A Combat System proposal

gruller65 shared this feedback 22 days ago
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Marek's blog post


SPACE ENGINEERS 2 – COMBAT SYSTEM DESIGN PROPOSAL A Systems-Based Approach to Ship Combat



1. OVERVIEW Traditional combat systems in sandbox building games often rely on simplified hitpoint-based damage models. While functional, these systems limit the depth of engineering decisions and reduce combat to numerical exchanges.

This proposal outlines a systems-driven combat model where survivability is determined by the interaction of multiple mechanics:

  • armor design
  • weapon roles
  • heat management
  • signature and detection

The goal is to transition combat from a health pool model to a dynamic engineering system where ship design directly influences combat performance.

Rather than treating ships as static objects with durability values, this system treats them as engineered machines. Protection, detectability, heat load, power demand, and combat effectiveness all emerge from how a ship is built and how it is operated.



2. ARMOR SYSTEM2.1 OPTION 1Armor is defined by three critical attributes:

  • armor value
  • health points
  • angle of armor relative to the incoming threat

Armor value represents resistance to penetration. Health represents the ability of the armor to sustain repeated impacts. The angle of impact determines how effective that armor is against incoming fire.

Armor blocks stack armor value across layers. Each block behind another contributes to the total resistance that a projectile must overcome. This stacking behavior is a core part of the system and must be carefully balanced.

A baseline example of this balance would be:

  • three small-grid heavy armor blocks thick equals one large-grid heavy armor block over the same surface area
  • large blocks provide slightly better efficiency per surface area, for example around ten percent, making them more PCU-efficient while preserving functional equivalence

This creates a natural incentive toward midsize and large ship construction while maintaining consistency across grid scales.

Each weapon has both a penetration value and a damage value. When a projectile impacts armor, the system evaluates:

  • total stacked armor value
  • weapon penetration value
  • impact angle

The angle-based system introduces a scaling check:

When a round impacts armor, the system evaluates whether the angle is sufficient to allow penetration or force deflection. This is determined by comparing the effective armor thickness, increased by angle, against the weapon’s penetration value.

At shallow angles, armor becomes more effective due to increased effective thickness. At more extreme angles, penetration becomes increasingly unlikely. Beyond a defined threshold, the projectile enters a deflection condition and is unable to penetrate regardless of raw penetration value.

This creates three functional regions:

  • penetration region
  • degradation region
  • deflection region

This system allows armor geometry and ship design to directly influence survivability.

Armor resistance represents a reduction in damage received. Health represents the ability of the armor to sustain repeated impacts. The angle of impact determines how effective that armor is against incoming fire based on set angles of impact that have a chance to bounce or deal damage depending on weapon used and the armor being impacted.



2.2 OPTION 2 — ANGLE-BASED ARMOR SYSTEMArmor is defined by three primary attributes:

  • Damage Resistance
  • Health Points
  • Impact Angle Relative to Incoming Threat

Each weapon is defined by two key parameters:

  • Damage Value
  • Penetration Angle Presets (per armor type)




IMPACT EVALUATION

When a projectile impacts armor, the system evaluates the following:
  • Stacked Armor Resistance
    (e.g., two armor blocks in depth provide increased resistance to connected blocks, such as +50%)
  • Weapon Penetration Angle Thresholds
  • Impact Angle




ANGLE-BASED INTERACTION

The system performs an angle-based check to determine the outcome of the impact.

At shallow impact angles, armor effectiveness increases due to higher effective thickness.

As the impact angle becomes more extreme, the likelihood of penetration decreases.

Beyond a defined threshold, the projectile enters a deflection condition and is unable to penetrate regardless of weapon damage.




INTERACTION STATES

This results in three functional regions:
  • Penetration Region
    The projectile penetrates and applies full damage.
  • Degradation Region
    The projectile penetrates but deals reduced damage due to angle and resistance.
  • Deflection Region
    The projectile is unable to penetrate and deals no damage.




POST-PENETRATION MODEL

If a projectile successfully penetrates, it transitions into a health-based penetration model.

Each projectile is assigned a remaining penetration health after initial impact.

As the projectile travels through armor, this value is reduced based on:

  • Armor resistance
  • Number of blocks penetrated

The projectile continues penetrating through successive blocks as long as it retains remaining health. Once the projectile’s health is depleted, penetration stops.

If the projectile has explosive properties, it will detonate at the point where its remaining health reaches zero or upon impact conditions defined by the weapon.




SYSTEM ROLE

This system allows armor geometry and ship design to directly influence survivability.
  • Damage Resistance reduces incoming damage.
  • Health Points determine how much damage the armor can sustain over time.
  • Impact Angle governs the effectiveness of the armor during each interaction.
  • Projectile Health determines how deeply a successful hit can penetrate into the structure.



2.3 ARMOR COATINGSCoatings are applied using a dedicated block upgrade tool that functions similarly to the paint system.

Coatings introduce additional behavior layers on top of base armor without changing the underlying block.

Examples include:

  • titanium plated — increases armor value
  • signature absorbent coating — reduces the signature contribution of the block
  • depleted uranium coated — increases armor value and increases mass

This system allows armor to be tuned for different roles such as survivability, stealth, or density, without requiring entirely new block types.



3. WEAPON SYSTEMWeapons are defined by size restrictions, role, and heat generation.

Each weapon system exists within a defined role rather than acting as a general-purpose solution.

  • Kinetic weapons focus on penetration and physical damage transfer.
  • Energy weapons are divided into two distinct categories:
  • capital-class energy weapons such as railguns designed for large ships
  • small point defense systems designed for tracking and interception

Sustained kinetic weapons provide either continuous fire with lower penetration values but consistent pressure over time or high damage high penetration at the cost of reload and power consumption.

Each weapon system is balanced through:

  • penetration capability
  • damage output
  • heat generation

Weapons are not only defined by damage but by how they interact with armor and heat systems.



4. HEAT MANAGEMENT SYSTEMAll active systems generate heat. This includes:

  • thrusters
  • weapons
  • industrial blocks
  • power systems

Each system has both natural heat generation and natural heat dissipation.

Some systems, such as reactors, include onboard dissipation allowing them to operate under moderate loads without overheating. However, under maximum load, additional cooling systems are required.

Weapons generate significant heat but have very low natural dissipation. This requires external systems to manage sustained firing.

The heat system is designed to sit on top of all other systems as a secondary layer. It is not intended to dominate gameplay, but it introduces meaningful tradeoffs.

One of the most important interactions is that heat directly increases signature. A ship operating at maximum output across all systems will generate significantly higher signature compared to one operating efficiently.



4.1 HEAT DISSIPATION SYSTEMSActive CoolingActive cooling uses dedicated heat exchanger blocks:

  • operates similarly to batteries
  • pulls heat directly from the grid
  • processes and removes heat

These systems require water or ice as a resource, either through direct tank connection or integration with H2/O2 generators.

Heat exchangers are designed to handle large heat loads from:

  • reactors
  • weapons
  • industrial systems

Depending on operational load, multiple units may be required.



Passive CoolingPassive cooling is handled through radiator blocks:

  • must be placed on the exterior of the ship
  • continuously dissipate heat
  • require no power or resources

Radiators should be similar in size and form factor to solar panels, allowing them to be integrated into ship hulls without significantly altering shape.

They are effective for low to moderate heat loads and serve as a baseline cooling system.



5. RADAR, SIGNATURE, AND SCANNING SYSTEMAll blocks that consume or produce power generate signature.

Signature represents how detectable a ship is based on its current operational state.

Signature sources include:

  • thrusters
  • reactors
  • weapons
  • industrial systems

Signature scales dynamically based on usage.



5.1 ENVIRONMENTAL SIGNATURE MODIFIERSSignature and detection are influenced by environmental conditions, introducing spatial gameplay elements and encouraging tactical positioning.




Asteroids

  • Within 50 meters of an asteroid surface:
  • Signature reduced by approximately 80%
  • Inside an asteroid:
  • Signature reduced by 80–90%, or fully masked

Asteroids act as hard occlusion and stealth structures.




Asteroid Fields and Belts

  • Detection range reduced due to interference
  • Signature clarity degraded
  • Signature reduced by an additional 20–50%

This creates areas where sensor reliability is reduced, encouraging close-range engagements and tactical maneuvering at closer ranges.




Gas Clouds / Volumetric Regions

  • Apply global signature reduction
  • Reduce sensor range and accuracy




Planetary Environments

  • All signature reduced by approximately 90%



Sub-Surface / Threshold Layer

  • Below defined altitude or terrain layer:
  • Signature reduced by up to 99%, or fully masked



5.2 SIGNATURE CALCULATION SYSTEMS_total = Σ(B × O × A × H × T × M)

Where:

  • B = base signature value
  • O = output level
  • A = activity state
  • H = heat modifier
  • T = tech modifier
  • M = miscellaneous modifiers

Environmental modifiers are applied after base calculation.



Base Values (Example)

  • small thruster = 2
  • medium thruster = 25
  • large thruster = 150
  • 7.5m thruster = 1000
  • 1m reactor = 200
  • solar = 0



Example Ship BaselineA corvette-scale ship produces approximately:

6950 signature



Detection FormulaD = (S_total × C) / (R² × E)

Where:

  • C = sensor strength
  • R = range
  • E = environmental factors



5.3 SCANNING SYSTEM — PASSIVE AND ACTIVE DETECTION



PASSIVE SCANNINGAll ships are inherently equipped with passive scanning.

  • Based on ship X, Y, Z dimensions
  • Larger ships have larger passive scan profiles




Detection Behavior

At long range:
  • Directional cone only
  • No exact position
  • Minimal data

At closer range:

  • Expands into localized bubble
  • Provides:
  • approximate size
  • signature level
  • active systems (reactors, large weapons, etc.)




Resolution Scaling

Detection quality increases with:
  • target signature
  • proximity



ACTIVE SCANNINGActive scanning emits a scan pulse:

  • dramatically increases own signature
  • exposes the scanning ship




Risk vs Reward

  • Improves detection clarity
  • Makes the scanner more detectable
  • Targets may gain better resolution on the scanner



ACTIVE SCAN MODES


Omnidirectional (360°)

  • Full-area scan
  • Highest signature spike


Directional Cone Scan

  • Focused scan on a detected signal
  • Higher resolution
  • Lower exposure than full scan



TARGET LOCALIZATION MODELTargets are not presented as exact positions.

