A Case for Energy Based Weaponry - SE2 Concept
This is a proposal and my reasoning behind why SE2 should incorporate energy based weapons.
A basic defense: based on power supply.
Energy based weapons are good for early-game combat without major consequences (i.e. running out of ammo and not being able to produce more)
In a survival setting, the consequence of running out of all ammo ruins a new player experience. I have seen it myself with friends I’ve gotten to try SE. People like to blast things! Especially new players.
But note, this weapon system is not necessarily a go-to. It is requires significant power supply. There is still a purpose for all ballistic weapons in the game. And since when is having more a bad thing! :D
Energy based weapons act as easy “plug and play" / backup defense option.
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How it works:
Capacitor blocks act as the “ammo clip” - charged between cycles.
Energy: Low armor damage
vs.
Ballistic: high universal damage
Energy weapons are best when used in conjunction with ballistic weaponry so you can have a backup when you run out of ammo!
This addition really expands options for combat gameplay. And this outlined system can be much more fleshed out in future.
This is a mock-up of the idea:
This example shows a pulse repeater (that can be a near Full-Auto energy weapon)
I also would suggest a "autocannon" style Energy Weapon would be the most accessible early game.
More weaponry mock-ups here: https://www.artstation.com/ianjt/albums/14882623
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Realism:
Simply put… It’s a video game. And a science fiction one at that- suspension of belief is fine and expected in my opinion.
But regardless of that, the conceptual door has already been open with the inclusion of the plasma based welder in SE2. It is also not a stretch of the imagination that the Almagest system has developed high tech weapon systems (ahem… SPERA!) :)
Also it is an option. Players who don’t want energy weapons do not need to use them or can simply mod them out.
In conclusion, I think an addition of an energy weapon system like this will also bring in a large audience from other sci-fi games. Removing barriers of entry and increasing fun is a big push in SE2 and I hope this concept is considered!
Additional Notes:
On Balancing.
I may be in a minority here, but I think the concept of “balancing” in a sandbox game is overly focused on. The only balance I am concerned with is Fun. How Fun is the game? Does it feel right and as players expect?
For players concerned with "arcade-y" - allow all options to be adjusted in future so these people can customize the experience to what they enjoy.
And for future multiplayer gameplay- allow options for server-wide settings.
Some of the options could be:
Damage Output multiplier
Damage Input multiplier
Thrust multiplier
Gyroscope multiplier
Etc.
I think all of these need a bit of tweaking in vanilla SE2 for best play experience! :)
In a game where much of the time will be against NPCs, the gameplay for the human should be the most enjoyable!
I like this feedback
Best way to balance energy based weapons (counts for irl aswel on actual physics)
Energy weapons produce a huge amount of heat, thus in the game, how to balance them? well not with power capacitors that act as ammo, but heat capacitors and heat vents, fire em too long without them having to cool, they overheat and melt. simple, realistic and effective. And because of this, you can have energy based weapons early starting game (damn those alien spiders assaulting you from the moment you land on SE1) to large endgame weapons :)
Since some people (myself included) like to add real physics in their opinions and discussions. To make a point, let me have a pun:
Ballistic weapons? Are you crazy? Remove em from the game, because of newtons first law, an object in motion stays in motion unless acted upon by an external force, So when you fire that 20 kiloton projectile, you don't eyeball it, you wait for a firing solution, cause that thing will keep going until it impacts, it could be in a minute, it could be in 10.000 years. Point of fact, it will ruin someones day, somewhere and sometime! (Little Mass Effect Reference) => https://www.youtube.com/watch?v=OPRIUJzmkC0&t=12s
You're welcome :)
Best way to balance energy based weapons (counts for irl aswel on actual physics)
Energy weapons produce a huge amount of heat, thus in the game, how to balance them? well not with power capacitors that act as ammo, but heat capacitors and heat vents, fire em too long without them having to cool, they overheat and melt. simple, realistic and effective. And because of this, you can have energy based weapons early starting game (damn those alien spiders assaulting you from the moment you land on SE1) to large endgame weapons :)
Since some people (myself included) like to add real physics in their opinions and discussions. To make a point, let me have a pun:
Ballistic weapons? Are you crazy? Remove em from the game, because of newtons first law, an object in motion stays in motion unless acted upon by an external force, So when you fire that 20 kiloton projectile, you don't eyeball it, you wait for a firing solution, cause that thing will keep going until it impacts, it could be in a minute, it could be in 10.000 years. Point of fact, it will ruin someones day, somewhere and sometime! (Little Mass Effect Reference) => https://www.youtube.com/watch?v=OPRIUJzmkC0&t=12s
You're welcome :)
It would probably be easy to justify energy shields against energy weapons.
