Campaigns vs. Tutorial Scenarios

Jeff Parker shared this feedback 30 hours ago
Not Enough Votes

The starter campaign is a good starting point for introducing new players to the game. However, it does not cover various concepts such as:

  • how to build a ship from scratch on a planet
  • how to build a ship from scratch in space
  • how to use blueprints to design a ship

I'm hoping as the campaign evolves, access to the hydrogen ship will get pushed out, and other introductory concepts will be added to it. Hopefully with points where the player can just play for a while and not have to follow the storyline.

Also I would like to put some alternate campaign ideas on the table.

  • Stranded (planet-based): You're not one of the brothers, but you wake in a drop pod/mining rover falling to a random location on a planet. You start from there with nothing but your tools, the pod or mining rover, and your will to survive. Mission terminals can be reached to unlock techs or trade for materials. (Sort of like SE 1 started.)
  • Stranded (space-based): You're not one of the brothers, but you wake in a drop pod that has crashed on an asteroid or is floating in space. (Player's choice for difficulty.) You start from there, hopefully near a source of ice for water, oxygen and hydrogen.
  • Stranded (other brother): You're stranded on the ship taking care of the frozen chosen, and you have to build and repair to keep the ship powered and going. Campaign and play evolves from there.

In addition, there could be a set of tutorial worlds/scenarios that teach the various concepts of Space Engineers 2. These can serve as stand-alone tutorials for those who would rather start in a fresh sandbox survival rather than play in the campaign. Also these could serve as refresher courses for players who might not have used a concept in a while.

For example, they've been playing with a ship built on a planet, and now they're ready to build a new ship in space. A tutorial scenario could go over the basic concepts and serve as a refresher course for both campaign and sandbox players.


These tutorial missions and alternate starters could also:

  • serve as contests between creators, with the best winners being incorporated into the game officially
  • serve as Steam Workshop downloads for those who prefer one creator's scenarios or tutorials over another

The tutorial scenarios incorporated in the game could use the idea of a "Space Engineer Cadet" training camp, so they won't spoil any surprises from the campaign or game.

Replies (1)

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Character backstories!

If you choose trader, you get a small trading ship, and quests for traders at a trader friendly station.

If you choose pirate, you get a small pirating ship, and quests for pirates at a pirate station.

These sound like easy to mod in one by one. Of course the underlying mechanics must be built in first. There are no traders without an economy system for example.

No matter what you choose, it shouldnt lock you in. A pirate should be able to become a reputable trader for example.

All of this should come after completing the tutorial contracts, or if youre skipping the tutorial and go straight to "game".


There should be multiple of the "Stranded" backstories, so you can choose a planet and type of vehicle you start with.

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