  • Directional cones for distant signals
  • Localized bubbles for closer signals

Players must interpret detection data rather than rely on exact markers, at least until the target is within combat distance.



6. SYSTEM INTEGRATIONAll systems are interconnected:

  • heat increases signature
  • weapons generate heat and spike signature
  • thrusters increase heat and signature under load

Detection, survivability, and combat effectiveness emerge from the interaction of these systems.



7. DESIGN OUTCOMESThis system creates emergent gameplay driven by engineering decisions.

Ships naturally specialize based on how systems are balanced:

  • stealth vs power
  • armor vs mobility
  • sustained combat vs burst capability

Ship design becomes the defining factor in combat performance.



8. CONCLUSIONCombat is no longer defined by hitpoints.

It becomes an engineering problem where design, operation, and system interaction determine survivability and effectiveness.

Ship design decisions become as important as player skill.

Best Answer
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SDX at least tries to do something interesting with combat, and to do so they basically have to create an entirely separate combat system. As gruller65 said, it is much harder to make good combat system as a mod because the base game combat system is limited, and they also need much larger engagement ranges. Not that I think we need very long ranges in vanilla game (this is just to make it in line with Expanse Universe), but the base game combat system lack a lot features that you can use to base your mod on, including also simple things like targeting UI and all other things that gruller65 and others have enumerated as potential improvements.

I think there can be a way to create much more interesting combat mechanics in a sandbox game. But “building your own weapons” will not help with that — it can only make balancing even harder. I mean, what would you even balance if there are no defined weapons to begin with? People will quickly discover the single best overpowered setup. Then, if you change something, they will simply invent and switch to another one.

I strongly believe that the number of weapon types should be very limited. Ideally, there would be something like three weapon categories forming a simple rock-paper-scissors triangle. Then you could have different sizes or more advanced versions of those same weapon types.

The balancing should work in a way where putting all three weapon types equally on the same ship makes that ship mediocre at everything. This would naturally encourage players to build ships that excel in one or two areas, but not all three. If the server meta shifts toward certain ship types, players will immediately start building other types to counter the majority, and the system will begin to self-balance.

That is basically Combat Design 101, and it is already quite difficult to achieve in a sandbox game. If you add too many variables into a system where players have absolute freedom to build whatever they want, it becomes almost impossible to meaningfully control or tweak the balance.

Replies (13)

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Wow, there is a lot to unpack here, but there are definitely some good concepts inside.

I do like adding armor angle to the damage calculation and allowing for full (non-damaging) deflection at certain angles.

I've been long asking for something along the lines of 'penetration value', essentially a method where you need a certain size/class of weapon to damage certain armor. Something like ship 'heavy armor' should not take any real damage from personal handheld weapons. You'd need heavier ship weapons to really do any real damage to armored parts of a ship.

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Given the likely structure of the armor blocks, as inferred from their calculated density, it is unlikely that a projectile would be deflected. Only projectiles from small arms, or at most rounds from 20mm Gatling guns, can be deflected; everything else will penetrate the interior of the armor block regardless of the angle of impact.

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Wow, such a detailed suggestion.

It took me a while to go through it.

The TL;DR would be: ship design should matter for combat. And that’s absolutely true. Systems like weapon effectiveness against different blocks, heat generation, and scanning/radar should all create meaningful trade-offs and balance.

Armor angles and layers

The main issue here is reduced creative freedom. There are so many shapes people want to build, but this would push designs toward very pointy, optimized forms.

Some kind of shield system might be more versatile. It shouldn’t just absorb damage, but rather deflect or slow projectiles so they either miss or deal reduced damage, depending on emitter placement. Maybe shields could even be tuned in real time to counter specific threats (projectiles vs energy weapons), which would make multi-crew ships more meaningful.

As for layered armor, I’m not a big fan. It tends to inflate PCU usage, increase mass, require more thrusters and fuel, and make ships harder to build and repair. Armor coatings, however, sound like a good idea—different types effective against different weapons.

Heat

Heat management is 100% needed, and not just for combat.

It’s a great natural limitation on how many weapons you can run on a grid. But if you add radiator or heat exchanger blocks, you risk bypassing that limitation—people will just spam both guns and radiators. Instead of gun bricks, we’ll get gun/radiator bricks 🙂

That said, heat as a system has huge potential. It’s naturally harder to dissipate heat in space than on planets or near water, which creates interesting gameplay differences. Planetary bases (especially water-cooled ones) could have major advantages in sustained firepower.

Large ships might be the only ones able to handle nuclear reactors. Internal thrusters could become inefficient due to heat buildup. Batteries and capacitors would matter more. Preparing for combat would matter more. Even mid-battle repairs could be a trade-off if welders generate significant heat.

Radars / Scanners

As mentioned in Marek’s blogpost, players should be able to see what’s happening, adapt, and apply strategy.

I like many of your ideas, though I’m not sure how cleanly all of them can fit into the game. In general, I’d like clearer, more useful information:


  • Incoming missiles with time-to-impact
  • Enemy ship classification (size categories via icons)
  • Weapon loadout (e.g. railguns x4, gatlings x8, missile launchers x2)

At the same time, the HUD shouldn’t get too cluttered. Basic info could be shown as small icons, with more detail appearing when you focus on a specific target. Also, icons shouldn’t block the actual grid like they do now.

More advanced info could require scanner blocks. You might need to actively scan a target to get detailed data, which is then shared with allies. Even if you can’t see the enemy visually (e.g. at 2 km), you could still track their status through scans. This also adds more reasons to for having multi-crew ships.

Detection should definitely be part of the game. Terrain could act as natural cover, encouraging things like early warning systems. The same applies to asteroids and voxel environments in general—they should play a bigger gameplay role, not just be visual. Different environments (rings, atmospheres, asteroid clusters) could also affect speed/acceleration/max speed.

Planets

I think we can all agree—they look beautiful. And they should play a bigger role in gameplay.

It’s naturally easier to locate a base on a planet than in deep space, so there should be advantages to compensate for that, as well as for dealing with gravity. Heat management is one of them, but there could be more.

I’m not a big fan of safe zones as they are now. Instead, powerful shield emitters that generate a lot of heat (but are manageable on planets) could make more sense. Planetary bases should have clear advantages:


  • Higher sustained firepower
  • Cheaper construction
  • Thick, durable defenses (e.g. concrete structures)
  • Better repair capabilities

Concrete-like materials could be heavy and impractical for ships (or even not allowed), but ideal for bases. Large (XL) blocks could also help reduce PCU usage. Breaching a well-defended base should be very challenging—you’d need a significantly larger attacking force.

This could also encourage alternative tactics like infiltration instead of brute force, especially against NPC stations.

Safe zones could still exist, but in a more limited role. For example:


  • Preventing voxel changes (to stop underground tunneling)
  • Acting as personnel inhibitors

They shouldn’t require constant grid for Uranium or SF Chips. Instead, they could use reasonable energy, or even be split into separate functional blocks (inhibitor can be a separate dedicated block)

If offline raiding is a concern, there’s no perfect solution. But stronger base defenses would help: higher sustained firepower, shield emitters, cheap and durable "armor", auto-repairs, terrain advantages, etc. With enough preparation, attacking should still be possible—but not trivial. Even same weapons can have longer range if placed on static grid.

There will always be edge cases and “clever” exploits, especially against offline players. You can patch those over time, but there’s always a balance between realistic mechanics and preventing unfair gameplay. If SE1 managed it to some extent, SE2 should be able to as well.

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all great feedback what id also say though is that not every ship is designed for combat but the well built ones will use the conventional building techniques to really harden the ship- you can also balance the use of the armor by making them weigh significantly more and some other things- heat exchangers could use alot of power so much so that it could be a hard limit on the amount of them you could have vs size you could even make the size of the block like a 1x2 large blocks to limit the space- the system is designed to allow for deeper building if you want to and if not you dont have to then the game plays generally the same

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So a few things to break down here.

Armors and armor resistances: Stuff like this already exists in SE though isn't always directly implemented. Assuming similarity to SE it's as easy as going in and putting a damage multiplier value on blocks. In fact it's one of the way I balanced my Duramax Armor. In order to achieve the durability I could've added more components adding to weight which I didn't want to do. The final solution was a combo of setting health and a damage resistance both. For default purposes the only question is how Keen implements it. For modders so long as they can set those values easily enough there's no issue.


Angled impacts of weapons: So this is where we start getting into a calculations nightmare potentially. This already exists somewhat in SE1 and could be done in 2. If you've ever seen videos of fights or paid attention in your own, sometimes you'll see projectiles fly off a sloped armor block. If you get a good enough hit on something like an artillery or assault cannon shell they're the best examples imo. The issue with some of your more detailed bits you proposed is that you risk getting into a calculations nightmare that can really bog the combat down. You don't need much beyond basic angle deflection calculations to have good combat for that sort of thing. Then there is the quagmire of having to take account potentially different coatings which there are no need for.

Heat: this is an automatic and hard no from me as you've proposed it here for a number of reasons. First is that while you may legitimately enjoy the idea of it, such a thing will be instantly weaponized to punish "wrong build" or people who build in ways that other people don't like. Prime example being people who constantly whine about so called "gun bricks" even though they never define what exactly constitutes a gun brick. So long as people put in the proper engineering to make said "gun brick" work I don't care if they have 5 weapons or 5000 weapons on the ship. No ship is ever unbeatable or invincible.

Another big issue is that there are no positives to this system at all, only downsides. To give an example, while I would expect a reactor to potentially get less efficient as it gets hotter or potentially even shuts down (assuming auto shut off is a thing), there is no benefit to having additional cooling beyond what is required. To quantify for discussion sake, let's suppose that a reactor under regular operation is between 25-75 heat units with 100 being auto-shutoff, and 0 being it not on at all. Let's suppose for an average ship that reactor operates at around 50 heat units under standard load and provides normal power at normal efficiency rate. Let's suppose I'm able to push the heat generation of the reactor down to say 15 units for a normal load, I would expect the reactor to have a slightly increased efficiency at its job. Yet I get nothing like that. It's basically "use these radiators because I said so or suffer the consequences" and there is no positive benefit to heat. I can't make stuff more efficient with extra cooling, I can't weaponize said heat into flamethrower type turrets to repel boarding parties, or similar.