It would probably be easy to justify energy shields against energy weapons.
Gonna be honest here, but I'm ok without energy weapons...
The only thing people want to use for power is 'electricity' and one of the balancing factors for energy weapons is the transfer and storage of that power (aka ammo). If they want to balance that, they have have change how batteries work.. and then you have to rebalance the whole power system. You have to tie together too many systems for that.
Ammo for energy weapons. At that point you have a simple re-skin of weapons that are in game.. leave that for the modders. It's easier to add things in that people want than to remove thing that people don't.
Then there's the hit-scan stuff mentioned by Tael
SE/SE2 sit in that middle space between modern space travel and high-SciFi (like Star Wars and Star Trek) that's missing from media these days. Lets leave it sit there. Mods can add to it if you want something higher.
Gonna be honest here, but I'm ok without energy weapons...
The only thing people want to use for power is 'electricity' and one of the balancing factors for energy weapons is the transfer and storage of that power (aka ammo). If they want to balance that, they have have change how batteries work.. and then you have to rebalance the whole power system. You have to tie together too many systems for that.
Ammo for energy weapons. At that point you have a simple re-skin of weapons that are in game.. leave that for the modders. It's easier to add things in that people want than to remove thing that people don't.
Then there's the hit-scan stuff mentioned by Tael
SE/SE2 sit in that middle space between modern space travel and high-SciFi (like Star Wars and Star Trek) that's missing from media these days. Lets leave it sit there. Mods can add to it if you want something higher.
I see the concerns with this concept - and do have a proposal.
I will admit I stand firm in my belief SE2 needs some energy based tools and weaponry. Lore wise this is easy: SPERA.
Little is known on this faction at the moment, but they exist! And have since initial release :) Check the Pioneer Edition for more info on them (in the Art Book I believe).
Head-canon: They are like ARC in ARC raiders. Deadly, High Tech, Mysterious.
In-game they can and should be avoided early game (unless you want your hands on SPERA tech!) Eventually you can craft their blocks but at start they are mostly only available through scrapping or defeating SPERA.
For players who want a traditional SE experience: a "disable SPERA tech" option can be available.
This way, everyone wins and...
SE2 feels like a true advancement: with science-based energy tech (its 10,000 years in the future)! Besides... in real life we already see these kinds of tools (arc welders, beam weapon tests, etc.). And like I said in my original post: since when is having more a bad thing!
How this is implemented though is crucial. Again, ARC does a great job imo at incorporating adv. tech within a grounded world and is a great reference on how I can see SE2 approaching energy weaponry + tools.
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On the hit-scan stuff: I don't think it should be a hit-scan either. I'm picturing it being similar to a Halo plasma rifle. But with anything, there is starting point.
Ultimately iterative design is the key to success - and I know the Keen team will deliver, as they have for the past decade. I just want this game to be a success story - and I think adding to the "fun" with these tools will really allow SE2 to compete in the long term.
I see the concerns with this concept - and do have a proposal.
I will admit I stand firm in my belief SE2 needs some energy based tools and weaponry. Lore wise this is easy: SPERA.
Little is known on this faction at the moment, but they exist! And have since initial release :) Check the Pioneer Edition for more info on them (in the Art Book I believe).
Head-canon: They are like ARC in ARC raiders. Deadly, High Tech, Mysterious.
In-game they can and should be avoided early game (unless you want your hands on SPERA tech!) Eventually you can craft their blocks but at start they are mostly only available through scrapping or defeating SPERA.
For players who want a traditional SE experience: a "disable SPERA tech" option can be available.
This way, everyone wins and...
SE2 feels like a true advancement: with science-based energy tech (its 10,000 years in the future)! Besides... in real life we already see these kinds of tools (arc welders, beam weapon tests, etc.). And like I said in my original post: since when is having more a bad thing!
How this is implemented though is crucial. Again, ARC does a great job imo at incorporating adv. tech within a grounded world and is a great reference on how I can see SE2 approaching energy weaponry + tools.
-------------------------------------------------------------------------------------------------
On the hit-scan stuff: I don't think it should be a hit-scan either. I'm picturing it being similar to a Halo plasma rifle. But with anything, there is starting point.
