Don't Make These SHIP BUILDING Mistakes In Starfield! - Starfield Ship Builder Guide, Starfield Tips

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big ships Little Ships and whatever that is ship building is a fun and complex system in Starfield and in today's video I'm going to break down every single part component detail and thing you need to know about building ships in space field space field Starfield you know what I mean let's go let me know the name of your ship in the comments down below so we'll start with some Basics and some ship overview and upgrading and then we'll get into the real Crux of this video so the firstly the main thing you need to think about is the ship manufacturers being the ship engineer people that you meet at most of the various settlements as well as some of the star yards now certain Engineers will have different modules available to you like for example if you go to say the Shroud and Eckland star yard they will sell the best Stroud neckline modules for your ships but they won't sell say the Hope Tech upgrades because they're a direct competitor right so on top of that there are also places like say the Red Mile and the key that will sell you like illegal parts for your ship being like the shielded capacity cargo holds and Signal Jammers so that you can pass the Contraband scans I have a video that fully breaks down Contraband and smuggling so I'll link that here if you want to go and watch that after this video but you can also build a large landing pad at any of your outposts so you basically don't have to worry about going to these various Engineers pretty much every single ship module part will be available at The Outpost Landing Pad the large one that allows you to modify your ships from here there's a couple of unique parts that may be missing but for the most part everything is available here from all of the different manufacturers so you'll be able to really create a ship and it's typically the best place to start if you're looking to build a ship is from your own pad at your Outpost because you can then have access to basically everything and if you need something specific you can go and find it if you do need to shipbuilding is absolutely a daunting process so firstly before you even start thinking about building a ship or even buying a ship I would recommend to just create a save file because then if you waste all of your credits on something you don't like you can just go back to that save file and then start again or you know move on what have you but I'll also mention here that I'm working on a guide for the best ships that you can buy which I'll also link here once I have finished that as well before we build a ship you're going to need some skills to match now if you're looking to pick a background to like focus on say shipbuilding or even the tech skills Bounty Hunter is definitely the best because you get three starting Tech skills including piloting and targeting control systems but you could go something like say the long holder which also comes with piloting but also the ballistics weapon systems or even space counter which comes with piloting or the file not found as well because essentially you just want to get a head start in that Tech Tree because then you can invest in further into piloting because you'll need the higher tiers of piloting to be able to Pilot the class B and class c ships and then as well as the spaceship design skill which will then allow you to add these higher tier modules onto your star systems and there are other skills as well that can obviously help improve your overall like ship's performance like you know the targeting control system we mentioned or payloads for cargo hold Shield systems to increase your Shields but the main focus being a shipbuilding video is on piloting because you'll need that for certain parts of the reactors as well as Starship design now once you have sort of increased your overall you know ships capabilities if you're looking to increase your crew size there's one skill in the social tree all the way down the bottom called ship command that will allow you to have more crew members on your ship as well if you're building some big monstrosity and you need eight crew members in order to Pilot the thing the ship overview screen gives you the basics of everything you need to know about your ship firstly you'll see the systems up the top that you have from your weapon systems to your engines to your Shields and your grab drive as well as how much energy you can actually allocate to all of these various systems you'll also see the fuel which is about how far the ship can grab jump the hull which is the defensive capabilities of your ship essentially like think of it maybe like armor you've got the cargo hold which is how much it can hold plus the shielded capacity which is how much is covered by a Contraband scanner increasing your chances of avoiding those scans you'll also see the reactors class which is very important always think about the reactors class when you're looking at this and this will come up again later but you also see a number here which is the number of energy slots that you can actually allocate into the various systems we mentioned earlier you've got the crew capacity which is defined by your Hab modules for those Cruise stations jump distance is the jump between how far you can go between Star systems as some star systems are like much further away from others so the further that distance in terms of light years the further you'll be able to travel and shield is your total Shields and then the weapon systems underneath are obviously your weapon systems so as you get started out in like thinking about the system you'll probably start with just like upgrading your ship whether that be the frontier or whatever ship you have now essentially what the upgrade menu allows you to do is upgrade any of like the external Parts on your ship typically this is like your weapon systems or your Shields or your engines that sort of a thing but you can't really get into the nitty-gritty and add different modules like you can with the shipbuilder but it's a really good place to start especially if say maybe you buy a ship and you just want to make some tweaks to that ship like you don't want to get too deep into the system just upgrading your ship via this method is actually valuable to do and it can be a quick way to make changes to your ship and those parts specifically but the main Crux it comes from ship building so in the shipbuilder you have the option to modify and add and remove all all 13 different components which we're going to break down in detail shortly but you need to start from an existing ship however you can't just say start from scratch with nothing now what you could do is say steal a little ship or buy a cheap ship or something like that and then just