When designing stuff for games, whether it be the full on AAA studio level or small time modder stuff, you have to answer a few questions. The big ones are "why would I ever want to go there" for maps, and in this case for the system of heat "why would I ever want to use this." While you can certain go the route of "because if you don't you'll melt your ship" and leave it there, that's not going to be interesting gameplay to most people. Kind of like trying to sell someone a used car at a car lot but only focusing on what's wrong with the car and never talking about anything positive. In this instance you've already defined your downsides, now you need some benefits. See previous examples of perhaps using flame turrets, or making certain blocks more efficient beyond that norm. It doesn't have to be an extreme double efficiency or anything, but a respectable something. Again just to quantify let's say 10% to get a starting point. Now you are giving people proper tradeoffs. In exchange for managing heat and using the system and dealing with said downsides, they in turn get extra efficiency and flame turrets. This is a very rough example but you get the idea. As a developer/creator of something, if you as the creator can't give people sufficient reasons to want to use it, you can't expect them to come up with reasons on their own. Nor can we make people play in ways they don't want to play either because they'll either just find a workaround, or flip us the bird and not use our stuff at all.

Now a final chief reason heat is a bad idea is because it will dominate every build and become mandatory, which is something you said yourself you want to avoid. In order to survive, people now have to build with radiators and heat in mind or else. If you're someone who hates "gun bricks" as some say, now you've just added radiators to the mix as you know good and well people will just slap extra radiators and such on until they can run their 5k weapons again. So you're not stopping anything at all, just changing the form it takes. If people want to limit the amount of weapons a grid can hold, server owners already have tools for this and can limit them based on block type IDs assuming they keep similar setups to SE1.


Radars: I'm not opposed to better detection methods within reason. However this can quickly become a quagmire of people arguing over irrelevant details and using it as a griefing tool. Better detection methods on their own can very quickly be abused to hunt down potential victims in a pvp scenario and used to gank those who are simply nowhere near the already established players in terms of level and infrastructure. There would need to be some safeguards in place so people could get info but it doesn't become an automatic "I win" or "I know everything about you" sort of thing.


Overall there are other ways to balance combat. No two servers are likely to be the same once we get down to it.

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i think its important that i point out this is a high level outline with some depth relying on the devs to implement it in a way that makes sense for them im not a game designer just a guy that see's a big issue that no one is currently talking about and im trying to get traction on the topic in general- that being said option 2 is a general idea and there are many ways of making a system like this work extraordinarily well- as for calculation nightmare this is brought up alot however i say that if they can do planets/ volumetric impact damage/dynamic voxel and block damage/and water/and airtightness they can figure out a way to do this pretty easily. its super important that something be done especially in the age of the midsize ship using alot of small blocks.

You don't need much beyond basic angle deflection calculations to have good combat for that sort of thing

-- this is why i thought option two would work better --1. blocks having armor resistance vs a type of weapon (80% gatling gun/10% arty cannon) a basic deflection calc - gatling gun 0-20' ricochet/20-45 50% chance to pen -- or something like that and a basic resistance stacking lets say up to 3 block


Another big issue is that there are no positives to this system at all, only downsides. To give an example, while I would expect a reactor to potentially get less efficient as it gets hotter or potentially even shuts down (assuming auto shut off is a thing), there is no benefit to having additional cooling beyond what is required

well i directly said that stealth could benefit from this allowing for a lower signature however there is alot you could do here in the vein your talking about i wasnt going into depth about those things just the general scope/outline of the mechanic but all good recommendations--

id also say there is alot of up sides to every system - basic ships get a big boost in capability off the bat with armor, if you decide to layer stack and design intelligently you absolutely gain an advantage/ early game if you add a heat exchanger for example to the se2 firs thydro ship then maybe you cant be seen untill your like 8km away --alternatively if you design a large ship with a shitload of them you might be able to go completely stealth with all of your systems powered down- it just adds depth - heat would limit the amount of wepons you can have on a given hull necessitating more thought into combat in general

now you've just added radiators to the mix as you know good and well people will just slap extra radiators and such on until they can run their 5k weapons again. So you're not stopping anything at all, just changing the form it takes. If people want to limit the amount of weapons a grid can hold, server owners already have tools for this and can limit them based on block type IDs assuming they keep similar setups to SE1.

see but i addressed this - if you choose to go that route the signature is massive and can be seen when active for 10s-100s of km away witch in of itself is a downside unless your a frontline combat ship that's well designed and meant entirely for just combat- the positive is that you can run all of those turrets sure but the downside is that FUCKING EVERYONE can see you doing it lmao

i appreciate the feedback though when i did this i was thinking about the potential positives and negatives of the system but decided for the outline with the big details instead -

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@captainbladej52

Maybe conveyor pipes limit your "building freedom"? Just make all blocks inventories automatically "connected" on the same grid? What is the "benefit" of having them?

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I agree with capitanbladei’s objection regarding the calculation nightmare surrounding ricochets.

Under terrestrial conditions, armor can be shaped in advance to promote ricochet, because the slope of tank armor and the directions of incoming projectiles are more or less the same—the tank stands on the ground and the projectiles are also fired from guns on the ground. Thus, the geometry of the projectile-armor encounter is always similar.

In space combat, this does not hold true—spacecraft can have different relative positions and spatial orientations. Thus, armor designed with a slope will be oriented perpendicular to the projectiles’ approach direction. And vice versa. It is therefore necessary to continuously calculate the armor’s angle for the surface of each block and the direction of approach to the block’s surface for each individual projectile.


A second point regarding ricochet: Ricochet is a phenomenon closely related to the shape of the projectile. Under terrestrial conditions, a projectile is shaped aerodynamically, with a front section that is ogival or roughly conical. Such a projectile ricochets not only off an angled armor plate, but also off the ground and even off the water’s surface. For space weapons, aerodynamic shaping is not necessary, and the projectile can have a cylindrical shape. This is even advantageous, as it provides greater volume for explosives and reacts better to impact with the target. A cylindrical projectile hardly ricochets even at very small angles of impact. (In fact, there were projectiles with an anti-ricochet “cup” at the front—they were designed for naval artillery to combat submarines, torpedoes, and mines.)

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I agree with captainbladej52’s objection regarding the computational nightmare surrounding ricochets.

Under terrestrial conditions, tank armor can be designed to increase the probability of a projectile ricocheting. The geometry of the encounter between the armor and the projectile changes very little—the tank stands on its tracks on the ground, the gun is also on the ground, and the projectile flies more or less parallel to the ground.

In space combat, this does not apply—spacecraft can have different positions and spatial orientations relative to one another, so it is impossible to determine in advance which part of the armor will be angled relative to the incoming projectile and which will be perpendicular. The angle of the struck surface of the armor block relative to the incoming projectile must be evaluated individually for each block-projectile pair.


A second point regarding ricochet: Ricochet is a phenomenon closely related to the shape of the projectile. Under terrestrial conditions, a projectile is shaped aerodynamically, with a front section that is ogival or roughly conical. Such a projectile ricochets not only off an angled armor plate, but also off the ground and even off the water’s surface. For space weapons, aerodynamic shaping is not necessary, and the projectile can have a cylindrical shape. This is even advantageous, as it provides greater volume for explosives and reacts better to impact with the target. A cylindrical projectile hardly ricochets even at very small angles of impact. (In fact, projectiles with an anti-ricochet “cup” at the front have existed and still exist—they are designed for naval and coastal artillery to combat submarines, divers, torpedoes, and mines.)

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ups....

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@Jake R: Glad to see that you at least listened even if you disagree. That in mind there's a few things I need to follow up on based on your reply.

"-- this is why i thought option two would work better --1. blocks having armor resistance vs a type of weapon (80% gatling gun/10% arty cannon) a basic deflection calc - gatling gun 0-20' ricochet/20-45 50% chance to pen -- or something like that and a basic resistance stacking lets say up to 3 block"

Respectfully, the calculations nightmare is brought up alot because you're underestimating how much calculating the game actually has to do and would have to do behind the scenes in order to accomplish what you're wanting. From a pure technological perspective is it possible to do what you're suggesting, yes it is. There's alot of things that we can do technologically, however the question of SHOULD we do it is what we're looking at here. In this case, your goal of wanting certain weapons to do x amount of damage vs armor or armor types can be better accomplished by just setting the damage for those weapons to be what you want to start with. For example for my Duramax Armor, I wanted the heaviest and strongest block to be able to tank 7 direct hits from my special railgun ammo before it broke.

To accomplish this I totaled up how much damage 7 shots from my improved ammo would do, and the total health value of the armor itself, then balanced the numbers accordingly. So it was one block vs one weapon. If someone thinks that one block is too strong, they can bring additional weapons to get through it. If someone thinks the weapon is too strong they can use additional armor. The only way you're ever going to have balance is by balancing singular block vs singular block and then shipping it off to players. I have no way of knowing how many blocks of my armor a person is going to use on a ship or in a row, could be 1 block thick, or 1000 blocks thick. I can't see every possible outcome there could ever be short of a higher level being programming it for me, or giving me something like the Time Stone to see all possible futures and outcomes. So I balanced around singular block vs singular block. I can't guarantee how many weapons someone will use, but I can guarantee the performance of each of the individual blocks and then let folks figure out how much of which blocks they want/need.

For your armor resistances what you're not taking into account is the backend checks it would have to do each time a weapon impacts an armor block. For example let's assume a single 2.5m heavy armor cube as our baseline. Each time that cube gets hit the game would first have to check and see what kind of weapon it was that hit the cube, then what type of armor plating you're using, and what formula to use, then actually apply the damage. This doesn't even take into account ricochet yet. If you add ricochet into the mix the game would have to determine what type of weapon hit the block, what type of armor plating you're using, what damage formula to apply based on the armoring, then calculate the angle the weapon impacted the armor at, then apply a second scaling formula for how much damage to apply to the block, then actually apply the damage. And it has to do that cycle every single time that block gets hit. If a block is getting absolutely pounded by weapons fire, those checks are going to add up fast and can severely bog a computer down.

