Game Discussions Bethesda Softworks Starfield Space RPG

Today I took a closer look at all the mechanics of crew allocation to get the most out of my new ship.

Some interesting points:
  • Sarah does not take a crew slot on the ship, so she can always be assigned as an additional crew member even if the crew slots are full. So far it is apparently still unclear whether this is a bug or whether it is due to her leadership skill.
  • Vasco counts as a normal crew member (maybe that's the bug), although in the first mission he claims to fly in the "external robotics bay".
  • So you can generally assign two crew members to the Frontier and other common starter ship configurations, plus Sarah. The player skill would allow three at the beginning, but the Frontier only has two additional crew stations, "hardware-side". This can be extended with a different cockpit (e.g. Stroud-Eklund "Viking") or by installing a hab module with crew stations.
  • The assigned crew members use their skills quite well when flying the ship, active skills for their own ship are shown in the crew overview with a white background. Sarah, for example, boosts the jump range (more precisely, she reduces the fuel consumption per jump), Barrett boosts particle cannons, and Vasco increases the power of the shields and also the available reactor energy.
  • For certain quests, additional crew members will come on board, regardless of whether they have been assigned as crew members or not. The current companion status (follower yes/no) is also irrelevant (e.g. Sam Coe and his daughter in "Empty Nest" or Walter Stroud in "All that Money Can Buy"). The extra people always fit on the ship, they don't count towards passenger slots (or crew slots). Passenger slots only count for taxi missions from the mission boards.
  • Important: You can always take at least one more person with you beyond the allocated crew capacity or quest-based passengers, that is the currently active companion following you. For example, I like to use Andreja on missions because of her high stealth skill. Simply talk to her in the lodge, take her with you as a follower and she will come with you to the ship as soon as you board. There she is passive in terms of skill, because she is not assigned as a crew member (slots are already full). If you disembark on planets or stations, she comes along as a follower and will fight with your normally.
  • Caution is only required when dismissing people as followers who are not assigned as crew. Then it depends on the status of the ship. If the ship is in open space, they remain on board as normal and can also be switched back to follower status. You can, for example, swap crew/followers back and forth during flight. However, if you dismiss them as a follower on a planet, especially in a city, they will actually walk away and travel back to the Lodge on New Atlantis on their own. So always be careful not to lose guys this way.
 
I have a problem in the game: My companion Sarah has always the same discussion with me, which prevents me from exchanging any stuff with her. This situation has been since I got my first superpower. Now I never get the phrase option "Let's exchange gear". Has anyone else gotten this issue? I would appreciate if someone knows a workaround. I have attached pictures of the discussion inside the spoiler tags below.
2023-09-21 (1) Always this discussion with Sarah.jpg

2023-09-21 (2) Always this discussion with Sarah.jpg

2023-09-21 (3) Always this discussion with Sarah.jpg

2023-09-21 (4) Always this discussion with Sarah.jpg
 
Thanks for explaining this. I have suit design skill level 1, and the Pack mods 1 research project is in progress, but three of the four needed materials are not available currently. I checked the backpacks that I have salvaged, and one of them has the "Skip capacity boostpack" feature, but it has zeros in the Thermal and Corrosive parameters, so it's clearly worse in protection than my Constellation pack, and I think protection is more important than jump capability, because so many planets have a toxic atmosphere.

Until I looted a complete set of calibrated Van'duul equipment from the corpses of my enemies (they started it!), I had a fairly hefty backpack and suit collection, just to deal with extreme environments. The pieces of that particular set are simply so protective on all the stats that there wasn't any point in keeping any particular equipment except for one balanced boost pack for low-gravity environments, and just accept the hit to my carrying capacity.

I'm planning on spending the next two skill points on upgrading suit engineering, just so I can install a balanced booster pack and other suit mods to increase my abilities to explore.

Assuming I can find or buy the right materials...
 
OK, I don't seem to be able to find an answer to this - how do you see what traits you originally chose?

I know I chose parents/kids stuff but can't remember the other two, is there a way to see where they are?
 
I landed on a planet for no particular reason other than it appeared to have oceans. It turned out to be quite amazing, with some parts having lush forested land, other parts being mountain after mountain, swamps and even a beach.

The mountain ranges were seemingly endless. I climbed several of them only to see more mountains on the other side.
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20230920101145_1.jpg


There was a nice beach with an ocean view.
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I found Andreja's favorite rock.
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And some darling Octomaggots made the place feel really homey.
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I wound up scanning the planet completely, just because I was enjoying being there. :)
 
I landed on a planet for no particular reason other than it appeared to have oceans. It turned out to be quite amazing, with some parts having lush forested land, other parts being mountain after mountain, swamps and even a beach.

