About this mod
An extreme combat system rework for Starfield.
- Requirements
- Permissions and credits
- Changelogs
Escape from Gagarin is a mod aiming to bring semi-realistic combat experience into Starfield.
- Health no more scales infinitely for both you and your enemies. You will eventually get to the maximum amount of it.
- Aliens were mercilessly downscaled to be killable with less then 5 magazines.
- New synergetic weapon and armor systems were introduced. Say hello to armor and ammo penetration classes.
- Skill system has been reworked to better suit a formula where only a projectile is responsible for how much damage a gun does. Everything else depends on how good of a shooter you are.
- Carrying weight was restricted to 60 kg, and bonuses from Weightlifting skill and armor mods were lowered.
And more. We need details, do we?
You will be a gun...
Arsenal has changed.
- Reticles were removed and replaced with laser sight dots. Now having one is not only a tiny stat boost.
- Ammo types were separated into a distinct modification slot named 'Ammo'. You can now load a drum magazine full of Armor-Piercing round on Old Earth Assault Rifle.
- Each ammo type for each caliber was assigned a penetration class from 1 to 6 which matches an armor class you can penetrate with it while not receiving any damage penalties. For additional transparency, each penetration class is written next to an ammo mod.
- Ammo nomenclature shifted from long names to shorter ones.
- Additional ammo types were implemented for calibers and guns that never had them. It was stupid that Eon had no Armor-Piercing ammo, while Grendel, a gun chambered in the same round had, wasn't it?
- Damage is now balanced around caliber. The higher it is, the higher potential damage becomes.
- Aim Down Sights (ADS) times, reloading times and recoil kickback was increased for all weapons.
- Armor classes from 1 to 6 were added for Helmets and Spacesuits. Each of them grants different bonuses and imposes different penalties. You can even have them yourself — by crafting or
lootingaccepting spoils of war.
...and it's them you come for.
Your adversaries were rebalanced.
- New headshot (from 1x to 3x) and limb damage (0.5x) modifiers were introduced.
- Human enemies' health scales according to their level, but usually does not exceed 340 HP.
- Aliens were stripped of their damage resistances and their health was overall downscaled.
- Robot enemies — models A and S — are now equipped with Class 4 and 6 armor accordingly. Their health stays the same throughout their level progression, but aggression and speed grows.
New Game is not required
Unique guns sold by traders in already loaded cells will be broken no matter how I tried patching it, but they will have either a mag or ammo missing so you can craft everything back into place.
Beware, Work in Progress. As this whole mod is. Everything is subject to change.