Armor Weapons and shields and the future of depth in combat

jake R shared this feedback 15 hours ago
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link to the video on youtube


When we talk about ship combat in a game like Space Engineers 2, durability shouldn’t just come down to how many hit points a block has.

Instead, ship survivability should come from three core systems working together: armor design, shield engineering, and the way weapons interact with those systems.

The goal is to make combat feel less like shooting health bars, and more like fighting real engineered spacecraft.

Let’s start with armor.

In Space Engineers, armor already exists in two materials: light armor and heavy armor, and in two grid scales: small grid and large grid. These differences can naturally represent different levels of protection in a penetration-based damage system.

Light armor works well as structural plating. It’s lightweight, inexpensive, and great for shaping hulls or building internal framework. But it shouldn’t stop serious weapons. Most kinetic rounds should be able to punch through light armor unless it’s angled or layered.

Heavy armor, on the other hand, represents dense protective plating. This is the kind of armor you would place around reactors, hydrogen tanks, ammunition storage, and bridge sections. It should be significantly harder to penetrate.

Grid size can also represent physical thickness. Large-grid armor naturally represents thicker structural sections, while small-grid armor provides lighter protection suited for smaller craft.

But armor isn’t just about material. Geometry matters too.

Space Engineers already gives players wedges, slopes, and corner pieces, and these shapes could influence how weapons interact with armor.

Flat armor provides consistent protection but offers little chance to deflect incoming fire. Sloped armor increases the likelihood that projectiles will lose penetration energy or ricochet. Carefully shaped hulls could effectively increase armor thickness and deflection angles.

This means ship protection wouldn’t just come from stacking blocks—it would come from how you design your ship.

Now let’s talk about shields.

Instead of being a simple health bar, shield strength should depend on three main things: emitter size, emitter quantity, and total power input.

Shield emitters would come in multiple sizes and would scale with the amount of reactor power supplied to them. However, they wouldn’t have unlimited efficiency. The more power you push through an emitter, the less efficient it becomes.

This encourages players to spread shield generation across multiple emitters instead of relying on a single oversized generator.

Each emitter would also protect only a portion of the ship.

For example, a small emitter might cover roughly twenty-five meters of hull area around where it’s installed. A larger ship would therefore need multiple emitters distributed along its structure.

If you had a ship around seventy meters long, you might need an emitter near the bow, another near the stern, and one near the center. Depending on the height of the vessel, you might also need emitters on the top or bottom of the hull.

This turns shield placement into a real engineering challenge.

Another important mechanic is shield projection distance.

The larger the emitter and the more power you feed into it, the farther away from the hull the shield projects.

Small emitters create shields that hug the ship’s surface closely. Larger emitters generate shield bubbles that extend farther out.

This has an important gameplay consequence.

When a shield sits farther away from the hull, it creates space between the shield and the ship itself. Smaller ships, fast strike craft, or specialized torpedoes could potentially slip inside the shield bubble and hit the hull directly.

This prevents shields from becoming simple damage sponges and adds interesting tactical opportunities during combat.

In terms of balance, smaller ships with shields would have lower overall shield durability, but their shields would sit very close to the hull, tightly following the ship’s outer shape.

Larger ships would have stronger shields but larger gaps between the shield surface and the hull, creating opportunities for shield bypass attacks.

Smaller emitters would also recharge faster, while larger emitters would provide greater protection but recharge more slowly and require significantly more power.

Now finally, we get to how weapons interact with all of this.

Weapons shouldn’t just deal raw damage. They should behave differently depending on penetration, deflection, and explosive interaction.

For example, explosive weapons should interact with armor realistically.

If a missile detonates against spaced armor two meters away from the hull, and the blast radius is three meters, the explosion should destroy the outer plate but fail to damage the hull itself.

That means spaced armor becomes a meaningful defensive system.

Kinetic weapons would interact with armor based on angle and penetration capability.

Gatling guns might penetrate thin armor but bounce off heavy angled plates. Autocannons could punch through medium armor but deflect at shallow angles. Railguns might penetrate multiple layers of armor entirely.

This creates a rock-paper-scissors relationship between weapons, armor thickness, and ship design.

A well-engineered ship might have a thin outer hull, spaced armor plating, and internal armored compartments protecting critical systems.

In combat, missiles could blow away the outer armor while leaving the hull intact. Smaller weapons might bounce off angled plating. And heavier weapons could punch deep into the ship until they finally reach something critical.

The result is a combat system where engineering matters.

Ships survive not because they have the most health, but because they were designed intelligently.

And in a game about building spacecraft, that’s exactly what ship combat should reward.

Replies (2)

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Good job bringing up this issue. One thing is sure, we need better combat mechanics in SE2. Armor shape, shields or thermal mechanics, anything that can spice up the combat tactics and strategies, reward you for clever design, and prevent gunbricks domination :)

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IMHO shields are very hard to do right because they are just wrong as a concept in general.


As they are not backed by any known physics, then all design decisions are pure magical and it is hard to design consistent and objective rules what and under what conditions can go through shield.


Is it velocity? Is it mass? Is it both? Can "friendly" objects pass? Can engineer with grinder pass through? Can "terrain" pass (but allow landing?) What about crash? What about "bump" and ramming? Are rules symmetric regarding in/out direction? What if something detonates just in front of shield does the explosion pass through? And so on and so on....