Ultimately iterative design is the key to success - and I know the Keen team will deliver, as they have for the past decade. I just want this game to be a success story - and I think adding to the "fun" with these tools will really allow SE2 to compete in the long term.
The fact that it's 10k years later and energy weapons along with shields have been 2 of the most highly requested things for YEARS is reason enough to add them. Let the sci-fi guys have fun doing their thing and the folks who don't like it don't have to use it. The folks who don't like the idea can simply turn them off for their servers and not use them, or they can mod them to their liking. Simply because an option exists doesn't mean one is required to use it. Fun should always be the chief consideration.
For the people who whine about "but balance", you balance it around singular block vs singular block as the baseline and go from there. If you want it different, mod it. If you don't like it at all, turn it off. This is giving people options which alot of people claim they want. If you're as good at building as you want everyone else to believe, then you should have no problem putting together a build to get around the shields. If you can't, then you're not as good as you think. While pvp has its place, it is not now nor has it ever been the main focus of SE.
The fact that it's 10k years later and energy weapons along with shields have been 2 of the most highly requested things for YEARS is reason enough to add them. Let the sci-fi guys have fun doing their thing and the folks who don't like it don't have to use it. The folks who don't like the idea can simply turn them off for their servers and not use them, or they can mod them to their liking. Simply because an option exists doesn't mean one is required to use it. Fun should always be the chief consideration.
For the people who whine about "but balance", you balance it around singular block vs singular block as the baseline and go from there. If you want it different, mod it. If you don't like it at all, turn it off. This is giving people options which alot of people claim they want. If you're as good at building as you want everyone else to believe, then you should have no problem putting together a build to get around the shields. If you can't, then you're not as good as you think. While pvp has its place, it is not now nor has it ever been the main focus of SE.
The models look nice....
But they’re nonsensical. They copy the design of classic weapons and try to slap on a new, physically completely different functionality. It takes more imagination, creativity, and perhaps even knowledge of how things actually work.
Real high-power laser weapons have three main components:
1) energy sources and working substance reservoirs (most high-power lasers operate with gases flowing at high speeds)
2) the "generatig medium," or the space in which radiant energy is generated
3) the optical path in which the laser radiation is concentrated, directed, and aimed at the target
In the game, the first component can be replaced by rechargeable batteries, supercapacitors, and, for example, hydrogen tanks.
The second item can simply be any cube-shaped block, perhaps with some surface details.
The third item (and along with it the second item) could best be modeled in the shape of a laser communication station from SE1—a rotating spherical optical head with windows on one side.
It could look something like this (the gray block is the radiation generator, the blue block is the optical system with a purple optical head).
- movable / rotating version
- version for fixed installation
Increasing power or pulse speed would be achieved by arranging the gray sections (generators) in series. It is posible only for fixed installation
I'm a terrible artist, I know...
The models look nice....
But they’re nonsensical. They copy the design of classic weapons and try to slap on a new, physically completely different functionality. It takes more imagination, creativity, and perhaps even knowledge of how things actually work.
Real high-power laser weapons have three main components:
1) energy sources and working substance reservoirs (most high-power lasers operate with gases flowing at high speeds)
2) the "generatig medium," or the space in which radiant energy is generated
3) the optical path in which the laser radiation is concentrated, directed, and aimed at the target
In the game, the first component can be replaced by rechargeable batteries, supercapacitors, and, for example, hydrogen tanks.
The second item can simply be any cube-shaped block, perhaps with some surface details.
The third item (and along with it the second item) could best be modeled in the shape of a laser communication station from SE1—a rotating spherical optical head with windows on one side.
It could look something like this (the gray block is the radiation generator, the blue block is the optical system with a purple optical head).
- movable / rotating version
- version for fixed installation
Increasing power or pulse speed would be achieved by arranging the gray sections (generators) in series. It is posible only for fixed installation
I'm a terrible artist, I know...
As for game balance, the simplest method is to calculate the energy carried by the projectile or laser pulse and consider the efficiency of converting "electrical energy" into the energy of the projectile or laser pulse.
The efficiency of converting electrical energy in a railgun is at most around 5% (in real-world prototypes, only a fraction of a percent), and the efficiency of converting electrical energy into a laser pulse is similar—in the low single digits. (Don’t be misled by the enormous power outputs in megawatts or even terawatts—those power levels last only microseconds or nanoseconds.)
Translated with DeepL.com (free version)
As for game balance, the simplest method is to calculate the energy carried by the projectile or laser pulse and consider the efficiency of converting "electrical energy" into the energy of the projectile or laser pulse.
