Need for Exploration overhaul and improved engineering challenges and motivations
According to the game core vision, Exploration is one of the four pillar of Space Engineer's design: "Space Engineers is a sandbox game about engineering, construction, exploration and survival in space and on planets." (source) And I feel it's currently lacking.
I think the game would be vastly closer to its stated core vision if players had more and smarter challenges to overcome, more and better obstacles to engineer their way through or around, and more and better gameplay motivations to tackle those challenges.
Right now the game is easy to divide into 14 self evident "biomes" (for lack of a better word):
- Empty space (with dust or mini asteroids as potential resources)
- Big asteroids in space
- Earth like planet surface
- Earth like planet deep underground
- Mars like planet surface
- Mars like planet deep underground
- Alien planet surface
- Alien planet deep underground
- Earth like moon surface
- Earth like moon deep underground
- Europa moon surface
- Europa moon deep underground
- Titan moon surface
- Titan moon deep underground
And those can be further broken down, for example in low surfaces (valleys) and mountain ranges.
I think the differences between those "biomes" should be increased: players should (mostly) not be able to build a single vehicle design for all needs, nor a handful of them. Some "biomes" should heavily push players toward ground based vehicles, other might push them toward heavy atmospheric crafts, other toward static bases, other toward mobile base/platform, and so on and so on.
So those different "biomes" should have very different environments to generate different engineering challenges, but the game should also push players toward those different zones. Soft gating content, limiting the type or amount or frequency of some resources to some "biomes", special encounters, and so on.
On top of all that, apart from the first few minutes of pure visual joy, there's not much difference from one mountain to another, on side of a planet from another. In another words, apart from a little bit of resources hunting, there's very little to explore. I feel Space Engineers fell short of giving players reasons to explore, and rewards for doing so.
I would like to see more unique landscapes, architectural wonders and hell, and overall more weirdness that would awe players and reward exploration. Especially if those rare, weird, unique landscapes or features have both specific engineering challenges to them, and concrete real gameplay reward for tackling those challenges.
And on top of that (yes, again) there's the matter of re-playability. We'll need some kind of randomness, variation, or anything akin or remotely connected to procedurally generated content. Anything that would push us players to explore, tackle challenges and reward us for doing so, without being bored just following the wiki description or knowing it all by heart after having a few games under our belt.
Without copying the games of course, I think on those matters Space Engineers could take some inspiration from games likes Factorio and Subnautica; Factorio for the constant smart engineering challenges needed from the start of a game to its end, and Subnautica for the wonders and terrors of exploration.
Note: I didn't delve into specifics because it's too easy to get bogged down into small things like "limiting Uranium to planets only, or space only". The emptiness and boredom some players associate with Space Engineers is a vast subject, and I would like to get Keen Software to acknowledge the issue and their will to correct it before getting out of early access. Once they do, certainly we could help them iterate through many versions of small and medium changes that overall correct this. In other words, details later, coldly objectively comparing the current state of the game with its core vision of sandbox game about engineering, construction, exploration and survival in space and on planets should come first, in my opinion.
If this is too generic and Keen ask for it, I'm (and I'm sure a whole lot of other players) happy to give examples, ideas, and specifics.
"Bull. I don't think tech should be gated away by necessitating travel to different planets. That's just a band-aid for a larger issue. Maybe ore patterns being more or less common in different areas, but a planet straight-up not having something? That's lazy programming and game development."
Of course, tech should be locked behind special places. Tell me one good game that is like SE where you can get everything at one place.
Just look at Minecraft for example you need to go to different dimensions to progress. First overworld then nether then the end. And every of those dimensions has their own specific ores/resources. And on top of this there are many, many different biomes and everyone got at least one new item that can be used for decorative or practical purpose. Imagine how boring Minecraft survival mode would be if everything the game has to offer could be gained without ever leaving the biome you started in.
Survival mode should confront the player with problems they need to solve by building differnt structures. Adding planet specific ores would add the problems of tarveling between planets landing and launching, as well as mining at different planets with different atmosphere/gravitation.
