Starsector is beyond addictive. I have lost so many hours playing modded Starsector, it's ridiculous.Yeah, they really screwed up between the game's design and what the gameplay was sold as.
It was meant to be an AAA exploration/colonization focused competitor to all the open world survival games with space theme.
But instead it's a Fallout IN SPACE!!! where you are an errand boy for random people most don't even care about because it's not Fallout but a new setting meant as background for the advertised exploration/colonization focused game, which is a role it may even be good enough for.
This creates a case of the common "ludonarrative dissonance" where you're the owner of a small interstellar colonial initiative and even a small fleet of starships, yet at the same time have to do minor errands and struggle to get a slightly better gun and armor like if you were some random traveling wastelander in a post apocalyptic world who definitely can't get a moon buggy to drive his ass around...
I think Starsector's exploration gameplay and early-mid game questing would be a very good inspiration for how Starfield should do these things.
I'm over 200 hours in and I haven't even done NG+ yet. I've been savoring it, doing radiant quests, full system surveys, and so on.Making any sort of long-term investment such as bases, ships, gear, etc, seems like a waste because-
You fucking lose it ALL once you do NG+, potentially wasting tens of hours of gameplay...
I left the Crimson Fleet quests for last, and I just built a huge pirate brigantine with enough cargo containers to lift the entirety of Olympus Mons into space. Its base cargo capacity is 19k and some, but my cargo capacity with 3 ranks of Payload is 27,000 units. Yes, it can still turn, sort of (40ish maneuverability).