe (replace N)
Where N is (trying to avoid spoilers while still being identifiable)
- -1: normal
- 0: vasco
- 1: YOU? (may have to fast travel away/back from the lodge to keep YOU?)
- 2: dopplegängers
- 3: andreja
- 4: walter
- 5: hunter
- 6: cora
- 7: nemesis
- 8: kids
- 9: retired
Universe 1 normally forces a skip of the main questline (there's not way to
avoid telling the you're starborn when there are two of you) so if you want
to pursue the main quests with YOU?, reportedly you can choose the default
universe, wait until Sarah joins your crew, then:
Well-known Play Objectives
The Pacifist run
Reach the Unity with Combat / People Killed of zero.
Starfield does not provide for a true pacifist run, where you avoid killing
anyone/anything directly or by proxy.
One critter must die.
At least one Starborn must die.
And any number of people on various ships must die.
However…
You can reach the next Universe killing absolutely
no normal people yourself, even in pre-NG.
Exploded spaceships (including Starborn Guardians) are not counted.
Starborn don't count as normal people,
but surprisingly you can avoid killing them (yourself) as well.
- This seems wrong, since you should only need to reach
to the next travel point.
Even EM-stunning them doesn't work, the requirement to
kill one is in the event script.
More surprisingly, you are only forced to kill exactly one creature,
one of the two Cataxi you first encounter in Nishina
It's total field day on turrets and robots
(I killed ~60 of each on my max difficulty run).
So your totals should be:
People Killed
0
Creatures Killed
1
and no entry for Starborn killed.
How to do this:
- Let your follower do all the killing, which works everywhere except Nishina.
- EM Weapons. I used a converted Starlash most of the time.
If you have Watchtower, note that its initial quest to grab the control
core only has mechanical foes.
The Cutter and Swordmage runs (more generally, no-ammo runs)
Reach the Unity using only unarmed, Powers, and either
- Only your Cutter
- Only blades
How to do this:
- Your follower is pretty useful for distracting enemies from you
- For the Cutter, skill up on Lasers and Heavy Weapons
- For blades, skill up on Dueling, Martial Arts, Stealth, Concealment
- Various other combat skills may also help
- Remember that blades can also be customized, both hilt and blade
- Use Reactive Shield once you have it
- Anti-Gravity Field, Gravity Well, and Sunless Space
are great for crowd control
Simple playstyle choices
Starfield's core weapon buff system and the lack of any way to craft a weapon
from scratch appear to support a key goal
- Change your playstyle by focusing on the best weapon the game hands you
The inability to craft means this extends into NG+, since otherwise any
advanced player could just remake the same favored weapon from the last
game. Instead, the rarity of perfect legendary buff combinations is almost
certainly intended to shape the player's game experience, and boost replay
value.
Other pretty normal options include:
- Play all three versions of the SysDef / Crimson Fleet epic questline
- triple agent
- double agent
- direct hire (in Cydonia) by just attacking SysDef (e.g.)
until they declare war on you
- Choose different followers, or invert whether you have followers
- Change your weapon (or combat style) of choice as soon as you master one
- Change between ships with very different capabilities
- Change focus between main questlines and side quests frequently
- Explore systems outside of what seems like a reasonable level range
- Switch between heavy looting / large cargo playstyle and a lightweight
playstyle - easiest by dumping all your loot into a base somewhere
- Switch between pacifist and aggressive dialogue options
- Heavily customize your ships
- Heavily customize one of your outposts
- Customize all your weapons
- Collect resources from the wild instead of from vendors
- Open up game subsystems and restricted areas, like the Key, the Trackers,
and various others hidden behind questlines
- Capture ships
- Fly the Razorleaf into combats
Restriction ideas for NG+ runs
Doing each of NG+2 to NG+10 with either a different play style or some
weird constraint to make it more challenging can keep play fresh.
Keep those caveats in mind with the list of options below:
- Restrict weapon use to those for a certain skill, the cutter only, or unarmed
- Restrict weapon use to blades (and powers) for a "swordmage" run
- Restrict purchases from vendors to, say, digipicks and/or ship and ship parts, or nothing at all
- Restrict selling items to vendors to just contraband, or nothing (or some variation)
- Restrict ship modifications to only at your large landing pads
- Restrict armor by no helmet (challenging if pre-NG+3-ish), no suit, no jetpack (ugh), or no armor, period
- Restricted to no apparel at all
- Restrict to specific followers, or none
- Restrict ship updates to quest rewards and captures only (no ship vendor use except to reach the Legacy)
- Ban the use of med/trauma/emergency kits (most impactful for new 'toons on Extreme)
- If you're a nut, banning use of ship vendors too (your large landing pads are fine, but that Cabot cockpit is only going to be yours by capture)
- Avoiding mods that allow you to move epic gear perks around
- Avoiding any mod, trick, etc that would trivialize the difficulty
Specific notes on suitless or suit-limited runs
† update: Having now done an XP+73% pre-NG nude-Unity run, NASA takes
far fewer Essences than I expected, especially if your follower
is helping kill Starborn.
I think my net consumption was 7 Essences,
knowing the path out well.
I was also chugging speed enhancements along the way.
I'm still looking for a way to survive Argos at XP+75%,
with some options being:
- Bugfix from Bethesda
- Maybe only part of the site is a settlement?
I do not want to just use a command to unlock
the Frontier early - that's not interesting.
And there's no way to build an outpost without the Watch.