From a purely speculative perspective, I'm not opposed to your idea about different types of armor and such. IRL it would make sense for various space ships to have different kinds of armor to deal with various weapons or whatever dangers it may face. However we're talking about a video game and not real life, and we have to deal with the technical limitations of the computers simulating all this. From the perspective of the game, there are much better ways to accomplish your goals of differentiating weapons damage and so forth. To use a rough analogy here, you're so focused on finding the small lady bug in the room you're missing the giant elephant. Sometimes with game development, less is actually more.


"id also say there is alot of up sides to every system - basic ships get a big boost in capability off the bat with armor, if you decide to layer stack and design intelligently you absolutely gain an advantage/ early game if you add a heat exchanger for example to the se2 firs thydro ship then maybe you cant be seen untill your like 8km away --alternatively if you design a large ship with a shitload of them you might be able to go completely stealth with all of your systems powered down- it just adds depth - heat would limit the amount of wepons you can have on a given hull necessitating more thought into combat in general"

Going to address the stealth comment in a minute along with the other bit because it goes towards a broader issue. First with this there are a few glaring issues. Nothing you've described here is a benefit at all. At best it's a net neutral and at the worst it tries to force one person's playstyle on the game as a whole. If I want to add additional durability I can already armor stack as is, so adding additional layers like you're describing doesn't help me and just complicates the process needlessly.

Second, your description of "adding a heat exchanger means you can't be seen from super far away when you fire your hydrogen thrusters" amounts to "use this heat dissipater or else" and just makes me not want to use the system even more. "use this heat sink or get your location broadcasted everywhere" is not a benefit, but a deliberate nerf to every single build in game just to sell a solution for a problem that doesn't exist. It's like a guy injecting someone with a disease and offering to sell him the cure, then pretending you're doing him a favor by offering him the cure. It's a "solution" in search of a problem that doesn't exist. Not to mention you're trying to tie far far too much into the system such as detection methods, which is a bad idea I will explain more on soon. Anyways, now my hydrogen thrusters would be objectively worse than they are now and the only way to get them back to where they should be is another part from a system I didn't ask for. Aside from "you can't be seen from 8km away", what's the actual benefit? Do my hydrogen thrusters perform better and give me slightly more thrust if I can keep them cooled? Part of this I'm going to come back to shortly.


"well i directly said that stealth could benefit from this allowing for a lower signature however there is alot you could do here in the vein your talking about i wasnt going into depth about those things just the general scope/outline of the mechanic but all good recommendations--"

As I said, I'm addressing this now. The problem you're having is you're trying to tie way too much to heat generation and trying to make that system do far far too much. Detection/stealth are their own animals and shouldn't be tied exclusively to heat generation or lack of since there are more ways to hide something or detect something than just heat. Yet how you're proposing it basically means people would be forced to use a mechanic they may not like, or skip out on entire other core pillars of the game. Like when Microsoft tries to tie everything to the AI Co-Pilot feature no one asked for by making it so you brick the OS if you remove it. Or in game development, like trying to force pve guys to do pvp quests and similar to get rewards, or trying to make the pvp guys turn into "pve dragon slayers". All you're going to do is piss off both sides. Trying to force that "all or nothing" approach always backfires.

Something you need to learn in game development is again you can't force people to play in a way they don't want to play as they will either find ways around you, or they'll just flip you the bird and not play your content. I learned that real fast when I first started creating levels and content for other games. If you really want to get the best results and get people to do certain things, you have to give them enough reason to want to do it. Ideally you want to suggest it/hint at it in a way they do what you intended while thinking it was their idea. Now we can debate a possible inclusion of a heat signature, but detection as a whole shouldn't be so dependent on heat or lack of, because then you're just making it an overbearing system which you said you don't want to do.


"it just adds depth - heat would limit the amount of wepons you can have on a given hull necessitating more thought into combat in general"

And THIS RIGHT HERE is one of the chief reasons I despise almost all heat system proposals is because it comes back to crap like this in some form or fashion. It's ultimately a weapon to punish people who build in ways the pro-heaters don't like. You may not intend it that way, but that's exactly how it would be used here.

This is where our design philosophies differ big time. If someone wants to put 5000+ weapons on a ship and has figured out how to do that so the weapons don't blow themselves up and/or the grid they're on, I don't see an issue with this, yet clearly you do. even though the person has done the engineering to make it work. If you're unable to beat Johnny and his 5k weapon build, then you need to change your tactics and/or build. With all due respect and to be perfectly blunt, this just screams lack of skill on the part of pro-heaters. Instead of putting in the proper engineering and tactics to beat Johnny's 5k weapons build, they would rather stomp their feet and demand Keen give them the advantage for no extra work. If you don't like so called "weapon spam" then use the tools given to server owners we already have to limit the amount of weapons on a grid by type ID, make agreements with the people on your server to not use more than x amount of weapons, or just don't play on servers that allow what you consider to be spam. Because I can tell you right now as it's proposed in its current form, a heat system is one of the first things I would disable on my server, or if I'm in a petty mood that day I would just release a stupidly powerful heat sink to nullify the mechanic, or some other solution. Ultimately stuff like the bit in bold strike me as people sticking their nose where it doesn't belong and trying to dictate to everyone else they simply must play exactly like them. Instead of you doing your thing and using tools you have now to limit the amount of weapons, making agreements to only use x weapons, or just not playing with problem people, now everyone else is being told they're only allowed to use as many weapons as one small group of people think they should be allowed to use. And sorry but that's an automatic no from me.

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Couple things here , and I’m getting ready for work so I can’t reply to everything


Se1 warfare three or 2 added ricochet


They absolutely can do it the only real changes I’m asking for is a resistance modifier for stacked armor and for the ricochet to be done on the outside of a block not the inside like se2 and balancing weapons vs armor in a way that makes sence


For heat I’d argue that stacking 500 Gatling guns on a ship with no engineering challenge and no drawbacks is a insane issue, being able to stack 100 railguns on the front of a ship and it not have any drawbacks is a huge issue


Yes I’m trying to limit that behavior because it’s low iq doesn’t require any thought and has no downsides


So in this case what would need to happen to build this ship and what would the drawbacks be


You would need a lot of heat exchangers the tanks of water to go with them so you’ll need exponentially more space inside of the ship you need more power and therefore more space and you have an insane signature value so you’ll can’t really hide your ship once it’s moving …


Right now if everything stays the same that same ship just needs a wall of conveyors some reactors and that’s it there’s no thought or downside

And you can just waltz up to a players base 10km away and they can’t even respond because you shot everything they have in one shot


It’s shitty mindless gameplay


On another hand I said in the write up that it would be balanced so that heat blocks would only really be needed on things like industrial ships and most ships under normal conditions would not even Need to interact with it


Last thoughts


Calc isn’t an issue they did it in se1


There absolutely needs to be a limit on weapons in some way


And with all due respect your not keen and your making assumptions on what they can’t do when they have already done a lot in a more limited game environment


Something needs to change why don’t you propose solution's to the issues as well go do a write up for yourself either way this topic needs attention

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There's only one thing you can do: introduce recoil and ensure that the combined effect of a large number of weapons firing simultaneously creates an acceleration that kills the crew.

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@jake R: You're right that certain things need discussion, but just because people disagree with you doesn't mean they want everything to remain the exact same. Also just because someone proposes an idea, that doesn't automatically make that idea good or mean it should be given support either. I'm agreeing with you that there should be better detection/stealth methods and ways to gather info. Where we disagree is with things like heat or similar.


"Se1 warfare three or 2 added ricochet"

"They absolutely can do it the only real changes I’m asking for is a resistance modifier for stacked armor and for the ricochet to be done on the outside of a block not the inside like se2 and balancing weapons vs armor in a way that makes sence"

True it added ricochet. What you're failing to take into account is the massive difference between the calculation load between your proposal and simple ricochet. As is right now the only calculations the game has to do is check how much damage the impacting weapon should apply, then if it hits at an angle, it scales the damage down based on the angle and scaling formula. So you're only adding one additional calculation above and beyond what we have now. Essentially this: check for damage amount weapon is supposed to apply -> angle of impact of weapon checked -> damage scaled down based on impact angle and then applied.

What you're proposing would add far far more calculations to the mix. You then get this: check for type of weapon impacting block -> check for how much damage it should apply -> check for type of armor it's impacting -> call for damage formula to be used based on armor type -> check for angle of impact -> calculation for damage based on type of weapon and armor impact type -> angle of impact damage calculated -> damage applied.

This is again a very rough example but you get the idea. All of this is done for every single weapon impact and multiple times per second based on the amount of weapon impacts being experienced. That is going to add up very fast. It's alot easier to calculate the first formula than the second. The issue is NOT the concept of ricochet because we already have it. The issue is all the extra stuff you're wanting to add on that simply are not needed. Again if you want different resistances and damages for different weapon types, it's much easier to just adjust the weapon damages to what you want from the start vs needlessly complicating things later. See previous examples of balancing single block vs single block performance. Overall you're adding complicated steps where it's not needed when you can get the same effects by simply adjusting the weapons themselves from the get go. Now while we CAN add a bunch of extra armor types, it's not needed nor do I want to have to get a degree in metallurgy just to know whether my armor is going to give me the values I want or not.


"For heat I’d argue that stacking 500 Gatling guns on a ship with no engineering challenge and no drawbacks is a insane issue, being able to stack 100 railguns on the front of a ship and it not have any drawbacks is a huge issue

Yes I’m trying to limit that behavior because it’s low iq doesn’t require any thought and has no downsides"

"It’s shitty mindless gameplay"

So it's just another case of someone wanting a weapon to punish "wrong build" or "wrong think" and to penalize people who don't play like them, got it. Sorry dude but you are not the arbiter of what is/isn't "mindless gameplay". If someone has put in the engineering work to have 500 gatlings on their ship without them shooting themselves or blowing themselves up, or 100 railguns, what business is it of yours if that's how they like to play and they want to do so? Who is it hurting that they're putting 500 gatlings on a ship where as you might only put say 20 weapons on a ship? In order to make that build work they still have to connect everything, power it, and supply it with ammo. You're not required to like our hypothetical 500 gatling build, but you don't get to tell the entire community they shouldn't be allowed to do it just because YOU personally don't like it.