delete every single part and have nothing there so you can start completely from scratch if you like but having a baseline sort of template can definitely be helpful to know say what you're missing or just like General design elements that maybe you're looking for the first thing that I would pay attention to in the shipbuilder screen regardless of how you're choosing to start is the mass and Mobility as every addition you make we'll modify these numbers either positive or negative now every part of the ship has a mass number and adding mass will then reduce the mobility and sometimes also your jump range of your ship depending on how high you get that mass so the lower the mobility the harder it will be to control the ship in combat as well as maneuver around say to do a quick 180 if you need to like focus on a ship that like eyes past you and there are ways to mitigate say a higher Mass ship and increase that Mobility by adding more engines and we'll talk about that again shortly but it's just something to think about on this screen is that mass and mobility and always pay attention to these numbers the best tip for understanding the shipbuilding is paying attention to the nodes which are these blue little highlighted circles on everything that you attach in these nodes you can say select them and select attach and it'll show you everything that you can attach directly onto that specific type of node depending on like where it is now this is really great to help you sort of figure out what components can go where but it's also good for say structural changes to your ship like if you're just trying to change the silhouette or just add some finer details you can then sort of just compare the different things that can attach to that section before we dive into the components I will say again just create a save file before you get into this stuff it just helps so much because you don't waste those credits by adding parts or buying something that you don't like it just saves you that headache so let's get into this checklist and talking about every single specific part so I've structured this in sort of a rough order based on the structural elements of the ship and paths to consider in a rough sort of order it's a really good checklist to like say return to if you're building your own ship and you just want to sort of think about things in a different way then I highly recommend to return to this section of the video as you do build your own ship we'll start with the landing base now this is the entry and exit point for your ship as you land on the ground now the differences here are mostly cosmetic but pay attention to that node that has a little arrow on it as that indicates where you need to attach a Hab module to now the hab modules are like the habitation modules where you actually can stand inside your ship and you need to have one of these attached to the landing base you have somewhere to actually go inside the ship now this can be say on the top or on the back depending on the landing Bay so just pay attention to that landing gear goes hand in hand with the landing Bay now you will need a certain amount of landing gear in order to support your ship so the heavier the ship gets the more landing gear you need but for the most part landing gear is again more Cosmetic in its looks but you will need to make sure that the land landing gear is on the exact same level as the landing Bay so they need to be like on the bottom level of your ship because it's what helps Propel you you know up in the air and your Landing Bay needs to be on that exact same level so you may get an error if they're not in line so make sure you check the flight check which we'll talk about again in a little bit so keep that in mind and then also the mass weight of your landing gear because some of them weigh a little bit more than others but for the most part it's a tiny little bit of mass and it's mostly just cosmetic changes the next major decision to think about is the reactor now this is your max energy that your ship will have which we talked about a little bit earlier for when you're powering the different ship systems now for the reactor I highly recommend to pick this early in your shipbuilding stage because this will Define the class of your ship so you need that higher piloting skill to be able to build say a reactor that is either a b or a C-Class but it's also important because there are components that we're going to talk about later like Shield generators and weapons that require higher tiers of class if we can actually put them on a ship so you need to make sure you have a reactor that can support them so say if you're building a C-Class ship you want to make that decision first so you know and then you can add those C tier engines weapons Etc or say B tier for that same sort of a thing so outside of the class when you're picking a reactor the more power you have the better because the more power you can apply to these different systems you also can pay attention to the repair rate which is how fast like your Hull Will Repair in combat and the reactor also adds a most of like the hull protection for your ship as well so pay attention to that number so obviously the higher Hull the better defenses but the main decision I would make with your reactor is your class so Define that and then you can think about say the repair raid versus the hull and the power Etc as sort of your secondary tiers but you've got to make sure you've got the right Hull as well as the right piloting seal just to be able to fly that specific ship I would next consider the hab or the habitation modules this is where you and your crew sort of walk around in the inside of your ship this is what I would consider next because it defines like the inside skeleton of your ship as it's where you walk around but it will also determine the general sort of looking feel of your ship depending on how many habitation modules you're going for and what you're sort of focusing on here now these are a massive part of the ship and there's so much to think about here so this is one of those categories that some of the specialty star yards have additional options for like say the brig or mess hall or something like that but the main thing as well is when you're scanning through these sizes especially the two by one which is the main size that you should be adding to your ship there are different variants that add different things like for example the Captain's Quarters doesn't really add a workbench or you know crew capacity or passenger slots it will add a navigation console and a bed whereas a workshop adds like the industrial and the spacesuit and the weapon workbenches for you to use like the living quarters which will add passenger slots or the control station which will add say crew stations as well so it depends on what you're sort of going