The mountain ranges were seemingly endless. I climbed several of them only to see more mountains on the other side.View attachment 367933View attachment 367936

There was a nice beach with an ocean view.
View attachment 367937

I found Andreja's favorite rock.
View attachment 367938

And some darling Octomaggots made the place feel really homey.
View attachment 367940

I wound up scanning the planet completely, just because I was enjoying being there. :)

See that's quality exploration content, you did it because you enjoyed being there is extremely high praise, the have done a good job on the exploration front, it's a pity that it is an RPG, but maybe some of the upcoming mods can help with that, although I doubt they will be able to add a galaxy of star systems to explore, but I can see where that might be an issue creating billions of planets with the same high quality content.
 
Question for my fellow members of Constellation:

Is it possible to kill the crew of a ship during ship to ship combat?

I ask because I was dueling with a pirate ship - it was a mission terminal task - when it slowly drifted to a stop and ceased attacking. I believed it was because I disabled the engines and grav drive, but when I boarded the ship, I found this:

Photo_2023-09-21-002134.jpg


The entire crew was already dead!

I am suspecting this might have been a bug because shortly after I returned to my ship, the game CtD. Also, the captain's safe and cargo hold were both empty, which I have never seen before. Again, I think this all points to the ship interior not spawning correctly.

Weird.
 
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Question for my fellow members of Constellation:

Is it possible to kill the crew of a ship during ship to ship combat?

I ask because I was dueling with a pirate ship - it was a mission terminal task - when it slowly drifted to a stop and ceased attacking. I believed it was because I disabled the engines and grav drive, but when I boarded the ship, I found this:

View attachment 367953

The entire crew was already dead!

I am suspecting this might have been a bug because shortly after I returned to my ship, the game CtD.

Weird.
As the loading screen hints informed me yesterday, this can happen when you get a critical hit on a ship with its shield already down.
 
As the loading screen hints informed me yesterday, this can happen when you get a critical hit on a ship with its shield already down.
Really? I never saw that hint before (or don't remember it). That's...another pleasant surprise from this game!

Thanks for the help! o7

EDIT: Suggestion: it would be cool to see damage on the interior of the ship when this happens.
 
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Thanks for explaining this. I have suit design skill level 1, and the Pack mods 1 research project is in progress, but three of the four needed materials are not available currently. I checked the backpacks that I have salvaged, and one of them has the "Skip capacity boostpack" feature, but it has zeros in the Thermal and Corrosive parameters, so it's clearly worse in protection than my Constellation pack, and I think protection is more important than jump capability, because so many planets have a toxic atmosphere.
Yeah, that's what I meant. I chose the backpack I used based on the protection and the traits it had even though it was only a basic boost pack, and skipped a lot of "better" boost packs because their stats were "meh". The basic boost pack works fine, but you can have a lot of fun with the better ones, especially in low / zero g environments :).


Base building is good - if completely pointless. Other than RP the only reason to set up outposts is to get materials for suit / weapon upgrades. The only vital upgrade for me was the 'backpacks heal over time' one. Never cared about any other as you tend to find stuff with better options. Great fun setting up the trade networks until I realised they were pointless though - I just wish they had a reason to exist (ammunition synthesis would maybe do this as ammuniton can be a pain early on)
People really seem to like it, building player homes and stuff. Personally, I can totally live without base building. I dabbled into it, and it is nice to have an outpost with a bounty terminal outside of any juristiction, plus the ship builder terminal at your outpost stocks pretty well. But other than that... so far I bought all my resources for upgrading, I couldn't bother to mine them or farm them at an outpost.

Side missions - often a lot of fun in the story. A few are a lot more complex than the main story.
That's the usual Bethesda formula. Main mission is often meh, and maybe not more than a vehicle to get you around and pick up the faction quest lines and other stuff. I enjoyed the faction questlines I did. The Ryujin questline starts very weak with a few very bland fetch quests, but turns into a few pretty good and tough stealth missions.

Reactions of other ships to you flying the Mantis ship. Never got old :)
Oh I loved that. It was a nice bit.
Ship building. I never bothered. When I needed a 30 Ly ship I just went and bought one. It was fine - and actually better in combat than my previous best ship. Same when I wanted a ship for the end of the story. The main time I saw ship interiors was when I was encumbered and so I couldn't just jump to the next system without re-entering the ship.
It's similar to base building for me. I just can't be bothered to build a ship from scratch. Guess I am not the arts and crafts type. After I got it, I pretty much only fly the Mantis ship. I modified it for more power, more jump range, some good cargo and a ton more of weapons, and after I got the shields from the Vanguard questline it is pretty much unkillable and annihilates pirates in a few seconds. I don't need another ship.