If you don't like people building in ways you don't like, use the tools you have now as a sever owner to limit the amount of different weapons you can have on a ship. Because right now server owners can limit the amount of different weapons by weapon type and enforce hard limits at the server level. Such as 10 gatlings, 10 rockets, and 5 railguns. Thus you get your weapon limits for your server and everyone else who wants to be their own personal munitions factory can continue to do so without either server effecting the other. Just because YOU personally don't like a particular build doesn't automatically make it "mindless gameplay" or make it bad. In addition to enforced hard limits at the server level, you can also make agreements with players on your server to not use more than x amount of specific block types. You can also remove problem members from your server. If you choose not to use the tools you've already been given, that's a you problem and not a me problem. I fail to see why I and everyone else in the community should have to give up our build freedom just to appease a small minority.

If you're having issues with such builds on your worlds, use the tools you have now. Otherwise change your tactics and builds as nothing is invincible.


"There absolutely needs to be a limit on weapons in some way"

This is purely YOUR opinion. You are one guy with one opinion and you do not speak for me or the rest of the community on this. If you want weapon limits, you've already been given tools to do so for your worlds. Otherwise if Johnny 2x4 puts in the work to get a ship off the ground and rolling with 5000 gatlings, what's the issue? Did he cheat? Is he exploiting in some way? If the answer is no then he's done nothing wrong. The point being SE is giving people the ability to create and expand. If I want to build a ship the size of a real life Dyson Sphere and my rig can handle it, what's the issue? How are you personally hurt by people using more weapons than you or preferring to build differently? You're free to impose whatever restrictions you want for your servers and worlds, but you don't get to dictate to me and others we must also reserve your restrictions. Especially when we have no interest of playing that way.


"Calc isn’t an issue they did it in se1"

See previous example of only applying 2 steps vs far more. Right now in SE1 it only needs to account for how much damage the weapon itself does and angle of impact. It may not be an issue currently, but you would drastically increase calculation load whether you want to admit it or not if they did what you propose.


"And with all due respect your not keen and your making assumptions on what they can’t do when they have already done a lot in a more limited game environment

Something needs to change why don’t you propose solution's to the issues as well go do a write up for yourself either way this topic needs attention"


I never claimed to work for Keen. At the same time I've also been creating content for various games for over 20 years now while also doing IT. I will never claim to know everything, but I also know bad ideas when I see them, and I also know how computers work. I don't need to work for Keen to know that your proposal would drastically increase the calculation load. Computers can only calculate so much in a short timeframe before they start to bog down and lag. As much as we all wish they had infinite calculation ability and never lagged, that's simply not how reality works, even with so called uber rigs and servers. Just like you can only load a truck with so much before it can't move anymore or has a hard time moving at all, you can only load a computer with so much before it has issues. You not liking my pointing out the issues doesn't magically make them go away. There are certain technological limitations you must take into account when designing this stuff they're just not acknowledging. That doesn't mean we can't have discussions or that ideas can't be proposed. Simultaneously they also have to be realistic and we have to take the technological limitations of the game itself into account. Computers have known max speeds, engines known limitations, and so forth. We can sit and discuss "wouldn't it be cool if we had (desired feature/thing here)" until the cows come home, and those discussions are perfectly cool and fine. Simultaneously reality is what reality is and sometimes it's not as cut and dry as you think. Some of the "cool ideas" people come up with would come with massive overhead that's just not feasible or worthwhile for the very little return they would get.

Lastly, I've spoken up quite a few times and responded to others when I've seen something that I believe to be a problem or could be improved on. Case and point why I pointed out issues with your own post. Also you need to realize dude, that you posted on a publicly readable and accessible site for a well known game. If you don't want to risk responses like mine you might not like, don't post on said publicly accessible site. Some people will agree with you, and some won't. I've agreed with you I want better detection methods. Where I firmly disagree and will not change my mind about is proposed features to punish others for building differently than you or me. It's the height of hubris to try to force everyone to build exactly like you in a sandbox game like this. Not everyone likes building the same types of sand castles you do or at the scale you do. Just because they prefer gothic style castles to your english style castles does NOT make them right and you wrong or vice versa.

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also i did some searching because i built this based off of keens own words so here you go

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The more the game's physics deviate from real-world physics, the worse it gets. The more nonsensical—in the sense of unrealistic—rules you come up with, the sooner and more strongly solutions will emerge that you didn’t anticipate or expect.

What many call “gun spam” is one such manifestation. It is the result of small, light, and cheap ships trying to stand up to large, powerful, and expensive ships in battle. Simply put, the builders of large ships did what makes sense—they increased the number of weapons effective against light ships.

Is that nonsensical? No!

It is not nonsensical. Exactly the same development took place in the Pacific theater during World War II. The number of light anti-aircraft guns on battleships increased many times over.

USS California (BB-44) (as build in 1919)




( in 1943)




USS West Virginia (BB-48) (as build in 1921)




( in 1945? - final config)




It makes perfect sense. Ineffective weapons like torpedo tubes were replaced by a large number of relatively effective small-caliber anti-aircraft guns.


And as for the would-be Richthofens: show me at least one instance where a lone fighter pilot managed to damage a large warship. Lone = without the support of dozens of other aircraft.




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There is a concept known as "muzzle power" – this is the total energy of the projectiles fired by a weapon per unit of time. This muzzle powery is directly related to the weapon’s recoil.

It is therefore possible to define the minimum power of the gyroscopes (and motors) and the minimum mass of the ship required to absorb the recoil and stabilize the ship during weapon firing.

Suppose that absorbing a muzzle power of 1 MW requires 1 ton of ship mass and the power of a single "medium-sized" gyroscope (intended solely for absorbing the weapon’s recoil, not for other purposes).

Let a theoretical 20mm Gatling gun fire 100 projectiles weighing 200 grams each at a velocity of 1000 m/s per second. The muzzle power of the weapon will be 10 MW.

To absorb the recoil of a single Gatling gun, a light ship must therefore have a minimum mass of 10 tons and ten gyroscopes.

A large "gun spam" ship with thirty Gatling guns in turrets would require a minimum mass of 300 tons and gyroscope power equivalent to three hundred medium-sized gyroscopes. A mass of 300 tons is not a problem for a large ship—but the gyroscope power represents a significant problem—and a hard limit.

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There's to much to read here holy cow.

I get captainbladej52 point with the calculations required for ricochets though SE1 did something like this already, but I think Semtex says it better regarding the density of the blocks. For instance The Glacis Plate or front plate of the M4 Sherman has a density of around 7,850 kg/m^3 while the 0.5m heavy armor half block has a density of 1,515.68 kg/m^3 while being 4 times the thickness. That's a massive difference, heavy armor is like tin foil in comparison.

As for the whole heat management thing, I think it could be a good idea it just has to be done right. captainbladej52 kind of makes a decent point with the whole its not adding anything because there's "no positives". Though personally I think he's kind of making an ass out of himself, especially after the point natec made about conveyors having "no positives", other than it gives purpose to our designs. Despite that I do agree there needs to be a benefit to it like engine performance or reactor benefits which correct me if I'm wrong OP never said anything about there not being these types of benefits so I don't get the fuss about that. It could be a good idea just make the radiators take a small conveyor input for heat transfer, we use conveyors for everything already. As for the radar/heat sig thing idk about that it could work but it might be a trolling disaster when multiplayer becomes a thing.

That's just my bit happy engineering

P.S. @captainbladej52 your no Arbiter yourself your acting rather toxic because you to don't like something. You don't talk for all of us especially when you argue with someone where neither side is taking any points of reason from one another.

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Show me where I claimed to be an arbiter of what is good or bad. I specifically said I agreed with dude on several points. However simultaneously when someone admits they want restrictions to limit how other people play, I'm going to call it out every time. If dude wants options for his own server that's fine, but that's not what he claimed. As for natec I saw no reason to respond to dude as his post was nothing but 100% gaslight. Conveyors give you means of moving something from point to point and a physical representation of infrastructure. I'm not going to get into all the nitty gritty as it's not the point.

As for heat, like I've said earlier, if there were actual benefits to the system and dude wasn't trying to weaponize it to punish people who "spam weapons" there wouldn't be an issue. I have very little tolerance for people who want to demand the entire community be punished because they don't like how they build, especially when he can have his limits right now while using tools we already have. As is right now he can go into his server settings and restrict weapons by type ID and is something we already have in SE1. He could make it so you could only have say 10 gatlings, and then 5 of every other weapon type just to quantify. He can do this right now and have his restrictions enforced at the server level. He can also make agreements with other players not to use more than x amount of weapons, and even kick problematic people from his servers. He can do any or all of those things right now and have his limitations in place without effecting me or other people outside of his server. He gets his limitations he wants on his world, and I can make a giant Death Star if I want, both of us win. However that's not enough for him. He's trying to get them to implement a feature that basically tells me I'm only allowed to build up to just shy of "weapon spam" even though he's yet to define what weapon spam actually is. Sorry but he doesn't get to dictate to me I can't build a giant Death Star with a million guns on my server just because he doesn't like it, especially when it has zero effect on him. THAT is the chief issue I have here.

Now like I said as well if he want to include some positives to get me to want to use said heat system, then okay lets see what he's got. Like trying to sell me a car at a car lot. What's my motivation to buy the car from him instead of the guy across town? I value my build freedom like a dragon values and hordes gold. If I'm going to be asked to part with some of that build freedom, then there better be enough incentives there to make me want to invest. Because right now his proposal amounts to "you're building wrong. Use this block if you want to have the same functions or else." And that's 500 pounds of hell no in a 5 pound bag.

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for the sake of the game i was ignoring the paper thin armor theory lol


despite that I do agree there needs to be a benefit to it like engine performance or reactor benefits which correct me if I'm wrong OP never said anything about there not being these types of benefits so I don't get the fuss about that.

yeah i intentionally left that open because all of that could sit inside the system i answered that lower on this thread.