for in your ship the different manufacturers will have slightly different Interiors as well so maybe pick ones that are specific to say that you like better than others but it's it's hard to say exactly what you should focus on here because it depends on what your ship is I will say that workshops are super important because then you've got those workbenches there that you can actually use inside your ship you don't have to go and find them passenger slots will allow you to transport passengers from say the mission board missions that you can get i'll flick up here like what the different modules typically add but it is personal preference depending on the size of your ship and what you're specifically looking for but for the most part it's just cosmetic changes depending on the manufacturers and then there's obviously the different types that you'll need to consider for your specific ship the docker is the entry and exit point when you're boarding other ships or Star yards in space now they have four modules that you can place or they have like little node attachments that you can add typically you're going to put these on the top of your ship or they're the occasional Dockers that will be sort of on the outer edges like on the side or the front of your ship but you need to consider these as they always have to be on the Outer Edge nothing can be sort of above them if they're on the top or past them if they're on the edges because that's going to be attaching to other ships and you'll often get errors in the flight check if they aren't actually attached correctly the cockpit is similar to have modules in that you can go in them but it's where you control the ship from it also provides access to your cargo hold as well as additional cargo hold and some cockpits will also give you additional crew stations now a bridge is like a larger version of a cockpit typically Bridges will go sort of like on top of a ship whereas a cockpit will go sort of in the front but for the most part the cockpit is a decision that you'll make depending on what you're looking for the higher tier ones add more cargo hold and occasionally more crew stations but it's a little bit more aesthetically depending on like the silhouette that you're looking for on your ship that you sort of choose here the cargo hold is like the last big component that will affect the overall silhouette of your ship now this is your ship's storage as well as your shielded capacity and you want to make sure you check that cargo rating obviously the higher is better so the more storage cargo holds are typically a very high mass item and it definitely negatively affects your maneuverability so finding that balance between like storage space and maneuverability is really important and the different cargo holds can attack hatch in you know different ways something that I really find valuable is when I'm trying to figure out what cargo hold I'm using is using that like attached node feature that we talked about earlier and determining exactly what cargo hold I can put on each location because they have really weird snapping points and some of them are very different so I always find that to be a little bit helpful but depending on what you're doing make sure you add shielded capacity as well as have a high amount of cargo hold so you can store things on them but just keep in mind that maneuverability which will come into play when we talk about engines shortly the grav Drive is next now this is a very important part and I've saved it for this point because your jump like range in terms of light is is calculated based on your mass and by this point we've already added most of the big Mass items onto your ship so what I'm talking about here is when you're looking at the grav Drive you'll see that each has like a grab jump thrust now this isn't a one-to-one transfer between like the thrust that the grav drive has directly into the amount of light years that you can jump because your ship's mass is also involved in that calculation so the higher the mass the lower amount of light is you can jump the number that I would be looking forward to hit here for most of the game is about 25 light years that'll get you through basically all of the systems but some of the late like later game systems are very far out and you probably did about a 30 light year distance in order to actually reach them but that's like late game stuff so for the most part like if you're hitting say 25 it's a great number to hit and anything above 20 is like pretty solid I definitely wouldn't be below 20 in terms of light year jump range engines is next now this is your general maneuverability so we've added all of our cargo and Mass to the ship now this defines your maneuverability as well as your top speed now you can add like a ton of engines as much as you like really and engines have a lot of stats on them but the main ones to take note of is the class now that needs to match your reactor class which we talked about earlier plus the max power now because in each of these slots you can only have 12 actual power allocated to one specific slot you need to keep that in mind when you're adding engines if your total power is above 12 you're not getting any return from that as you can only make it 12. now the engine and maneuverability thrust will increase your mobility and maneuverability of the ship so the higher class based on your Starship design as well as the overall class of that engine will absolutely increase your maneuverability and it's sort of like a multiplying effect right like if you're just adding your first engine you'll see the maneuverability is going to be extremely low but then as you add more that number will exponentially increase and you sort of want to hit like something around like the 80-ish mark 90 and above and depends on the sort of ship you're making right if you're making like a highly mobile like fighter Focus class then you would definitely probably want to be above 90 and getting close to 100 but if you're going for like a massive cargo holder it doesn't matter as much and that maneuverability doesn't matter as much either if you're using different types of weapons that we'll talk about in a little bit as well fuel tanks are used when you do your grab drums now the more fuel you have the further you'll be able to grab jump between systems it doesn't affect back to your actual range it just affects how many jumps you can make for the most part fuel tanks are pretty like inconsequential but having a high amount of fuel will help you just be able to fast travel a little bit better but you won't notice that much of a difference if you've got a decent grab drive it's just something to sort of add to your ship your Shield generator is important though this is your Shield capacity now you need to match the class with your reactor so make sure you're