The most implacable enemy on Extreme is the atmosphere (or lack thereof),
making suitless runs nearly impossible in pre-NG (you'd need ~40 † essences
for NASA) and difficult, even later, with yet only low levels of Personal
Atmosphere.
A trialog with Barretts is also very tightly timed, air-wise,
and the cave artifact mission really needs Creator's Peace to allow
escaping with fast travel.
Additionally, without the ability to recover from all from the environmental
damage you take on Vectera, you'll die before boarding the Frontier
(ironic, since you'd be able to recover inside).
This appears to limit difficulty to XP+73%, with the 2% off being
to drop the environment hazard recovery Setting one notch to account for the
inital Argos mine nonsensically not being categorized as an outpost
or settlement. Vectera is still quite challenging like this.
See sidebar for more info.
Going without a helmet also means you don't have a flashlight.
This can be unsettling.
I recommend it.
Added objectives that should have been achievements
- Find all 105 skill magazines
Added objectives almost no one will ever complete
- Build an ultimately-networked Outpost that all known resources are either
produced at or flow to
- This is a huge project probably best saved for
a universe you plan to stay in
- Combines very well with a no-vendors run on full Extreme,
forcing full survivalist on you
- Attempt it naked for bonus karma
- Painful without a mod to support push-based supply chains,
like Magnus the Magnate's Outpost Production Shenanigans.
If some mod were to have storage units settable
each for a specific resource, that might work even better
Crazy objectives for new characters
New characters have the toughest time, with the most brutal being between
level 1 and roughly level 15 on Extreme at +73% or above.
- Reach the Unity at the lowest possible level (on at least Normal diff,
w/o glitches/zips/etc, or mods that trivialize the run). E.g reach NG+1
at level 18. (It seems like 17 should be possible…)
- Reach the Unity with the minimum possible kill count in your character
stats [my best until 2025-06: people 9, creatures 14. Later in 2025:
people 0, creatures 1 Nishina Cataxi (on Extreme)]
- Reach the Unity with the most inconvenient set of restrictions possible, the
Nude Unity: Extreme run.
Weird objectives
- Run up maximal bounties with maximal factions (bad aspect: cops catching you by mere proximity)
- Every kill means you have to add another plushtoy loose in your ship.
- You have to collect all your corpses for display
- All your loot belongs in a huge pile you can run around in to stress your computer as much as possible
- Marry all the romanceables in one run (hint: Andreja must be first)
- Without using a mod for it, dress twinsies with your spouse, where both
of you ar wearing the same outfit that spouse starts in (requires
prioritizing looting over shooting in a certain late-game starborn fight
that teleports you to the Lodge
- caveat: I've seen cases now where only some companions drop clothing,
and I don't know if it's randomized, a bug, etc.
- Capture/exchange your way up to a level 75 ship without doing ship upgrades
Command-heavy objectives
- [On PC] Force the Universe with YOU?
(possible as early as NG+2 - in the credits of NG+1)
and take her (or him) to the temples with you,
teaching her powers as you go
For more info about this, see the page about YOU?.
Warping Progression
- Use commands to keep your character stuck at level one.
This feels like receiving a kind of systemic shock after having played the
game normally before, since you will only have 3 skills, period,
and at this point I'm certain no skills are required to reach the Unity.
Many weird, but totally reasonable side effects can further warp what
you thought you knew about the game. I really enjoyed this run.
I made a batch file (my-noxp.txt), so that I could keep just one
character affected, although I forgot to load it a few times, levelled, and
had to restore from an earlier, level one save.
(defaults are in parens)
setgs fXPModBase 0 ; (1) multiplier to result's XP, to which 1 is added
setgs fXPDeathRewardHealthThreshold 100
setgs fXPStart 123456789 ; (200) base amount between levels
setgs fXPBase 123456789 ; (75) added interlevel amount, multiplied by level
setgs fXPMult 0 ; (.0015) added multiplier to fXPBase
You'll still need to clear some single XP point gains occasionally:
player.modav experience -1 ; removes one XP, larger negatives to remove more
;
; (caveat: that is -probably- what I used, but I haven't retested it yet,
; same thoughts for: player.setav experience 1)
Role playing
(based on ideas from another player)
- Hoarder: You find a use for anything that crosses your path, you cannot
sell anything and always find a place for it to live.
- Fat bastard: You prefer to eat a mountain of food to replenish your
health, literally, instead of using meds.
- Space pirate: Armed with a pistol and cutlass (i.e. any sword)
you make your own rules among the stars.
- Stoner: You always have a supply of Aurora when you need it, which is all
the time.
Experience Your Youth
- Use the
coc command on Vectera to dump yourself somewhere totally different,
like Neon, and then stay there until you can buy or capture a ship.
You'll probably have to head to Vectera (or coc back) at that point,
since the game restricts free travel until you meet Constellation.
Game-changing Mods
Too many possibilities to list.
Other Thoughts
I did an NG+12 run at level 153 totally naked, weaponless, and only buying
from ship vendors, and it still isn't especially difficult. But it is
funny. Especially when a Vanguard chick in the Den told me she didn't
recognize me "out of uniform".
The problem with what I'm doing is that the fewer things I'll let myself
use, the more variety in that sense is lost. On the flipside, I get a new
sense of urgency (mostly from the looming asphyxia problem, but some from
being a glass cannon) and definitely am hitting POIs differently with only
powers to attack. Some sets of restrictions can make Nishina, in
particular, a nightmare.
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