Update 15.01 Release Imminent

They all to the same settlement. And same faction (which is not seen on screenshot). Before that I saw only doubled ones.
If you have a look: Do you also find mission data not being removed from your inventory on completion? -I had to delete a few the other day, to free up space (Yes, I did try to hawk them first (unsuccessfully) :p).
 
I didn't have SRV this time. I hoped that running few kilometers away from settlement is sufficient to be off interceptors radars. Using death-respawn loop to complete mission seems a bit unnatural to me.
That you don't want to cheese it i can fully respect. o7

And yes, getting away can be very difficult.

Tbh i think i may have been one of the first to go deep into thargoid territory so i have quite a bit of experience in getting away by now.
-main thing is find a "garage" where your SRV is safe while at the base, and it is also imperative to have knowledge of the geography.
Turning off modules in the SRV whill make it cooler, and "blind" the thargoids so they don't see you as easily.

The biggest issue i've found so far is that the interceptor(s) seem to have an uncanny ability to circle near you, which is why you need a very cold ship to land etc.
-and like someone else said, by doing "butterfly" circles, you can avoid quite a few interdictions on the way, and you can cancel your ship landing by dismissing again.

I am not going to tell you it is easy, that much is certain. :D

If you have a look: Do you also find mission data not being removed from your inventory on completion? -I had to delete a few the other day, to free up space (Yes, I did try to hawk them first (unsuccessfully) ).
You can sell "liberated" Odyssey items at communism-owned outpost bars, idk if anarchy systems/stations work tho.
 
Turning off modules in the SRV whill make it cooler
Did not even know/use that in game. Only for ships, but never for SRV. Which modules are you turning off? Which SRV type is cooler?
find a "garage"
Some of the settlements have quite distinct "garage" building, which is not interactive and doors are always closed. It would be nice to see them more often and be able to use - open/close doors, be able to obtain/buy another SRV from there etc.
 
Some of the settlements have quite distinct "garage" building, which is not interactive and doors are always closed. It would be nice to see them more often and be able to use - open/close doors, be able to obtain/buy another SRV from there etc.

If they're the buildings I'm thinking of, they're actually bunkers that the civilian-type NPCs run into and despawn under certain circumstances (mostly during the "protect the macguffin" style missions).
 
If they're the buildings I'm thinking of, they're actually bunkers that the civilian-type NPCs run into and despawn under certain circumstances (mostly during the "protect the macguffin" style missions).
It could be, but still these buildings have large enough gates for SRV and seem to have enough "volume" to fit SRV.

And the question as this is post update post - does anyone else have an "issue" with suits transparency in concourses?

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Some of the settlements have quite distinct "garage" building, which is not interactive and doors are always closed. It would be nice to see them more often and be able to use - open/close doors, be able to obtain/buy another SRV from there etc.
I might be wrong but are you talking about the door that goes underground? -i'm kinda hoping fdev is reserving that for future "dungeons".
Edit: just saw your answer so i'm not sure which building you mean that has SRV size doors. Is it the STO building?

No when i say garage, i mean the buildings where there is an overhang you can park under and some of them have cargo there too.

It could be, but still these buildings have large enough gates for SRV and seem to have enough "volume" to fit SRV.

And the question as this is post update post - does anyone else have an "issue" with suits transparency in concourses?

View attachment 356986
Funky. That is most definitely a texture/shader issue so i'd recommend verifying game files and maybe clear the shader cache.
(to be clear i had an issue for a long time where on foot weapons had odd graphics and it took an OS reinstall to fix)
 
Didn't think of this, thanks! I thought these AX mission completion is also "persisted" if you "left settlement", which gets completed at ~7km from settlement while on-foot.
You complete the leave settlement requirement at about 3.5km.
7.5km is the range of the no-fire zone, also approximately the range at which ships will fall off scanner if you're in the SRV for example. For this reason if I'm making a stealthy approach/exit from a surface location I'll only land the ship >8km away.
Mostly developed with Human opposition in mind.
Using a 'bunny-hopping' technique I at least doubled my effective on-foot range per power pack, my Maverick has enhanced batteries so we're talking ~20km per pack (always charge up and stock up on packs before leaving the settlement) assuming flattish terrain and daylight. Obviously powered jumping and night vision will deplete the pack faster.
I haven't encountered any interceptors around the bases I've hit, only scouts which come and go in pairs allowing me to recall my ship between scouts leaving and the next arriving.
If you've got ships hanging around I can only recommend getting as far from the settlement as possible before recalling the ship.
 
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