not putting on a class of Shield that's higher than your reactor The Shield Max health is pretty self-explanatory what that does but it's worth pointing out that you'll only hit your Shield's Max Health if you have fully powered that part of your ship and the regenerate affects how fast it will regen and the max power is how much of that max power it takes to hit that maximum health the Vanguard Shield generator is actually amazing and you get this just by joining the UC Vanguard like it's one of the best Shield generators in the game and it's a super low class and very easy to get so absolutely use this if you do join the UC Vanguard just wanted to call that out as it's such a great upgrade the weapon systems are just as important important as your Shield so you can have three weapon systems on your ship now they're assigned in the flight check screen but we'll worry about that later so firstly the class needs to match your reactor again now consider the max power here just like we were with engines as each one of these like specific weapons can only have up to 12 so you don't want to be above that number again because that's you're not actually getting anything from that in the early game when you've got a weaker reactor so you're still only in like a class or something like that I would specialize in two weapon systems because you can't really allocate full power across three different systems when your reactor doesn't have enough energy available so specialize in two weapon systems maximize those who get the most output in terms of combat by pump as much energy into those two systems as the higher the max power you allocate the faster they will actually regen so you can obviously shoot more and it's better to have those two on like max power than so you'll be spread like too thin across multiple systems when picking weapon systems is a few things to consider firstly is what type of weapon they are now typically they will say like you know a laser weapons obviously a Laser Web by no one have you but you can only have three different types whether that be ballistic like a Canon or missile for missile particle for particle Etc there's also some weapons that will do electromagnetic damage which will just essentially disable parts of the ship and if you're looking to be sort of a space pirate type having an electromagnetic weapon on your ship is hugely important especially when combined with the targeting control system to take out that ship in a very effective manner without actually destroying or damaging the ship too much some weapon systems will say turret as well which means they fire automatically when you're in range these are great on large ships like massive cargo holes with low Mobility because then you don't have to orientate yourself to actually have the Target in your reticule the turrets will do that for you and shoot them as long as you're within your range and sort of roughly facing them now once you've decided what you're going for in terms of your weapons make sure you go into the flight check and then assign the ship's weapons to each of these specific three slots so you can then actually use them in combat and the last section is structural and I've left this for last because it's mostly like cosmetic upgrades to your ship but say if you are struggling to put weapons on your ship you can actually add specific spines that will give you additional weapon slots but for the most part here it's cosmetic and cowling and those sort of changes consider here the mass that it is adding to your ship as that's the main focus for these something that I love adding to my ship on any sections is the portholes so you can actually like look through these when you're in space I just find them like super cool so any like spare spot or node that I have available I just like put on a porthole because it just looks cool and using that like G attach method that we talked about earlier for each of the nodes are covering over that node and then attach using the attach button to attach will really help you determine like what looks good because it'll just put it in place you can sort of flick through the options quickly to find exactly what you're looking for but they're mostly structural changes to your ship that really Define the different look so now we have built this monstrosity of a ship that we have for this tutorial here but I hope your ship looks a little better than mine so once you've built the ship you'll then go into the flight check now you can check this throughout the process of building the ship to see like what you need to change or edit that sort of thing but we we've already talked about assigning your weapons in the weapon categories that's the first thing that you should do for the turret type weapons you do need to assign them to a weapon category but you don't fire them manually because they fire themselves but you still need to assign them as you need to allocate the power when you're in that ship system so pay attention to the warnings and errors here if it's a warning you can still use the ship like it'll still work but if it is an error it means the Ship Won't actually fly and it'll need to be corrected you can also select all which will then allow you to like color all of your ship at once rather than specific parts or like if you're on PC you can hold control and left click to like select two parts or multiple Parts if you want to just change the color of those now on this screen as well you can rename your ship and it's worth pointing that out because so many people don't know this is here so in the shipbuilder in the flight check and then the rename option will appear you can select the name of your ship here and call it whatever you like like this great name that I have chosen for this ship you know what to do alright guys let me know your thoughts on this guide and what you're calling your ship in the comments down below thank you guys for watching this video till the end thank you to our members for supporting the channel my name is noza and hope you have a great day
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Channel: NorZZa
Views: 87,920
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Keywords: starfield ship building guide, starfield ship builder guide, starfield ship guide, starfield ship builder, starfield ship design, starfield best ship build, starfield ship designs, starfield best ship design, starfield ship builds, starfield ship ideas, starfield ship building, starfield, starfield gameplay, starfield mistakes to avoid, starfield mistakes, starfield tips, starfield guide, starfield beginner tips, starfield starter guide, norzza, starfield ship tutorial
Id: ZPHjImFfAzU
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Length: 21min 1sec (1261 seconds)
Published: Fri Sep 08 2023
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