More user friendly Consoles for programming and more function per block
(Heads up this is a long Rant with allow of repeating parts if you can't read it there is a summary towards the bottom but thanks for even looking into this.)
Hey there,
With the teases not even the release of AI I've begun to worry about the direction the game is going being that it seems that the way new functions will be added even for existing blocks is through adding more blocks like the turret controller previously although a welcome addition not only making it even more time consuming to navigate building menus but more complicated for newer players to access what in other engineering based games are basic features.
So far with the Ai block and Event block teases, each block instead of being able to complete numerous tasks like an Rc block could be used for well RC but could also be used to give basic AI behavior like Patrol, follow waypoints Etc, can only complete 1 task with some options alongside this resulting in the need for numerous more blocks then already necessary in a list of already too many blocks to do tasks with blocks that have little options within them like the timer block only being 1 timer when it would be cool to have numerous timer lines within a timer between each line reducing the overall amount of timers for more advanced operations.
Basically, instead of putting what these blocks can do into a type of programming screen or adding them all to say the RC block as options, a smaller ship would now require space for possibly 2 or more Ai Blocks, numerous event blocks depending on the drone in question as it seems each event block can only be triggered by 1 event like fuel storage low, etc which may need to go to a timer block to spread it or timer it which would then require more event blocks to allow for automatic docking, locking, loading, refueling, redeploying and the list goes on this filling the ships already cramped interior from cargo, batteries, fuel, piping, power generation, and thrusters with blocks that wouldn't be necessary if another option was available and doesn't come close the effectiveness that 1 or 2 scripts could accomplish (And I understand Scripts aren't and won't ever come to Xbox due to issues Microsoft has with them)
Any time an update is generally mentioned for the future Keen will always say the reason for the length of time before it concrete to be because they want to make it as close as possible to its real-life counterpart like with Water (I understand Water has never been announced to coming to SE but that didn't stop Xocliw from mentioning if they were to add water it would be the best they could make it, this is why it's weird that and I'm saying this bluntly the AI and event blocks seem like a lazy way of handling an issue of lack of scripting knowledge, lack of access to scripting (Xbox), or user accessibility of even basic programming of a ship like timers, etc.)
Also just to iterate the current format is weirdly unrealistic as most vehicles have a central brain usually a computer that takes next to no space within the overall craft.
I would have thought it better to have more function within existing blocks reducing the need for more blocks and at the same time allowing people to learn how parts of a vehicle work by using and messing about with that part. regardless of the number of tutorials, you'll add, new players usually like to learn while they play, and having the majority of the functions across several different blocks with no apparent connection just sounds like its gonna be confusing more than helpful
Suggestions
I suggest making use of the Programing block to not only have it do what it could like scripts etc but have it be a terminal for a Programming Flow Chart system you see in the newer Engineering Sandbox games like Main Assembly and PLASMA. This allows for a more user-friendly way to easily program a ship to do everything a script or existing blocks could do without the need for more than 1 Block for a smaller set of actions which could be expanded by adding more Programable blocks throughout the ship each being a tab in the main page accessible in any of the Programmable blocks unless hidden from toolbar Config for security reasons. Each Tab or block is namable and colorable so you want a tab for reactor control which would control the startup timers the reading on LCDs etc you could have the tab Painted red and Name it Reactor Control
The image below for Main Assembly Programming screen
Probably the best way to have vehicle programming I've seen in modern-day gaming that adds a simple layer to the game that's user-friendly and doesn't massively impact existing setups/ Builds.
As the image shows mainly on the right side you would place an action being a key pressed a sensor trigger anything the event block can do etc then maybe put a timer then whatever blocks are affected drawing lines between them to connect each action. it doesn't need to be exactly what's shown but as mentioned several times this means smaller ships say a Hornet from Halo that with the new blocks would finally allow us to ad gimble control to the thruster pods but to give it even close to real movement that a single script or 2 would accomplish would require possibly 20 or more of the event blocks if I'm correct in that the event block can only be triggered by a single action and not be triggered by multiple which is impossible to fit within an already cramped interior that requires usually mods to fit your basic thrusters for movement this shown below using JigglyPeachs Halo Hornet slightly modified by myself.
As shown in the image in red are the blocks that are interchangeably totaling 5 without mods it would be significantly less Below is what I believe would be needed for a simple twist on turning for left and right forward and back and strafe
Although on PC this would be simple and take no space if the event block is as I fear for each direction you would need an event block (Red) for both pods being they are in opposite directions of a rotor. As they turn opposite directions when turning right or left that's another 4 each with possible timers (Blue) for additional moving parts like Flaps
Even in a basic game like Trailmakers you can in the settings of each rotor, piston, hinge, etc a button/ action can be set so no additional or, and, xor, gates are necessary to accomplish basic movement which has in a way been achieved via a mod in SE already being the [QoL] Mechanical Keybinds https://steamcommunity.com/sharedfiles/filedetails/?id=2267007067
this mod allows for more options within each block allowing people to learn how a block works by messing with the block itself like how trailmakers works as mentioned previously and reducing the need for massive amounts of blocks.
Overall this setup could be used as an option alongside or instead of the newer block to give more options to players who learn in different ways and be a decent compromise to scripts as you could do everything a script could do without the script
Summary
To summarise my suggestion is to add a similar Flow chart based programming that's in newer engineering-based games like Main Assembly and Plasma to the game through the Programing block that can be used to do everything that the AI blocks, new event blocks, timers, and even Scripts can do but without the need for every one of those blocks present as it will be held within the programming side of the ship which would allow it to take up to 1 blocks space depending on the size of programming done or more depending on how many tabs within the builder wants.
this would allow for the more compact ships with little to no space for the blocks to utilize some form of programming to give them function as if they were using scripts without scripts being present.
Apologies for how long this is and the grammar and punctuation or lack of. if you made it to this part and how some of this is worded as it may come across as patronizing or mean but it's only a fellow engineer's view on a possible grander and accessible alternative to what may come in the future. I'm in love with SE and just want, like the devs to see it become the best it can possibly be
Also, can't wait for the update and I hope I'm wrong about these blocks and maybe something like Mechanical Keybinds is on the way.
> would require possibly 20 or more of the event blocks
See, Keen, how idiotic it is to require a separate block per type of event, per event-firing block?
> would require possibly 20 or more of the event blocks
See, Keen, how idiotic it is to require a separate block per type of event, per event-firing block?
Ah, yes. The old "I haven't seen it yet, but let me tell you why it's bad and why you should implement a radically different system instead."
Ah, yes. The old "I haven't seen it yet, but let me tell you why it's bad and why you should implement a radically different system instead."
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