It could be a good idea just make the radiators take a small conveyor input for heat transfer=

"GREAT IDEA BTW"i was going for easiest route but that would be a good idea...maybe optional to increase efficiency of output by like double if hooked up to a heat exchanger

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@captainbladej52 you never said your an arbiter but neither did OP, yet you called him as such and your hounding on him with equally sized walls of text while repeating yourself every time any form of backlash is received. To add your acting like the game is only meant for you and your actively talking as if your the leader of this community. And before you call me an arbiter wannabe the only people that should be considered arbiters in our community are Semtex, 4Peace, Wilhelm as they contribute the most to this forum. Sorry for the off topic post just some people need to be called out but lets just stop this here.

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@Tristan Sullivan: If you've got an issue with something I've posted or said, call the moderators. Otherwise get off your high horse and stop trying to backseat moderate. This is a publicly viewable site and publicly accessible. If guy doesn't want to risk responses he might not like and from people who don't agree with him he shouldn't be posting on this site nor should you. You're not required to agree with me nor is your approval to post here needed.

The only people I see acting like the game is meant entirely for them are the people whining about "gunbricks" and "we need to limit weapons" and similar with "muh balance", then turning around and demanding Keen implement something to stop people from building how they personally don't like. Sorry but they don't get to dictate to me what I can and can't do on my server. If they want options for their own server, cool, but leave me out of it. If they truly care about balance and wanting to limit what they call gunbricks, they already have tools to limit various weapons on their own servers. Except they for some reason refuse to use them and instead want my ability to play a game I paid for to be limited and restricted because they potentially don't like something me or someone else is doing with a build. Sorry but dude needs to mind his own business as does anyone else supporting moronic suggestions like that. You want more tools to enforce limits on your own servers, cool. You want me subjected it to it as well and by default, yeah no you can get over that nonsense right now.

There was no issue until he admitted the goal is to limit "gunbricks" and "weapon spam" and wants to dictate to other people how they can and can't build because he doesn't like it. He wants options for his server, fine. He wants to limit weapons and such on his server, fine. He wants me and the entire community subjected to limitations based on his preferences, yeah hell no we're not playing that game. You do what you need to do for your own server as what you do on your server is your business. But the moment you try to dictate to others that aren't your own server, you're sticking your nose where it doesn't belong and overstepping. You can whine and stomp your feet like him all you want, and you're free to think I'm an ass all you want. But if someone is proposing an idea that potentially negatively effects my ability to play or tries to force me to play like them, you better bet I'm going to say something about it. If you want to get mad, get mad because that's on you. Otherwise people can't post junk about how they want limits placed on everyone and then not expect some pushback.

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That was a lot of shit Talk for someone that was being relatively cordial with you


So I guess here we go


I’m not ignoring your points. I’m saying that they’re invalid in general in a game. If you look at the systems that we have now and think that they are complete, OK, and are good for the game then I would highly consider you to be mentally deficient the points that I’m making about the game are to give positive and negative reinforcement to doing certain things within the game limitations to sips. also means giving options to ships currently there are no options to ships. You must build a gun brick. There is no other option. There is no other build. You must do this.


And frankly, the fact that you continuously say that I don’t get to be the arbiter of what you do or to limit what you do speaks to the fact that you have no interest in moving the community forward or the game forward in anyway do you want to limit the games potential by being so close minded that you can’t see positivity in anything other than no improvement


And frankly, your continuous demeanor here so it’s just how little you care about this game


I don’t want server settings I want a game with possibilities challenges, and obstacles to overcome


I want dynamic game systems that bring depth to the game that we all love by giving us more opportunities and decisions to make


They don’t need to be complicated. They don’t need to be like eve online but they need to have benefits above the current system that we have


The community can and will dictate the game that you play


And frankly, the fact that you’ve not listened to what Keen has said specifically in their combat blog post shows me and everybody else in the community that you have no interest in the game that is currently being developed


You have no interest in moving forward in any meaningful way the game, the community, or having meaningful discussions with anybody here


You do not get to be the arbiter of the game


And neither do I


So blatantly saying that none of the ideas within this make any sense shows that you have no intention of having any kind of actual discourse


And you continuously ignoring any points that I’m making about the system I proposed also shows that you’re not interested in moving the game forward


This will be my last response to your posts moving forward have a good one

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@gruller65: If you truly believe yourself when you say about not being an arbiter of the game, take your own advice and drop moronic statements like "The community can and will dictate the game that you play". Because first up, until you pay for my computer, my internet, electricity, my game, and server you get ZERO say in what I can and can't do on my own server. If you want to impose restrictions on your server, you do you. If you want better options for server owners to impose restrictions, again you do you. If you want to impose restrictions A B and C, that's on you and the people you play with. What you don't get to do is come in and demand that I and everyone else in the community must also implement A B and C just because you did. You can get over that nonsense right now. You don't get to say you're not an arbiter of the game then try to to say "the community will dictate the game you play" because that aint how that works.

You want to suggest options for people to use on their servers, go for it. You want to suggest additional tools for server owners, again go for it. It's one thing to suggest an option for people. It's another thing entirely to demand Keen enforce a restriction on something you don't like and force it on everyone else while hiding behind "muh balance". Contrary to your belief, your way of playing is not the only valid way of playing the game. If someone wants to have a gun on their ship every other block, that's their right to do so if they can make the engineering work. If you don't like it, then don't play on a server with them. Otherwise who the heck are you or anyone else to sit here and try to dictate they can't do that? My issue was never with suggesting heat even though I disagree with it, my issue is with admitting the main reason you want it is to "limit weapons" and weaponize it against the community. You want to suggest ideas, go for it. But be aware not everyone will agree with you all the time and just suggesting an idea doesn't make it good or bad, nor does it mean your idea is owed support.

Quite frankly there's far too many people on this forum as of late that need to quit worrying so much about how people outside of their servers enjoy the game and and stay in their own lane. Especially since you don't even play with those folks anyways. If Johnny and his friends want to get together on their own server and build a ship with 5000 weapons on it, who are you to say they shouldn't be allowed to do it? Are they hurting you in some way? Are they trying to do it on your server? Because when you or anyone else whines about "we need to stop weapon spam" and similar, that just reeks of Karen behavior and screams "stop having fun in a way I don't like even though it doesn't effect me." You're free to think it's dumb for Johnny and his friends to put 5000 weapons on a ship, but unless it happens on your server, who are you say Johnny shouldn't be allowed to do it? The issue is not now nor has it ever been you thinking it's a bad idea. The issue is folks like yourself trying to demand Keen stop them from doing it because YOU don't like it.

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Semtex-

"Given the likely structure of the armor blocks, as inferred from their calculated density, it is unlikely that a projectile would be deflected. Only projectiles from small arms, or at most rounds from 20mm Gatling guns, can be deflected; everything else will penetrate the interior of the armor block regardless of the angle of impact."


... fascinating point, and makes sense. Small arms, compared to armor, ricochet off and wouldn't penetrate anyways with a direct hit, so from a gameplay perspective, the added CPU calculations are irrelevant.


Point 2: armor changes

A deductive syllogism for changing armor to have a different type of combat::


1. Combat is composed of gun-boxes firing at each other.


2. Introduce forced deflection on all rounds based on armor shape.


Therefore,


3. Players make gun-stars.


Conclusion,


4. Combat is composed of gun-stars firing at each other.


Not much really changed dude, just different shape and higher CPU loads. We need a 'creativity multiplier' thing for combat.


Heat - heat mechanics is backwards in space than atmo. Hotter things in space radiate at a better efficiency...to the 4th power...than cooler things. Just saying.


(Edit) Semtex - for the rifle recoil thing...we have gravity generators (with essentially inertia dampeners)...wouldn't that make weapon recoil not a thing with a couple of those...?

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The argument your making for stars makes no sence not does that have any basis in how armor is designed in this system

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As an aside, the argument also works for heat mechanics, alablative ideas, or others, probably.


...you end up with gun bricks with radiators shooting at each other.


You are failing to address the core problem. Your system is implemented, people exploit it and break it.... Notice the pattern...?

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The argument is that they would be more potent but have limitations by secondary systems and the signature of the ship would be one of the biggest downsides

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Sure, but these fixes fail to address the core problem. I upvoted it, some good stuff...but anything posted (edit here or even other peoples posts) falls into the trap. Here is why:


Deductive reasoning is, by its nature, true. A person may not like it, but if the premises are true...then the conclusion necessarily follows, whether you agree or like it or not. A common response is 'That's obvious'....perfect! That's my goal, to make something seem obvious, or 'self emerging truth'.


Then, I try to apply it here.

The core problem is weapon blocks, in themselves.


People use them, tweak them, exploit them, and break them. Leading to server rules that people agree to on what exploits are allowed, essentially. That's is the problem. We are debating on the different 'trees', in the parriculars. The debate needs to be shifted to the 'forest'


Here is an analogy:

...We take the design of weapons and compare to the design of flying grids (bases excluded). So, if the way we use weapon design was the same way we used flyer type grids...


You spawn in. Build your base, set up your production lines. Then, when you are ready, you build your flyer.


A Hopper, Sledge, Bullfrog, Blue Fighter, Red Fighter. ...-only-


No modification. No tweaking. No changes. No building from scratch. You just use a pre-designed grid.


There is the problem.


Weapon blocks are 'pre-designed'.


---an aside, I made a topic titled 'Weapons:' that goes deeper into this. Little rough, but sound overall in thought.

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so i get what your saying that its imposible to balance a block weapon to a system where armor is modular like from the depths but with only the simple weapons- a always was under the impression that block weapons would be easier to balance as there are less variables i think the issue especially with se1 is that you can infinitely stack weapons without drawbacks leading to the meta in combat that it has- i think introducing auxiliary systems to balance that is the move. i think adding modular weapons could be risky and i dont think they will move the way from the depth did especially with how complicated that game is but i hope for different ammo and auxiliary systems to kindov bring everything back into a level playing field

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Yes

The problem gets worse. If the same logic applies to making weapons now a grid of different block systems types you build, with different sizes...then shouldn't that also apply to -all- blocks...? Shouldn't we build the Assembler from different blocks, too, for varying efficiencies...?


Well...yes. The problem though, is what is the End Result? The Greek concept of Telos, or the 'end result', purpose, goal, final form, or the 'reason'. The end result of the Assembler is to create a production line, from all the different production blocks. The block is already a part of a final goal.


