Restricted altitude biome or planet.
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Essentially ground vehicle play.
The height above the ground over 60m or altitude above 60m extending to 5km would erode blocks at a prohibitive rate against vessel flight and cause character damage to jet packing.
It would be possible to descend or ascend at speed through the destructive zone using sacrificial blocks.
There could be one or two small window areas of safe travel through the zone.
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Is 60m the right height?
Is 60m the right height?
I think it would be great if there was a biome that is essentially only accessible with ground vehicles. Otherwise, vehicles are only used for energy efficiency reasons. But what would be the reason for this no-fly zone? A corrosive layer of atmosphere, what would be underneath that? Or an electrically charged zone, like a lightning storm? What do you imagine?
I think it would be great if there was a biome that is essentially only accessible with ground vehicles. Otherwise, vehicles are only used for energy efficiency reasons. But what would be the reason for this no-fly zone? A corrosive layer of atmosphere, what would be underneath that? Or an electrically charged zone, like a lightning storm? What do you imagine?
You are thinking about nonsense.
The simplest solution is to stick strictly to real physics. Hovering requires an energy supply.
You are thinking about nonsense.
The simplest solution is to stick strictly to real physics. Hovering requires an energy supply.
Just make it atmosphere feature with too low density for atmospheric atmo thrusters and too flammable for hydrogen thrusters - whoever dare light up the hydrogen flame explodes ;)
Optionally the density near surface can be enough for atmo thrusters hovercraft or rover support thrust.
Just make it atmosphere feature with too low density for atmospheric atmo thrusters and too flammable for hydrogen thrusters - whoever dare light up the hydrogen flame explodes ;)
Optionally the density near surface can be enough for atmo thrusters hovercraft or rover support thrust.
No, just no. This basically makes an inescapable planet and if you get spawned there you're screwed. it also damages grids for no valid reason other than some kind of hardcore survival type mechanic. Instead of nonsense like this they should give valid reasons to be careful in certain biomes. Way too ambiguous for no valid payoff.
No, just no. This basically makes an inescapable planet and if you get spawned there you're screwed. it also damages grids for no valid reason other than some kind of hardcore survival type mechanic. Instead of nonsense like this they should give valid reasons to be careful in certain biomes. Way too ambiguous for no valid payoff.
Region with Permanent, Extremely Strong Pressure-Wave-Like Katabatic Winds
The topography of the Biom (e.g., a huge basin, an extreme geological formation, or a plateau with steep walls) leads, due to temperature differences, to constant, extremely strong katabatic winds that stand in the air like an invisible wall.
· Why Flying Doesn't Work: Any aircraft entering this zone will be caught by vertical or horizontal wind speeds far exceeding its maximum rate of climb or maneuverability. The air flows downward so rapidly that no craft can achieve a sufficient climb rate; it gets pushed to the ground.
· Why Ground Vehicles Can Operate: They have ground contact. A strong wind might push a car sideways, but it remains on the ground. With sufficient engine power, it can move against the wind, as propulsion relies on friction with the ground, not on air resistance alone.
Region with Permanent, Extremely Strong Pressure-Wave-Like Katabatic Winds
The topography of the Biom (e.g., a huge basin, an extreme geological formation, or a plateau with steep walls) leads, due to temperature differences, to constant, extremely strong katabatic winds that stand in the air like an invisible wall.
· Why Flying Doesn't Work: Any aircraft entering this zone will be caught by vertical or horizontal wind speeds far exceeding its maximum rate of climb or maneuverability. The air flows downward so rapidly that no craft can achieve a sufficient climb rate; it gets pushed to the ground.
· Why Ground Vehicles Can Operate: They have ground contact. A strong wind might push a car sideways, but it remains on the ground. With sufficient engine power, it can move against the wind, as propulsion relies on friction with the ground, not on air resistance alone.