Zero point in building a trade network - you'll make more money selling random guns you pick up during missions.
Bonus point: When you pick up the guns of the enemies you killed, you get the ammo that is left in the guns. Never need to buy ammo again. You get a substantial bit of cash from one of the faction questlines, but selling guns is very profitable. So much that I regularely bled all the vendors dry and actually installed a mod to raise their cash instead of sitting on a bar stool and waiting for 48 hours.
Main mission. 'Get X. now get another X. now another. and another. Now get a Y. And another Y. And another. And another. And .... another.' I was pretty convinced that this must just be the start of the main quest, then the credits rolled.
See above. The main quests are often the worst bits of a Bethesda games. I have not progressed the main mission beyond a certain point yet (it feels like changing where I am now, I will see), but so far it's been fetch quests.

Storage in outposts. Especially setting up trade networks I would end up needing maybe 1T Iron to build something and spend 20 minutes finding where I had Iron stored in my base. And then the base would fill up all storage as there is no way to limit storage. Next playthrough I will ignore Outposts as (though they are a fun game), they are not useful for the actual game.
I had hoped you had an easy way for huge storage in an outpost, but I gave up on that. Instead, I store all my resources in the unlimited storage in the Lodge basement, and do my research and crafting there. I don't need the resources at an outpost, because I don't care about building a factory there.

I enjoyed SF a lot but think it has less replayability than something like Fallout 4 where you could replay to see the outcome if you allied to a different faction. The only reason to come back is to hunt down the other unique organics - but I think I'd rather use google.
Although not finished yet, I got the same impression. I replayed Fallout 4 a few times to side with the different factions, right now I don't see me replaying SF too often.
 
I landed on a planet for no particular reason other than it appeared to have oceans. It turned out to be quite amazing, with some parts having lush forested land, other parts being mountain after mountain, swamps and even a beach.

The mountain ranges were seemingly endless. I climbed several of them only to see more mountains on the other side.View attachment 367933View attachment 367936

There was a nice beach with an ocean view.
View attachment 367937

I found Andreja's favorite rock.
View attachment 367938

And some darling Octomaggots made the place feel really homey.
View attachment 367940

I wound up scanning the planet completely, just because I was enjoying being there. :)
Nice, which planet is that?
 
Today I took a closer look at all the mechanics of crew allocation to get the most out of my new ship.

Some interesting points:
  • Sarah does not take a crew slot on the ship, so she can always be assigned as an additional crew member even if the crew slots are full. So far it is apparently still unclear whether this is a bug or whether it is due to her leadership skill.
I don't think this is correct. Sarah does not take a crew slot when she is your active companion; no active companion does. But I cannot take her if my crew slots are full and she isn't my companion (pretty sure; I'll try again tonight). If you can: Maybe that's a bug?
 
I landed on a planet for no particular reason other than it appeared to have oceans. It turned out to be quite amazing, with some parts having lush forested land, other parts being mountain after mountain, swamps and even a beach.

The mountain ranges were seemingly endless. I climbed several of them only to see more mountains on the other side.View attachment 367933View attachment 367936

There was a nice beach with an ocean view.
View attachment 367937

I found Andreja's favorite rock.
View attachment 367938

And some darling Octomaggots made the place feel really homey.
View attachment 367940

I wound up scanning the planet completely, just because I was enjoying being there. :)

Nice, which planet is that?

Maybe I got that wrong, but I think this would be the downside of the procedural generation in Starfield: Aside from the hand placed stuff, the terrain and features are generated when you pick your landing spot, I think. As a consequence, the same planet will have different terrain (within the constraints of the environmental parameters) for different players or playthroughs, so if one discovers an amazing feature, it might not be present for another player.
 
I don't think this is correct. Sarah does not take a crew slot when she is your active companion; no active companion does. But I cannot take her if my crew slots are full and she isn't my companion (pretty sure; I'll try again tonight). If you can: Maybe that's a bug?
I just tried it out real quick:
  • Unassigned everyone from my crew
  • Dismissed any companion currently following
  • Assigned two crew members who are not Sarah as crew to my ship (crew capacity is 2)
  • Tried assigning someone who's not Sarah on top of that: Didn't work
  • Assigned Sarah on top of that: Worked.
 
I just tried it out real quick:
  • Unassigned everyone from my crew
  • Dismissed any companion currently following
  • Assigned two crew members who are not Sarah as crew to my ship (crew capacity is 2)
  • Tried assigning someone who's not Sarah on top of that: Didn't work
  • Assigned Sarah on top of that: Worked.
Huh, interesting. I'll try that tonight ans see what happens.
 
Once again, I had to visit a second site to complete my geological survey. And guess what happened soon after landing...




Turned out to be a UC Vanguard ship in distress.
I onced got inside one of this ships that landed near by, and than it took off in to space with me inside :sneaky:. Took me to the planets orbit. Only option was left at that point is to capture the ship or reload autosave.
 
Have a nice Oktoberfest!😁🍺
It closes early but any longer would be utter destruction.
I dont know if loot unlocks by level, but I guess there is some scaling involved.
Packs with power, balanced and skip function show up for me at lvl 33 frequently but at the beginning I saw mostly basic jets.
 
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