"Bull. I don't think tech should be gated away by necessitating travel to different planets. That's just a band-aid for a larger issue. Maybe ore patterns being more or less common in different areas, but a planet straight-up not having something? That's lazy programming and game development."
Of course, tech should be locked behind special places. Tell me one good game that is like SE where you can get everything at one place.
Just look at Minecraft for example you need to go to different dimensions to progress. First overworld then nether then the end. And every of those dimensions has their own specific ores/resources. And on top of this there are many, many different biomes and everyone got at least one new item that can be used for decorative or practical purpose. Imagine how boring Minecraft survival mode would be if everything the game has to offer could be gained without ever leaving the biome you started in.
Survival mode should confront the player with problems they need to solve by building differnt structures. Adding planet specific ores would add the problems of tarveling between planets landing and launching, as well as mining at different planets with different atmosphere/gravitation.
You're literally asking for what they're giving us. I wish they'd implement a downvote system on this feedback site.
You're literally asking for what they're giving us. I wish they'd implement a downvote system on this feedback site.
I totaly Agree, but sadly i think keen will just say we will do it in future game like SE2. i hope they will do it to this game and soon, maybe next next update.
I totaly Agree, but sadly i think keen will just say we will do it in future game like SE2. i hope they will do it to this game and soon, maybe next next update.
More environmental effects sound interesting.
Like certain planets having winds, rains and snows that make atmospheric flight challenging (but allows rain collectors?), other environments attracting meteorites, magnetic fields that significantly decrease antennae range. e t c.
For space, something like: 'Closer' to the sun (on certain planets?) you get more light so solar panels are more effective but your suit can't handle the temperature. Further out the problem is opposite. But no idea how that is going to get implemented with the sun rotating around the universe. The center being zero solar power, edges being extra hot? Can't areas around planets be their own little chunks that do the skybox rotation and for everything else sun is stationary? That would be wierd if you will try to follow the sun out of the planet and have it gradually shift as if you are in orbit yet coordinates won't change, but it would be better than current implementation.
Minecraft is Minecraft, Space games are Space games. Having space games like Space Engineers require visiting different planets for different basic raw resources harms atmosphere something fierce (interstellar rift was harmed a lot when they did it). Most resources being abundant is part of the setting. Besides there are alternatives - like needing to buy blueprints for advanced missiles on Mars's military facilities, needing gravity for certain processes and needing zero-g for others. Superconductors for jump drives in particular are too easy to make in large quantities, so if player needs significant quantities there might be trades or mechanics to make those that would require switching environments (and may be the same for advanced electronics for some of the machines, like autopilot). And why is there no polymers or carbons? These are resources that can be easily and believably lacking from certain environments and present in others.
More environmental effects sound interesting.
Like certain planets having winds, rains and snows that make atmospheric flight challenging (but allows rain collectors?), other environments attracting meteorites, magnetic fields that significantly decrease antennae range. e t c.
For space, something like: 'Closer' to the sun (on certain planets?) you get more light so solar panels are more effective but your suit can't handle the temperature. Further out the problem is opposite. But no idea how that is going to get implemented with the sun rotating around the universe. The center being zero solar power, edges being extra hot? Can't areas around planets be their own little chunks that do the skybox rotation and for everything else sun is stationary? That would be wierd if you will try to follow the sun out of the planet and have it gradually shift as if you are in orbit yet coordinates won't change, but it would be better than current implementation.
Minecraft is Minecraft, Space games are Space games. Having space games like Space Engineers require visiting different planets for different basic raw resources harms atmosphere something fierce (interstellar rift was harmed a lot when they did it). Most resources being abundant is part of the setting. Besides there are alternatives - like needing to buy blueprints for advanced missiles on Mars's military facilities, needing gravity for certain processes and needing zero-g for others. Superconductors for jump drives in particular are too easy to make in large quantities, so if player needs significant quantities there might be trades or mechanics to make those that would require switching environments (and may be the same for advanced electronics for some of the machines, like autopilot). And why is there no polymers or carbons? These are resources that can be easily and believably lacking from certain environments and present in others.
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