The efficiency of converting electrical energy in a railgun is at most around 5% (in real-world prototypes, only a fraction of a percent), and the efficiency of converting electrical energy into a laser pulse is similar—in the low single digits. (Don’t be misled by the enormous power outputs in megawatts or even terawatts—those power levels last only microseconds or nanoseconds.)
Translated with DeepL.com (free version)
Best way to balance energy based weapons (counts for irl aswel on actual physics)
Energy weapons produce a huge amount of heat, thus in the game, how to balance them? well not with power capacitors that act as ammo, but heat capacitors and heat vents, fire em too long without them having to cool, they overheat and melt. simple, realistic and effective. And because of this, you can have energy based weapons early starting game (damn those alien spiders assaulting you from the moment you land on SE1) to large endgame weapons :)
Since some people (myself included) like to add real physics in their opinions and discussions. To make a point, let me have a pun:
Ballistic weapons? Are you crazy? Remove em from the game, because of newtons first law, an object in motion stays in motion unless acted upon by an external force, So when you fire that 20 kiloton projectile, you don't eyeball it, you wait for a firing solution, cause that thing will keep going until it impacts, it could be in a minute, it could be in 10.000 years. Point of fact, it will ruin someones day, somewhere and sometime! (Little Mass Effect Reference) => https://www.youtube.com/watch?v=OPRIUJzmkC0&t=12s
You're welcome :)
Best way to balance energy based weapons (counts for irl aswel on actual physics)
Energy weapons produce a huge amount of heat, thus in the game, how to balance them? well not with power capacitors that act as ammo, but heat capacitors and heat vents, fire em too long without them having to cool, they overheat and melt. simple, realistic and effective. And because of this, you can have energy based weapons early starting game (damn those alien spiders assaulting you from the moment you land on SE1) to large endgame weapons :)
Since some people (myself included) like to add real physics in their opinions and discussions. To make a point, let me have a pun:
Ballistic weapons? Are you crazy? Remove em from the game, because of newtons first law, an object in motion stays in motion unless acted upon by an external force, So when you fire that 20 kiloton projectile, you don't eyeball it, you wait for a firing solution, cause that thing will keep going until it impacts, it could be in a minute, it could be in 10.000 years. Point of fact, it will ruin someones day, somewhere and sometime! (Little Mass Effect Reference) => https://www.youtube.com/watch?v=OPRIUJzmkC0&t=12s
You're welcome :)
I'm not convinced.
Early game issues include not having enough power. Therefore, you'll either have no energy, or no ammo. Solving the problem of not having stuff is the point, it is the reason for everything an engineer does. To be clear in my opinion this doesn't 'ruin' the game, it is the defining reason to play it.
The early game survival experience is that you don't have things; this experience is the main driving reason to acquire various stuff, which leads into building the infrastructure to do that.
It just doesn't make any sense to lead that experience with advanced energy weapons that negate the need for ammo. How is it a solution for the "poor" engineers and why would you build anything if you really don't need to get anything?
Weapons that demand a lot of energy would make sense as an end game asset which are of similar effectiveness to standard weapons but are substantially more convenient to use. they should be very expensive, so if you lose it, you care, and they'll need to cost a lot more energy to do the same job than their material-based counterparts.
Industrial Overhaul in SE1 has gravel+ice based guns that barely do any damage. That is a proper concept for "early game", even if it is seemingly a bit silly. The resource for the ammo is a byproduct of changing the terrain or any sort of mining, so you only need to use what you already have to pick up.
As a matter of balance, it would be necessary for the energy used directly to destroy to be greater than the energy needed to build, including all processing of resources. Material based weapons could be substantially more efficient in that regard. otherwise building a base in any sort of MP combat would be a huge waste of time, some rando with a starter energy gun can just sit outside your base and laser it away faster than you can build.
On the other hand SE is a great platform for a modded experience-- especially if your friends really just don't want the survival side of the game, you can make this game into whatever sort of experience that entertains them.
I'm not convinced.
Early game issues include not having enough power. Therefore, you'll either have no energy, or no ammo. Solving the problem of not having stuff is the point, it is the reason for everything an engineer does. To be clear in my opinion this doesn't 'ruin' the game, it is the defining reason to play it.
The early game survival experience is that you don't have things; this experience is the main driving reason to acquire various stuff, which leads into building the infrastructure to do that.
It just doesn't make any sense to lead that experience with advanced energy weapons that negate the need for ammo. How is it a solution for the "poor" engineers and why would you build anything if you really don't need to get anything?
