Diversified Progression Paths
We all know that in order to progress in Space Engineers, it takes mining. A lot of mining. And this progression isn't exactly what all players want. I'm not suggesting we remove that path, but instead add additional paths depending on the Engineer's preferred gameplay.
- Mining
The basic tumbling pod start and the hand drill grind at the beginning of the game.
You build up as you would in current Space Engineers, and it's one of the more efficient routes due to the fact it doesn't rely on many factors other than the basic ore scarcity.
Endgame you can make a company and are free to do whatever you want. Maybe you'll be interested in some Prototech...
- Economy
You still start in the pod, but you utilize the pad in your seat and go to the station. You still start with the basic 10,000 Space Credits, so perhaps refitting your pod for the time being will be extremely useful. This start is difficult due to the fluctuating economy.
You do contracts for stations, find more stations, or perhaps Planetary Encounters that you can buy/sell goods at and accept more contracts. Once you obtain enough Space Credits you can buy your first ship, making things much easier than going on foot or using a refitted pod.
In the end game, you have accumulated enough Space Credits and resources to create your own Economy Stations and ships. You can continue gaining currency, or fulfill your need to create. Although, there is a hefty price for some Prototech...
I would suggest this next one if Keen ever adds Planetary Cargo Ships-
- Pirate
Early game has you with the basic pod, and mainly raiding Planetary Encounters at first. This path is combat focused and harder than other paths due to the early game while you are ill equipped.
You will preferably go for weaker PEs early on. You can sell the stolen resources and equipment at normal Economy Stations, but the PEs belong to factions so you'll have to make sure you don't anger your business partners. You will use the profit from the PEs to buy ships, making your life infinitely better. As you tackle larger PEs you will be able to go to space.
Endgame has you raiding Cargo Ships and selling stolen goods to fellow pirate factions. Maybe you'll get a hefty price for some Prototech...
- Salvage
You start in a planet pod or space pod depending on which you prefer. This path is extremely hard, due to lack of encounters, but if you are lucky you make a good profit.
You salvage what you can find, and using the profit, you buy ships and tools to make salvage easier.
Endgame you have salvaged enough to make great profit, and are free to do whatever it is you want. Fight the Factorum maybe?...
- Contractor
You utilize the pad in your pod like the Economy path and go to the station. This path can also be very combat focused, and less difficult than Pirating.
You do a few easy contracts with your refitted pod and now buy your first ship. Now you can take on Escort missions, attack missions (For military factions), hauling contracts, and whatever other contracts you can find.
Endgame is more combat focused than the Economy path, though the gameplay is similar. Instead of making your own commercial empire, you keep doing contracts like Escort that offer more combat gameplay. Maybe your employers are interested in some Prototech...
The tech tree will be the same (Although I do wish they would change it), but each path will progress in different directions. Mining more industry focused tech at first, and Pirate more combat focused tech. But in the endgame they've all unlocked the same tech. So there is clearly some easier than others, but it really depends on what SE you want to play. It also offers the economy ACTUALLY being used besides buying a can of Clang Cola once. I got this idea from a past suggestion that's since been archived. Here's the link- https://support.keenswh.com/spaceengineers/pc/topic/46019-diversified-progression-paths-mining-trading-and-pirating
Technically you could do this stuff currently, but it isn't very profitable besides mining. They should be well balanced but inevitably some will be harder than others. But it adds more gameplay focused on what you prefer, like combat or trading rather than just mining. ( And the pirating early game should be focused on hijacking Planetary Cargo Ships, but we don't have those yet...)
Thanks, and keep up the great work Keen
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