Pirate bases

Vojta Marek shared this feedback 15 months ago
In Progress

Hello,

I would like to ask you, if you are going to add pirate bases also to Start system. Pirate bases are only at easy starts, and its would be much better, if you add it everywhere. Thats why i dont play planets yet, becose there i can not meet pirates bases and i do not want easy start to alredy have there ships and some base.

Comments (11)

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FYI: You can easily delete player's base using Space master (Alt+F10 menu)

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Hello Vojta,

thank you for your suggestion. Our next release will be focusing on making the game more accessible for new and existing players (user intuitiveness), but also on re-doing and polishing default scenarios (Easy Start Space, Empty World, etc.). Therefore we will for sure consider this idea!

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In the mean time, check out the "Modular Encounters" collection of mods up on the workshop. It has a pirate planetary installion and ship wreck/chashed ship mod to give you all sorts of fun things to PvE against.

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Thank you so much :-)

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i would like there to be randomly generated pirate bases, perhaps in accordance with a planet's seed so that their locations would be consistent once a planet is spawned, and also in space, which can also be NPC spawn points. For some reason the PVE corruption mod that should add bases doesnt seem to work

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It works like a champ for me, but there are (now) three mods that you need to spawn the bases (and spawn the drones) now.

  1. (NEW FOR 187) NPC Custom Faction Fixer (steam id 1445442488)
  2. Planetary Instations (mod id 1135484377)
  3. Surface Occupation (mod id 1135484957)

For extra stuff to find around your planets -- I also run with superhappyalien's Vanilla Planet Crashed Ground Encounters (mod id 1144946326)

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yeah i found i was missing one of the mods before reading. I will check out the crashed ground encounters mod

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Awesome! Have fun!

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Hello, Engineers!


We are working hard on this feature and it should be included in one of the next major updates for Space Engineers. However, as our game development process is fluid, things may change in the future.


Cheers!

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Please let there be NPCs too thanks!

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Any possibility pirates could get a buff? there is still very little reason for any SERIOUS armament on vanilla ships, since pirate threats are few and just not very aggressive. packs of pirates that could attack a base at random times, or ships that are bit heavier ina rmor and weapons would provide more of a challenge to those of us who enjoy building large capital ships meant for battle and those who play singleplayer

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Is this still going to be a thing?

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I guess this never made it to the survival update?

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The base is there because that's what it means by easy start is that it has all the basic essentials needed to survive already there so that you don't need to worry about it. Also, I do agree with you on adding pirate bases. I think it would be great if they made it so that you can take over a pirate base (or maybe even a player-owned base and make it your own because if that was I would probably set it up so that when assimilating a base it takes several minutes to complete the assimilation allowing whoever owns the base to fight back against the person assimilating and stop the assimilation process.

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just please make them procedurally generated like vanilla's asteroids and space "Raiding Station, "Raiding Outpost" in addition to all the other Random Encounters but on planets, like that mod http://steamcommunity.com/sharedfiles/filedetails/?id=1135484957

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Can you guys add blocks that add downforce when you are driving rovers because they like to fly into an air and crash into mountains also i would like to see pirate convoys at planets they do not Chase you but you can intercept them and steal their cargo

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Try Artificial mass blocks or thrusters, I use them for tanks to prevent them from getting thrown into space by Keen's magical shockwaves. Works like a charm. Also, a question for keen: Is it possible to negate the effects of shockwaves in space if a missile explodes next to a ship instead of on it? In reality, a vacuum would not transfer the energy to the ship. Maybe increase the power of the shockwaves as air pressure increases, i.e. descending to a planet.

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"Works as intended". As we all know, Newton's laws specifically address how that for every action, there is an intensely disproportionate reaction, and that force applied to a massive body is directly proportional to cinematics, and shall completely ignore the mass of the bodies the force is acting on (You know.. just like in real life).

They quote it in the loading screen sometime, and I'm pretty sure that's exactly what (KSH) thinks it says.

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Hmm

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Need to add raiding outposts and stations back in.

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I made a suggestion about fixing NPCs, which I think relates to this. I would love to see a npc overhaul along with this. I did some research and ME Npcs can patrol inside a grid which I think would be interesting to see NPCs roaming inside stations passive and hostile. Mainly though I would love NPCs to be functional and open to modders so they could make custom NPCs.

Suggestion: https://support.keenswh.com/spaceengineers/general/topic/fix-npcs-to-be-functional-again

Video of my NPC research comparing SE and ME: https://www.youtube.com/watch?v=CEeFkNGnOl4

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Is this still being worked on since it's in the 'in progress' status?