This object is in archive! 

Improvement of Dog and Spider Mechanics

Ferarn shared this feedback 2 years ago
Not Enough Votes

Something I thought from early on is that the wolves (back then cyber-wolves, which I thought more fitting to the game style) would have established spawn zones, like a spawning block (kennels, eggs, webs, etc.), which could be attached to pirate bases or the environment, making for a larger challenge to fight your way through to stop them, similar to planetary drones. Thinking now, I believe these would make for a good method of controlling them and making PVE challenges in the game, while also allowing for the potential of more mobs to be introduced by devs or modders. This would also allow for the creation of dungeons with tiered enemies, both one off and repeatable, including boss enemies if restricted to singular creature spawning. In the boss enemy idea, the enemy itself could also serve as a primary spawn source for planetary or large region spawning, like having a Broodmother in the spider's case, or a Cyber-Cerberus in a returned cyber-hound case.


In the broader sense, after an initial vanilla oriented release of the main features, I believe it would also serve a good source of future DLC content, in the form of new planets/planetary systems with associated dungeons, monsters, and aesthetics associated with them.

Replies (1)

photo
3

There are so many things they could do with 100% voxelized planets, however nothing has been done. Let's take the game Velheim for example, which has extremely basic visuals but they nailed the basic survival concepts. Velheim is so simple and yet so engaging because they drop a dungeon here and an abandoned building there. They have implemented a basic "helper" to provide minimal direction and have an easy-to-follow game play loop that has a series of bosses, established from the very beginning. When you combine this with the procedural generation they have established, the game play loop doesn't change however the replay ability is very high with these simple systems working together in harmony. Now take space engineers--you get most of your ores upfront, they throw a few animals at you and you go to space... that's it. Outside of multiplayer there is no loop, no challenge to overcome, no designated path other than preventing your own piloting mistakes. There is nothing left to do except vow to destroy each other via PVP, which is the path they've taken with the "warfare" series of DLC. As much as I'd like to see these systems implemented in Space Engineers, it's a pipe dream after a decade of toilets and textures DLC.


Just think how much more fun SE would be if they implemented their existing systems like spiders into a derelict research ship where the spiders killed the crew? Or buildings with hangars that extend deep into the ground that you have to fight your way to some sort of objective. These are such simple cases that utilize existing systems but even those options have been completely ignored by Keen.


The modding community is your only hope, my friend. You are better off heading over to the MES Discord channels and convincing someone to build this.

photo
1

Ya, I'm mostly of the same opinion at this point, but just posting a couple of idea topics as a last hold out of hope that maybe they do something, lol. Not really sure I want to give the play hours anymore if something isn't done to fix the core game, even if the modders can save the rest of it.

photo
Leave a Comment
 
Attach a file