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New armor skins, Improved Custom Turret Controllers, QoL update to some Small grid weapons.

Nick Strong shared this feedback 8 months ago
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These are some suggestions to future updates and content that I strongly feel would improve Space Engineers for the better.

ARMOR SKINS

Snake Skin: You see it everywhere on almost everything, from cars to clothing to weapon wraps. Because the scales of a snake bend and flex it would in theory be one of the better skins as it could mesh with most shapes without causing weird overlaps or gaps in the pattern.

Riveted: A skin inspired by the "Plastic" armor skin and the "Retro Future" Armor skin. As both skins with various blocks add either a bead of studding around the edges, like the retro future skin, or add screws to the corners like the plastic armor skin. I would love the plastic armor skin more if every block and not just the half blocks and plates had this style to them. And if retro future wasn't as shiny as it is, and the texture more pronounced it would be great too. The Riveted skin would add a early industrial look and would aid the look of rover tanks.

Neon Colorable Background: This is the neon colorable armor skin, but with the primary pattern removed. Leaving only the hexagon background pattern remaining. Which you could then color and the armor would have "future tank" vibe to it.


IMPROVING THE CUSTOM TURRET CONTROLLER

The CTC is great, but it has some issues and shortcomings that could worked on and improved to make it even better. Things like adding a designated slot for aiming devices like cameras, the use of grouped rotors and hinges, the ability to "connect" multiple CTCs to one another, etc etc.

* Adding a designated reference of aim would ensure that no matter what kind of turret you create, that all of its weapon systems are targeting the same thing. Example: A Anti Air turret has two separate sub-grid mini turrets for two sets of weapons. You want those two mini turrets to attack the same target, in the same spot, at the same time. So you designate a single camera as the primary aiming reference. This way, whatever the camera is targeting the separate mini turrets will also target.

*Adding the ability to use groups reduces the amount of CTC's you need to use if you have a multi turreted turret. Like my above-mentioned AA turret which uses three CTC's. One for primary turret rotation and one for each side mounted weapons system that can both rotate up and down and aim from left to right on its own independently of the main turret body. (To get hat pinpoint aim) But CTS tend to have a mind of their own, so this system doesn't work as flawlessly as one would like. Leading to one weapon system being on target, while the other is pointing directly into the ground or sky and nowhere near the intended target. Doing this would ensure one CTC can control both turrets to the full extent of its abilities and be on target.

*Add the ability to "pair" CTC's together. Using my Example again, it uses three CTC's. One for main turret body Azimuth and camera Elevation. One for Left turret Elevation and Azimuth and one for Right Elevation and Azimuth. Because it uses three CTC's the turret does not always engage the same target. The main body might aim at a wheel, while the left CTC aims at a battery, and the right CTC aims at a thruster. All of them targeting a different block, that could be a entire ship apart or on multiple ships or grids. But if you could pair the Left and Right CTC's to the CTC that controls the main turret body, then whatever the main body targets, the Left and Right CTC would also target that same block.

*You will have noticed by now that all these suggestions all target the exact same instance. This is because its multiple ways of implementing the same goal, but by going about it different ways.

*If any of these are taken into consideration, please let it be the designated reference of aim. Being able to tell the CTC exactly what to use when aiming and targeting would be a huge QoL for CTC's. Since using the camera slot sometimes gets overwritten by the weapons added, and the weapons sometimes get further overwritten by other weapons.


SMALL GRID WEAPON QoL

This one is extremely simple. Just add a conveyor port to the rear of all gatling guns and autocannons. making things like aircraft, drones, tanks with custom turrets and co-axial guns. All of that would become a lot simpler if we could just pipe straight into it from the rear instead of the sides. Im not saying to get rid of the side ports. just to add a port to the rear.

Id also like to see either a skin for the gatling gun or a new machinegun style weapon added. Something that could be used for fixed wing aircraft or gun mounts for tanks. Something akin to the in-game autocannon but for use with gatling ammo.

And while we are at it can we increase the length of the autocannon? It's too short to be put on any kind of Infantry Fighting Vehicle. Or add another one that is 3 small grid blocks longer with a slightly higher RoF. (Generally speaking, i think the autocannon needs a rate of fire buff. Not like gatling gun fast, but faster than it is currently.)

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