With the atmospheric clouds and weather coming up they could simply create "corrosive clouds" raining corrosive liquid (acid) that would cover most of a planet and move around too. That would oblige the player to build his base in a cave or underground and still allow him to fly on and off the planet but with the acid damaging everything little by little (will need to find a decent ratio of dammage for that once there).
The water/lakes/oceans on that planet could be corrosive too to add up to the corrosive clouds.
Then Keen could set up a system of multiple caves on that planet so people could drive around underground.
Acid clouds/rain make it plausible and is realistic enough too.
A player could also create an auto weilder contraption to repair a hangar door exposed to the acid rain if needed then.
This idea mix up many work in progress already confirmed with SE2 (rain, clouds, caves) so should be much easier to implement for Keen too here. It also diversify those added features.
As for the reason a player would ever want to go there: just simply set up a rare ressource found in the depths of such cave systems closer to the core of the planet; making it necessarely to dig up deep to access it.
With the atmospheric clouds and weather coming up they could simply create "corrosive clouds" raining corrosive liquid (acid) that would cover most of a planet and move around too. That would oblige the player to build his base in a cave or underground and still allow him to fly on and off the planet but with the acid damaging everything little by little (will need to find a decent ratio of dammage for that once there).
The water/lakes/oceans on that planet could be corrosive too to add up to the corrosive clouds.
Then Keen could set up a system of multiple caves on that planet so people could drive around underground.
Acid clouds/rain make it plausible and is realistic enough too.
A player could also create an auto weilder contraption to repair a hangar door exposed to the acid rain if needed then.
This idea mix up many work in progress already confirmed with SE2 (rain, clouds, caves) so should be much easier to implement for Keen too here. It also diversify those added features.
As for the reason a player would ever want to go there: just simply set up a rare ressource found in the depths of such cave systems closer to the core of the planet; making it necessarely to dig up deep to access it.
I think that focusing on the method is missing the point of the post, I do not care if there is a killing zone of giant bullet proof monsters have a love for the taste of iron, who think that there is nothing better than free flying food, but have an extreme phobia of anything on the ground, it does not really matter. Make it up to whatever works for you, the point is to restrict play to working on the ground or within 60m of it in a small part of the universe.
Now tell me why fantasy flying iron eating alien monsters do not exist in a video game.
If I wanted to play to in space and have 100% real physics I would be working for a space agency not playing a video game.
I would happily settle for 80% physics and 20% fantasy in a good space game.
I think that focusing on the method is missing the point of the post, I do not care if there is a killing zone of giant bullet proof monsters have a love for the taste of iron, who think that there is nothing better than free flying food, but have an extreme phobia of anything on the ground, it does not really matter. Make it up to whatever works for you, the point is to restrict play to working on the ground or within 60m of it in a small part of the universe.
Now tell me why fantasy flying iron eating alien monsters do not exist in a video game.
If I wanted to play to in space and have 100% real physics I would be working for a space agency not playing a video game.
I would happily settle for 80% physics and 20% fantasy in a good space game.
The new volumetric weather system can easily allow for certain atmospheric conditions within a specific altitude range. Your biome can have a permanent storm starting from 60m or so. Extreme wind speeds will make it virtually impossible to fly through. On the ground, wind speed will be reduced (as it is irl). There can also be the "eye of the hurricane", allowing for space reentry in the middle of the biome :)
The new volumetric weather system can easily allow for certain atmospheric conditions within a specific altitude range. Your biome can have a permanent storm starting from 60m or so. Extreme wind speeds will make it virtually impossible to fly through. On the ground, wind speed will be reduced (as it is irl). There can also be the "eye of the hurricane", allowing for space reentry in the middle of the biome :)
...I can think of exactly one scenario that makes proper sense for capping altitude to 60 lest constant damage be suffered, fortunately the energy-field that causes it (admittedly indirectly) isn't particularly uncommon IRL. If I recall correctly it's called the "Radar Floor".