Weapons that demand a lot of energy would make sense as an end game asset which are of similar effectiveness to standard weapons but are substantially more convenient to use. they should be very expensive, so if you lose it, you care, and they'll need to cost a lot more energy to do the same job than their material-based counterparts.
Industrial Overhaul in SE1 has gravel+ice based guns that barely do any damage. That is a proper concept for "early game", even if it is seemingly a bit silly. The resource for the ammo is a byproduct of changing the terrain or any sort of mining, so you only need to use what you already have to pick up.
As a matter of balance, it would be necessary for the energy used directly to destroy to be greater than the energy needed to build, including all processing of resources. Material based weapons could be substantially more efficient in that regard. otherwise building a base in any sort of MP combat would be a huge waste of time, some rando with a starter energy gun can just sit outside your base and laser it away faster than you can build.
On the other hand SE is a great platform for a modded experience-- especially if your friends really just don't want the survival side of the game, you can make this game into whatever sort of experience that entertains them.
All our discussions about energetic and kinetic weapons should be based on some common ground...
We are talking about weapons, so the common ground should be the desired final effect of using the weapons—and that is damage to the target.
In the simplest terms, we can define damage to the target by the amount of energy that acts on the target upon impact. In principle, it shouldn’t matter what form the energy takes—whether it’s kinetic energy or radiant energy—because ultimately, both forms are converted into heat during the damage process.
All our discussions about energetic and kinetic weapons should be based on some common ground...
We are talking about weapons, so the common ground should be the desired final effect of using the weapons—and that is damage to the target.
In the simplest terms, we can define damage to the target by the amount of energy that acts on the target upon impact. In principle, it shouldn’t matter what form the energy takes—whether it’s kinetic energy or radiant energy—because ultimately, both forms are converted into heat during the damage process.
Well. I made a couple of post that relate to this, here's some ideas in the balancing:
Lasers
1. Just need power, it's a beam of light.
2. Armor blocks by definition are a great heat sink, compared to others.
3. Which mean...lasers are good for un-armored targets, i.e. : anti-personel, drones, missiles, fighters, rovers. Early game stuff, then a medium-range point defense for the larger ships later on.
Ballistics
1. Y'all are right, no comment.
Plasma
1. How do you transfer a rod of plasma to a ship...? I can think of only one logical way, that works, and all the balancing comes from this idea: You are basically taking the plasma flame from your welder, weaponizing it, and launching it at a target. How does it move, then? First you need a fuel source. A small hydrogen tank that will last a couple seconds. Then a power source, a small battery that will power this canister for a couple seconds. How to transport the plasma? You put a electromagnetic shield emitter on the top, to carry the plasma. So, seeing it operate:
Bottomed of the barrell starts to glow, moving to the top, as the electromagnetic field starts to extend to the top, the hydrogen gas igniting and filling it as it moves to the top of the barrel. Then the 'weaponization' of the plasma, where the field essentially 'compresses' a little bit, to make that plasma explosive...so the barrel goes white hot during this and launch. The canister supporting this lance of plasma is what is actually shot, just like a rail gun, or conventional bullet, at sub-light speeds.
Well. I made a couple of post that relate to this, here's some ideas in the balancing:
Lasers
1. Just need power, it's a beam of light.
2. Armor blocks by definition are a great heat sink, compared to others.
3. Which mean...lasers are good for un-armored targets, i.e. : anti-personel, drones, missiles, fighters, rovers. Early game stuff, then a medium-range point defense for the larger ships later on.
Ballistics
1. Y'all are right, no comment.
Plasma
1. How do you transfer a rod of plasma to a ship...? I can think of only one logical way, that works, and all the balancing comes from this idea: You are basically taking the plasma flame from your welder, weaponizing it, and launching it at a target. How does it move, then? First you need a fuel source. A small hydrogen tank that will last a couple seconds. Then a power source, a small battery that will power this canister for a couple seconds. How to transport the plasma? You put a electromagnetic shield emitter on the top, to carry the plasma. So, seeing it operate:
Bottomed of the barrell starts to glow, moving to the top, as the electromagnetic field starts to extend to the top, the hydrogen gas igniting and filling it as it moves to the top of the barrel. Then the 'weaponization' of the plasma, where the field essentially 'compresses' a little bit, to make that plasma explosive...so the barrel goes white hot during this and launch. The canister supporting this lance of plasma is what is actually shot, just like a rail gun, or conventional bullet, at sub-light speeds.
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