As the result most games implement them as just magically regenerating HP bar which leads to situations when it is a race of HP regen rate vs incoming DPS. If DPS is too low then there is no chance to even create scratch on the target. That leads to shield-centric meta because it is easiest and regenerating way of protection which just requires energy.


I'm not saying SE2 should not have shields because many people want them. What I'm saying that they require a lot of thought and are difficult to balance.


Instead I would focus on more options for point-defense - specialized rapid turrets, laser beams, smart missiles, drone swarms, reactive armor, EWAR.... maybe some blocks for damage control, maybe auto-repairing by micro drones/bots (consuming energy and materials) etc. anything which is not magically protecting the ship by just consuming energy which is easy to store and something which prevents situation when any participant can leave the battlefield with zero damage.


I love the idea of various damage types dealt by different kind of weapons. EVE Online has it quite nice: EM/Thermal/Kinetic/Explosive damage types. On top I would bring some kind of EWAR - jamming, masking, hacking etc.


But before any of this happens SE2 must develop solutions to problems which were known for long time based on SE1 experience, I'll just list few from top of my head:


1. Gunspam - just add more guns, up to the absurd levels. Without thermodynamics, recoil, structural integrity or any other mechanics to limit number of blocks, modders and server owners had to develop block limiters, grid cores, points etc.

Something like that needs to be added and balanced in the vanilla game of SE2.


2. Block spam - same problem but on more general level. Just add more armor. Ship to heavy? Add more thrusters. Add more gyroscopes. Shield too weak? Spam more reactors... again - I see it as a huge challenge for SE2 to implement this better, maybe taking inspiration from mods, maybe from multiplayer servers, maybe from other games....


3. Short range - dogfighting at few kilometers range is not happening even with current technology. In space it is just fantasy backed by Star Wars pew pew fighters with space wings.

There are good YT videos by SpaceDock explaining it so I'll not go into details here... the problem is that SE requires close range for any combat to happen.


4. Top speed limit, acceleration, no impact of G-force to crew - again, spam thrusters and gyroscopes and suddenly ship can outrun all fighters, torpedos, drones and missiles. And it can do crazy maneuvers even if they would kill the crew onboard.


5. Poor performance - swarms of drones, torpedos, explosions, damage, even projectiles could bring SE1 to sim speed of zero. SE2 will have to deal with that taking into account that grids will now have many more blocks than SE1.


Let's see what will be presented in VS2.2.

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Shields could have the disadvantage of being massive power hogs that cannot be maintained for too long. Then you get a different race to the bottom: Will you chew through the enemy armor first or will the shield run out first.

About the other problems:

Gunspam and range: A counter to lots of small guns could be considerably larger range for the big guns, which would make getting close an exercise in catching up to a long range opponent through a zone where he can hit you but not vice versa. This would make a smaller number of big guns more attractive. Think WW2 battleships. Also, guns are heavy which goes at the expense of acceleration.

Block spam in general: Add more armor => need more thrusters => need more gyros. So the big ship ends up being stronger? Well, it did cost more to build as well. Also, it is an awfully big target now. I thing this problem is not as bad as it sounds.

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I think the best way to mitigate gun spam is to introduce a very simple grid temperature mechanic, where weapons generate a significant amount of heat.

If you mount too many guns on a small ship, the rate at which the grid heats up would exceed its passive heat dissipation. That naturally creates a clear tradeoff. You can still mount as many guns as you want, but they will barely be able to fire.

On the other hand, if you install a reasonable number of weapons, you’ll be able to sustain a much higher fire rate. In this way, adding more guns would have a diminishing effect on sustained DPS. The only real advantage of stacking weapons would be a strong first volley, but over time a balanced setup would perform better.

Because of that, players would naturally avoid overloading ships with weapons, especially when you also consider other constraints like cost, PCU, energy usage and mass.

Larger ships would naturally be able to host more or stronger weapons. For example, heavy weapons like big railguns should realistically belong on capital ships. If you tried to mount a dozen railguns on a small corvette, not only would you need huge reactors (which you can fit ofc), but the heat generated by those weapons would guarantee a ridiculously low fire rate.

Again, we don’t need anything crazy for the vanilla game. Just one simple temperature bar for the entire grid, with weapons adding heat to it. The grid would dissipate heat over time depending on its total volume (including subgrids).

As a bonus, the Jump Drive could stop working above a certain temperature. Superconductors need to stay cool, you know ;)

That way, once you commit to a battle, there isn’t an easy one-button escape anymore.

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That's my point with shields - they are doable but they need a lot of thought and balancing.


Power consumption was almost never an issue in SE except mods or worlds which limited access to uranium and when meta is shield-centric then there is no chewing through enemy armor because everyone has shields - maxed to the max.

There are multiple concepts like shields heat, "hardening", side, management etc. but as I said, it requires a lot of thought, good design of rules how shield works and then proper implementation.


Then suddenly NPCs also need shields otherwise they will be farmed risk-free by players with shields.


Regarding gun/block spam I did not mean building big "realistic" ships where scale of ship matches its power but brick-like ships literally made of turrets or other repeated blocks (like attached example).

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