Weapons should have different parts that you can build like a flyer. How they want to separate it, should be the debate. Just as the flyer is composed of different pre-made engines, weapons can have different pre-made parts.


And here is a final example, to drive it home:

1. Tinker - The guy who is always working on his hot-rod car in his garage. Always rebuilding something, grinding, painting, etc. Doesn't drive it really, but it is his passion.

2. Socializer - The guy who takes his hot-rod car out for weekend drives. Enjoys the experience, takes his car to shows to hang out with other enthusiast and like-minded people.

3. Racer - The guy who races his hot-rod on the circuit, to fans and trophies of accomplishment.

4. Mad-Max - The guy who races in street-races for pink slips. Winner take all, un-regulated. Or the get-away car. Or a police car. Or an actual Mad-Max combat car.


Which of these was it designed for? #4, in the end. All others are a derivement from it's original purpose.


...Weapon systems should be built. It is the Telos of the game, fundamentally. You can argue, but on a server together, weapons will decide the argument lol. Then, we can debate how many 'other' combat systems should be build, and to what degree (blocks/grids). And then added systems for more functionality (heat, active radar, stealth, shielding, armor, etc). Instead of a balance patch, players will tinker with their weapon builds, shield builds, armor builds, etc. Until the different systems get tested, no way to balance, and all these 'balance' discussions are moot. The current ways will be removed.

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All this debate about weapons and combat strikes me as a relentless effort to put builders of large ships with lots of weapons at a disadvantage. All in the name of some sort of "balance" or imagined "fairness" for builders of small ships.


Really?

A builder of large ships must invest a considerable amount of time and materials into building a large ship. An amount of time and materials many times greater than what is needed to build a small ship.


It is therefore right and fair that in battle, his investment of time and materials pays off in the form of victory.

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Yes, big ships SHOULD be better than smaller ones of the same type or role. Bigger hull means more space for weapons systems and more armor and overall integrity. It was almost the other way around, we had smallest possible agile ships packing way too many weapons. The ammo or energy was never an issue. A couple of internal ion trustees and a gravity drive gave you the best propulsion. Best possible shape was a cone. Best weapons were 40+ fixed railguns. Those are all issues that have to be addressed. And I think we have plenty of options. And no, arbitrarily limiting number of weapons or any systems on a grid is not a good one. We have a possibility to design game mechanics that naturally balance the combat gameplay. And those mechanics might be ofc “grounded” in reality but will never be 100% realistic. Because realism is boring. And if we are worried about realism, we better do something with other “survival” mechanics that are already in the game. Things like drills acting as refineries, no mass vs volume considerations and so on.

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That's my chief complaint here. Dude wants to dictate how many weapons everyone else should be allowed to have based on his own personal preferences and is hiding behind "balance" and a heat feature. If someone puts in the engineering to make a ship with 5000 weapons work without blowing itself up, they have every right to run that build and make that ship. Like so many others, he complains about "weapon spam" but will never give us a clear example of what that looks like.

If the people crying about "weapon spam" and similar truly want a solution, they already have the tools to limit the amount of weapons a grid can have in their world/server settings. They can do a blanket number, or limit specific types of weapons. They can also make agreements with other players, and even remove problem players from their servers. They have all those options where they can get their "balance" without effecting anyone outside their server, but that's not good enough for them. They want their definition of balanced forced on everyone else and hide behind feature requests like heat and "but muh realism". In other words "how dare you people have fun with all those weapons and those grids I didn't approve of." Instead of being willing to impose limits on their own worlds/servers they want everyone else in the game to be forced to cater to them.

Not only this but their features offer zero upsides to actually using them. The so called heat feature basically amounts to "how dare you have fun with those weapons and grids I don't like. You now have to add this to your build or else". In other words, a small group gets to dictate to everyone else instead of them using the tools they have now.

If someone puts in the engineering to make a ship with 5000 weapons work without blowing itself up then they have every right to do so. Too many cry about "weapon spam" and how the balance favors "badly designed bricks" and similar junk I've heard people say surrounding feature requests like this. Which just tells me those "badly designed bricks" aren't as badly designed as they want us to believe. Instead of doing the engineering and changing things up like tactics and build to counter the hypothetical 5000 weapons enemy, they want the game to do it for them by nerfing their foes to have an advantage they otherwise wouldn't and shouldn't have. If there were actual benefits being proposed with a heat system, then I would consider actually using it. But too many want it to be an instant "I win" button against builds they don't like.

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Cap, those walls of text where you repeat the same thing over and over again do not help for the conversation. No matter how many times you repeat the same thing over and over again, NO, limiting number of weapons or any other blocks in the game is not a good solution. It is a warkaround. What you basically want is the absence of any combat system and complete freedom of making whatever nonsense you can come up with. And that’s fine. No one says you can’t build gunbricks or whatever. But it DOES NOT mean they should perform well in a combat.

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It might sound silly, but given the limitations of the game engine (speed restrictions, very limited range of the weapons, the transfer of force impulses between blocks, etc.), a "gunbrick" is the correct solution for a space combat vessel...

It’s a truly awful and abhorrent solution, but it meets the technical requirements for maximum firepower and works within the limitations of the game engine. It’s a legitimate solution. Although I consider it an abomination.


What to do about it?

In the world of SE, the "Gunbrick" is exactly what the "ship of the line" was in the days of "wooden ships and iron men."

When did "ships of the line" disappear from the seas and oceans?

At the moment when cannons began firing at ranges of ten kilometers or more. They were replaced by ships with a few cannons in movable turrets.

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4Peace/captainbladej52/Semtex/Tristan Sullivan i actually disagree that gunbricks should be bad in combat they absolutely should be fantastic HOWEVER there has never been any trade offs for that, in se1 its just all positives and that is my biggest issue, matter of fact under the proposal gun bricks would become significantly more pottant. i think this guy is missing my points entirely- the main point is balancing freedom of building with pros and cons and engineering outcomes rather than just using 0 iq under the current system


so your main critique is there is no positives- if you read my write up you'd understand thats blatantly untrue

1. armor - ships like gunbricks would gain significant health and resistance to damage probably like 500% effectiveness under my system

2. weapons- all weapons under this system can use different ammo to do different things, weapons of certain classes would get reduced effectiveness like gatling guns and others like cannons and railguns would gain significant damage potential

3. heat- under this system like you actually mentioned ( i left it open ) there can be positives to using the heat system like being able to use more guns in general, a reduction in signature output, more efficiency vs material usage for reactors, you can even tie thrusters in to being able to achieve higher thrust because you have active cooling

4 radar and scanning - along with heat this brings both wide reaching scanning giving the ability to players to find pois/players/everything else, on the flip side it introduces gameplay areas and ideas to maintain "stealth" using asteroids and planetary bodies to reduce signature - so instead of a player base being visible if its inside an asteroid it might not be detectable, same for ships

5. coatings introduce a small upgrade for things like armor industrial blocks and everything else - think stealth coatings on thrusters reduce the signature by 25% when firing / reactors are 10% better overall /


in conclusion im not trying to limit anything, i personally dont like the gun bricks and thats fine but the system i proposed just gives more pros vs cons of building ships in general, you can completely ignore the potential and thats fine but i really want you to consider the outline vs the antiquate detail that this system is CAPABLE of rather than just blindly looking at the OUTLINE i made and saying im not including things that i blatantly infer to be possibilities

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The freedom to build and the freedom to create are good things.

But at the same time, not all construction solutions are equally good or viable.

We see this in the real world as well—whether in technical creations or among living organisms. There are better engineering solutions and less successful ones. And there are engineering solutions optimized for a specific purpose or for a specific environment.

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@4Peace: "What you basically want is the absence of any combat system and complete freedom of making whatever nonsense you can come up with. And that’s fine. No one says you can’t build gunbricks or whatever. But it DOES NOT mean they should perform well in a combat."

And you resorting to trying to put words in my mouth doesn't help you either. Show me anywhere that I've ever said I don't want a combat system. Go ahead and quote it and be specific. Because never once have I said that and you are lying by suggesting that I have.

Second, you are not the arbiter of what should or shouldn't perform well in combat. I'm so tired of disingenuous arguments that just because you or whoever don't like a particular build it shouldn't be allowed to perform well. Once again I will ask the question. If someone is able to engineer a ship with 5000 weapons on it or a full on Death Star and it can move like a fighter and have more weapons than the entire universe has stars, what's the issue so long as they're not cheating to do it? Seriously who is being hurt? Because that just screams Karen to me when people throw a hissy fit about how other people build but never use the tools they have now to stop it from happening on their servers. It's not enough that you can stop it on your own server, no, you want everyone else subjected to YOUR definition of balance. And sorry but you're not important enough that you get to dictate that to everyone else.

When someone specifically says they want a feature implemented that limits the amount of weapons, thrusters, etc a ship can have because "muh balance and gunbricks" or whatever, that is absolutely someone trying to dictate how other people can and can't build. To pretend otherwise is just straight up dishonest. If you're constantly getting rolled by a so called gunbrick, that tells me that what you're doing needs to change, and so does your build potentially. You can cry about it being bad all you want, but clearly it's not as bad as you think or you wouldn't be losing to it. If you want to limit stuff for your servers you can already have that now, yet if you choose not to use it that's your problem, not mine.

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Second, you are not the arbiter of what should or shouldn't perform well in combat. I'm so tired of disingenuous arguments that just because you or whoever don't like a particular build it shouldn't be allowed to perform well.

When someone specifically says they want a feature implemented that limits the amount of weapons, thrusters, etc a ship can have because "muh balance and gunbricks" or whatever, that is absolutely someone trying to dictate how other people can and can't build. To pretend otherwise is just straight up dishonest. If you're constantly getting rolled by a so called gunbrick, that tells me that what you're doing needs to change, and so does your build potentially.

are we seriously going against our own talking points in the same post.

And you resorting to trying to put words in my mouth doesn't help you either. Show me anywhere that I've ever said I don't want a combat system.

"When someone specifically says they want a feature implemented that limits the amount of weapons, thrusters, etc a ship can have because "muh balance and gunbricks" or whatever, that is absolutely someone trying to dictate how other people can and can't build."


you need to take a second to think about 1. your attitude 2. your idea of what keen should/shouldn't do.

