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Erlkönig: Starfield: Tips for Busy Players

Finish the main quest despite a busy life
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So you're super busy with doing Real Life™ things but still want to finish the core Constellation quest line. Here are some tips:

Difficulty

  • Normal really is a good balance. At higher difficulties, much more time is needed to prepare for combat, manage inventory, earn credits, and so on

Plot This misses so many good things, but if time is limited…

  • Prioritize the Constellation questline most of the time, up to the point you're directed to Masada III - you may want an upgraded ship for that part
  • Supporting that, pursue every Artifact and Temple as soon as they're available
  • Skip tons of time in early ship upgrades by finishing the entire Akila questline (starts at the bank heist). This give you the Star Eagle with twice the Reactor of the Frontier
  • In New Atlantis, sign up for military service at M.A.S.T. and do the "comms" quest to unlock the Obliterator starship weapons
  • Put those on your Star Eagle and do any other upgrades to shields, maneuvering - you should be set for Masada III now
  • Past Masada III is the end of the Constellation questline, and "winning"/"finishing", etc

Ships

The "Plot" above means that you'd be using the Frontier mainly to unlock the Star Eagle. If you run into too much trouble in space combat, and don't like running away, or the one space battle in the Akila questline is a blocker…

You have tactics:

  • Make sure you have unlocked Targeting, and use it in combat every chance you get
  • Also make sure you're using very short engine boosts to break missile locks, meaning hit boost, then lower your ship speed right after
  • Make sure you have crew that boosts your ship
  • If you picked up the Isolation Skill, ensure you don't have a follower while in space, in ship-to-ship combat - but do have one Follow you if you capture a ship (note, Constellation members will become upset if you drag them into a would-be-friendly ship and start killing everyone. The Fan, though, trusts you. Completely)

You have ship options:

  • Use a captured ship instead of Frontier
  • Upgrade the Frontier: warning: this is an entire subgame
    • Unlock the Obliterators
    • Upgrade the Frontier's Reactor to the highest output you can. If you maxed out Starship Design, there's a Tokamak X-120S Reactor, class A, that generates 28 power, available at level 12. Otherwise something around 23 power should be available by level 20. If you've turned the Frontier into a cargo monster, you'll probably want a class B or C reactor to power big engines that can spin cargo tubs around easily
    • Upgrade Engines to have acceptable maneuvering (70+, up to 100), keeping in mind that they less power they need, the more you can put into shield and weapons
    • Upgrade Missiles, ideally to four of the SC-01 or SC-02 (at lower levels) which have large magazines, and underpower them at one pip in actual combat (when they run out, though...)
    • Throw away the Frontier's other default weapons
    • Stuff as many Obliterators on the Frontier as it can fully power, going for 5 or 6 of them
    • Optionally, install another quad of (different) missiles to give yourself more 1-pip-of-power punch
    • In combat, your power allocation would look like: 12 oblits, 1 missiles #1, 1, missiles #2, max shields, 50% engines, 0 grav drive)
  • Upgrade one of your captured ships
  • Buy a ship - this is usually maximally cost inefficient, and should only be done if the ship has modules you haven't unlocked, but want *now anyway

Weapons and Combat

  • Much combat can be avoided or left to your follower, saving urgency on weapon upgrades after getting past those first, terrible, 3 points of damage weapons
  • Have a follower, give the follower a great gun (and equip it!), upgrade it, later on give them armor too. Make sure you can see them pull out the weapon when you pull yours
  • With Stealth, you can steal Mag* family weapons for your follower in Akila's one weapon store and in Neon in Kore Kinetics - although Kore requires some standing on gun racks (two spots) or patience (one spot). With but one round of ammo your follower can shoot forever. Unlike the player. Note that going into shops at different times can change how populated they are
  • A good Wakizashi can be stolen from the Seokguh Syndicate on Neon very early, starting from the rooftop over Frankie's, on the far side from the landing pad. Blades are a great way to conserve ammo
  • A lot of players like stealing starting guns from the Well's gun shop, but they're pretty weak except for the heavy machine gun, which is great follower gear
  • Vladimir will, with dialogue, tell you about his house. With a bit of lockpicking you can acquire a weapon he's fond of in the lowest room
  • During starship captures, the captains are often elite, with far more health. The best place to attack them is when they're on a ladder, but on Normal you don't usually have to be this cautious
  • Key things to mod onto weapons are Suppression and some type of Armor Piercing. Binary Trigger can be great on some weapons (like the Razorback) especially if you've found one with an Extended Magazine. Scopes are also hugely helpful at range - but some weapons don't support them
  • You can always run away! [UPDATE] You can run away on ships during captures, too, just jump back through the docker to your own ship and regroup

Traits

  • Few save time, but Hero Worshipped does provide a great, entirely non-judgemental pack mule with a ton of funny lines

Skills

  • Starfield literally requires no specific Skills to win. Trust me. I've experimented. I've reached the "end" by level 18 (w/o glitching, commands, or helpful mods), and even played all the way through while locked at level 1. You have all the latitude for roleplay you want :-)
  • That being said, Skills that add abilities are not to be scoffed at...
  • Stealth - that visibility meter enables thievery and eases sneak attacks
  • Dueling - if you like the idea - which benefits from Stealth, Martial Arts, Concealment
  • Weapon Engineering - saves time over finding perfect weapons in the wild
  • Spacesuit Design - saves time over finding perfect armor in the wild
  • Piloting - if you want to capture ships, get this up to tier 3 (for a long game, max it out)
  • Targeting - makes it vastly easier to destroy or capture ships
  • Shields - make ship combat more survivable
  • Payloads - can save you huge amounts of time fiddling with inventory and chests, but is wasted if you're just going to have some cargo ship (3000+ cargo) as your main ship
  • Astrodynamics - or just have Sarah as crew - lets you wander the galaxy more easily early on
  • Boost Pack Training - saves time, more fun than being footbound
  • If you unlock the top rank of Physical, Rejuvenation and Concealment are both awesome (Neurostrikes is great for Unarmed)

Powers

  • While the game can be "finished" without ever using them - or even getting all but one, but get them! Use them! Even the very first power you get is hugely useful in combat

Mods (these are entirely optional). I play with far more, but these fit your objective well.

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