For a more "natural" option you may be interested in the "Cavern Ceiling", as I hear there are rumors of large cavernous spaces planed on one planet.
Finally, if you're just looking for an odd feature to throw on a custom-planet or the like with a movie-style "don't think about the absurdity too hard" explanation, I don't see why Keen couldn't just have a way to invert the Delphos-kill-field around a planet for single-planet servers with a server setting to adjust the field's altitude.
...I can think of exactly one scenario that makes proper sense for capping altitude to 60 lest constant damage be suffered, fortunately the energy-field that causes it (admittedly indirectly) isn't particularly uncommon IRL. If I recall correctly it's called the "Radar Floor".
For a more "natural" option you may be interested in the "Cavern Ceiling", as I hear there are rumors of large cavernous spaces planed on one planet.
Finally, if you're just looking for an odd feature to throw on a custom-planet or the like with a movie-style "don't think about the absurdity too hard" explanation, I don't see why Keen couldn't just have a way to invert the Delphos-kill-field around a planet for single-planet servers with a server setting to adjust the field's altitude.
A lot of unnecessary words, a lot of nonsense to justify the senselessness of nonsense.
Yet, preventing flying is quite simple: just introduce real physics into the game.
A lot of unnecessary words, a lot of nonsense to justify the senselessness of nonsense.
Yet, preventing flying is quite simple: just introduce real physics into the game.
I get confused by comments sometimes and I have to ask myself am I contributing to the wrong support site. I find that when I read some comments I think that people are talking about a different game from the one that I am following and playing, though I believe it is possible to play Space Engineers 1 in its early form without planets.
I am led to believe that the creation of SE2 has been driven by many players wishing to have liquid water on planets. As a secondary aspect SE2 has overcome the SE1 problem of mixed scale grids which allows the construction of more detailed block creations. 3rd on the list would be increasing the number of active grids before significant frame drop(WIP). 4th would be some kind of campaign narrative.
I suggest that if none of the four points above fit at the forefront of your vision for the development of SE2 then you may be barking up the wrong tree.
In addition to the points listed, Marek has said that he wanted SE2 to be 10x the game of SE1. Nearly every time Keen presents a long form video, it is asked, more so encouraged that the players thoughts, ideas and suggestions are posted on this support site. Everything posted is reviewed for its worth by Keen. Space Engineers is a space game, space has planets, planets have an atmosphere and a surface, surface terrain may have mountains, trees and water, and atmospheres may have layers and weather and stuff.
There are plenty of other space games out there if the Keen's Space Engineers offerings do not suit your needs.
I like what SE1 has to offer and I like the potential that exists for SE2.
Enjoy and keep playing.
I get confused by comments sometimes and I have to ask myself am I contributing to the wrong support site. I find that when I read some comments I think that people are talking about a different game from the one that I am following and playing, though I believe it is possible to play Space Engineers 1 in its early form without planets.
I am led to believe that the creation of SE2 has been driven by many players wishing to have liquid water on planets. As a secondary aspect SE2 has overcome the SE1 problem of mixed scale grids which allows the construction of more detailed block creations. 3rd on the list would be increasing the number of active grids before significant frame drop(WIP). 4th would be some kind of campaign narrative.
I suggest that if none of the four points above fit at the forefront of your vision for the development of SE2 then you may be barking up the wrong tree.
In addition to the points listed, Marek has said that he wanted SE2 to be 10x the game of SE1. Nearly every time Keen presents a long form video, it is asked, more so encouraged that the players thoughts, ideas and suggestions are posted on this support site. Everything posted is reviewed for its worth by Keen. Space Engineers is a space game, space has planets, planets have an atmosphere and a surface, surface terrain may have mountains, trees and water, and atmospheres may have layers and weather and stuff.
There are plenty of other space games out there if the Keen's Space Engineers offerings do not suit your needs.
I like what SE1 has to offer and I like the potential that exists for SE2.
Enjoy and keep playing.
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