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@gruller65: I see you changed your name, which more power to you on that one. Anyways to get into this.

"the main point is balancing freedom of building with pros and cons and engineering outcomes rather than just using 0 iq under the current system"

"HOWEVER there has never been any trade offs for that, in se1 its just all positives and that is my biggest issue, matter of fact under the proposal gun bricks would become significantly more pottant."

You say you're trying to balance build freedom vs pros/cons, yet all I've seen so far up to this point was cons for the sake of having cons and no benefits at all, which is just plain bad design. Thing you need to understand is you can't force people to play in ways they just straight up don't want to play. They'll either bypass any restrictions or just not play your stuff. If we're talking about 0 iq stuff I can think of several things before some of what has been named here. Also with SE, on paper there is an infinite number of builds that can be created in game of different combinations of parts. In practice we know it's not truly infinite due to technical limitations but that's not the point. I'm well aware of Keen wanting to extend combat duration and other people wishing to do so as well. The problem with just blanketly saying "you can only have x amount of weapons" or similar is that it's stealing build freedom from people for no valid reason and just makes the game worse overall.

The only way to truly have balance is they have to do single block vs single block and then leave it to players to determine how much of whatever blocks they need. Otherwise you have to account for a literal infinite number of combos, and none of them at Keen or any of us have the ability to account for all of that. You can't guarantee how many weapons, armor blocks etc someone will bring, only that at least of those blocks will be present. If you want longer combat, you have to give people reasons to want it to be longer and not just try to force it like a hammer to a nail. What is my reason for keeping my distance and trying to snipe with 1 or 2 railguns vs just blitzing dude with 5000 gatlings?

At the same time too, you also need to keep in mind people don't want to have to get a full on engineering degree irl just to build ships in SE. There comes a point when it's complication purely for the sake of complication and that's never fun. There's nothing wrong with wanting more than what we have, but simultaneously folks shouldn't need to read a manual the size of War and Peace just to be able to know how to play the game either.


"1. armor - ships like gunbricks would gain significant health and resistance to damage probably like 500% effectiveness under my system

2. weapons- all weapons under this system can use different ammo to do different things, weapons of certain classes would get reduced effectiveness like gatling guns and others like cannons and railguns would gain significant damage potential"

Addressing these together as they go hand in hand. Can something like this be done with different armor types, yes it can from a technical perspective. Can you have different ammos to match different armors, again yes. The question isn't CAN it be done because it certainly can. The question is SHOULD it be done? And my answer to the question is why is it needed? Why add all these extra armor types and complication when we can just adjust the weapon and armor math baseline to achieve the same results. So far SE has been exclusively kinetic weapons and there's only so much variance to them outside of size and shape. Far as the game goes no matter which way you go it's still a game of which is the most efficient way for your damage pool to overcome their health pool. You're not changing that portion of it, only the form it takes. If this were energy weapons we're talking about, then sure you could have different armors/shields (yes I said the s word) etc to combat different energy types.

However there's only so many ways to deflect a chunk of metal flying at you at mach speed. If for example you think gatlings are overperforming, then adjust the gatlings as they are now. You can adjust the gun itself, or adjust the ammo. Have ammo 1 be the cheap ammo that's not overly "charged" with powder but puts rounds down range. Then have the "premium" ammo be alot harder to make and does regular damage as just one possible route if you're determined to have multiple ammo types. Also, please for the love of all things holy define "gun brick" so we have a concept to work with here. Because your definition and mine may not be the same and probably aren't.


"3. heat- under this system like you actually mentioned ( i left it open ) there can be positives to using the heat system like being able to use more guns in general, a reduction in signature output, more efficiency vs material usage for reactors, you can even tie thrusters in to being able to achieve higher thrust because you have active cooling"

Now you're finally getting to where I wish you had been to start with and defining potential upsides. Are those examples the end of the upsides or is there more? I don't need an exact figure, but what kind of ballpark we talking about in terms of more efficient reactors? 2%, 20%, what are we thinking ballpark wise? As for the heat signature thing, I still maintain that this will run counter to your wanting to extend the combat time and not making it mandatory. Because if it's broadcasting across the entire solar system each time Johnny fires a single thruster without some kind of heatsink, then you've just made it mandatory. So this part I would encourage you to elaborate more on or outright drop as you've proposed it currently.


"4 radar and scanning - along with heat this brings both wide reaching scanning giving the ability to players to find pois/players/everything else, on the flip side it introduces gameplay areas and ideas to maintain "stealth" using asteroids and planetary bodies to reduce signature - so instead of a player base being visible if its inside an asteroid it might not be detectable, same for ships

5. coatings introduce a small upgrade for things like armor industrial blocks and everything else - think stealth coatings on thrusters reduce the signature by 25% when firing / reactors are 10% better overall /"

Once more I must caution against tying so much to heat because again you run the risk of making it mandatory which you've said previously you don't want to do with making folks feel like they have to do this or else. We can debate different forms of detection and info gathering. No one method should be able to do it all. The methods would also need to be balanced so one can't just find someone in 2 seconds and then camp a less built person for eternity either. So I have to ask on this point, how do you plan to implement something like this to where it doesn't feel like you're being forced to use the heat feature bits and so forth?


"in conclusion im not trying to limit anything, i personally dont like the gun bricks and thats fine but the system i proposed just gives more pros vs cons of building ships in general, you can completely ignore the potential and thats fine but i really want you to consider the outline vs the antiquate detail that this system is CAPABLE of rather than just blindly looking at the OUTLINE i made and saying im not including things that i blatantly infer to be possibilities"

-I have to call shenanigans on one particular part of this final paragraph here and that's the bit in bold. If you're now going to say you're not trying to limit anything (which I hope is true), why then did you say this previously: "There absolutely needs to be a limit on weapons in some way"? Because the bolded section and that statement don't go together at all. When someone says in plain black and white that there needs to be a limit on (thing), why would I suddenly assume they mean something else or the opposite. I don't think you're a bad dude or anything, but I don't think you fully thought that part through.

Also I don't like to blindly make assumptions more than necessary when people say something. If you're saying "I think we should do (thing)" then I tend to believe it until given reason otherwise as words have meaning. When you're the one making a proposal, you should be as clear and concise as possible. I shouldn't need to guess 95% of what you want to do. Giving general outlines and then expanding on them is cool. That said I wish you had led with some more of the examples you give above, especially on the heat front. I don't mind theorizing within reason, but it also shouldn't be a guessing game of what a person is suggesting either.

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Goodness there is a lot to go over here...

OP video/post:

-The proposition for armor sounds a fair bit like what we've got in SE1, except for weapons having different penetration-values and there being a "no damage deflection" value. I'm certainly all for making small-arms have reduced effectiveness against significant armor, but deflection really should be calculated as a percent chance of happening instead of just a garneted event. If deflection is garneted then there's a serious risk of bogging the game down in calculations when you fire a high rate of fire weapon in to something covered in spikes as the projectiles skip back and forth without hitting anything they could hope to penetrate in what should otherwise act as a sort of "shot-trap" that would at least degrade the armor at that point. I might also advise against trying to figure in durability augmentations based on adjacent armor blocks, as weapons thus far have all been of either the low-damage-point-n-spray with no penetration or single-high-damage-blows-through-several-layers kind of things. Unless Keen decides they need a middle-ground weapon in there I am uncertain having to calculate multi-layer thickness for penetrating shots will do anything more than add unnecessary calculations for the system to run in a fight.


-Why do we need to incentivize mid and large sized combat-ship construction more than SE1 already did? Small combat ships in SE1 already typically require the pilot to be an ace just to survive, they often run in to endurance issues (lots of fights they can't win because they can't carry enough ammo to kill a target), and the only incentives to using small ships in SE1 are reduced starting-cost and reduced after-combat maintenance (again assuming the ship survived).


-The coating thing is interesting, but it may be more practical to have subsets of blocks that simply have that property from the get-go, as otherwise you're tying part-usage and block-mass to a paint-tool that will absolutely break immersion for a lot of the more "hard-sci" players... On the other hand having a "block-replacement tool" that replaces the targeted block or group of blocks with identically shaped blocks possessing the chosen new properties without potentially splitting a grid would absolutely be something people would love to get their hands on, and would be far less of an immersion-issue as it effectively grinds down what's there and welds something new in its place.


-Size-restricting a weapon or block would be non-sensical. Things like ammo/fuel, block weight, block-size, or power-draw are easily defined and measurable values you can engineer a ship around. If a grid has them, the thrust to move it all around, and proper conveyoring, then it has everything it needs and so it very logically works, but "grid size"? How is the game to determine a grid's intended "size" vs where it got to be via outside factors? This is just asking for absurdity along the lines of "I (removed a internal decorative planter I didn't like)/(un-merged my utility-shuttle)/(got an antenna shot off) so my railguns stopped working". I get that someone slapping some engines and a cockpit on to the side of the biggest weapon in SE and calling it a ship is absurd, but SE is an engineering game so there needs to be an engineering reason something does or doesn't work.


-Hit-scan weapons like lasers should probably be avoided as they functionally remove evasion from the combat equation and make designs that rely on it entirely unusable (fighters, bombers, drone-carriers).


-Custom-turrets were a well-liked feature in SE1 that people would just script in before Keen made it a block. It should be expected that they will at some point make it in to SE2, so I would advise considering anything "fixed" to just be a larger turret.


-Heat would be fun, though what you've described as "active-cooling" sounds more akin to a cross between thermal capacitors and active cooling. Thermal capacitors store heat, while active-cooling (at least in other games) pushes heat in to a coolant (like water) and then dumps said coolant entirely off the grid. I might also advise that a block's "natural heat dissipation" be tied to a grid's environment, such that it can be reasonably relied on in atmosphere, much more effective submerged in water, and much less effective in space. Such variations would both me more realistic and would encourage people to engineer different designs in different ways for different environments.


-Stealth and detection would be fun so long as there's a minimum detection range, as otherwise we'll run in to issues with people stealthing strait in to the hull with no warning or defense. SE1 has enough of an issue with grinder-monkeys as is, and warhead-missiles that don't trigger point defenses would absolutely create a hard meta.


-Long-range scanning probably shouldn't give precise data on anything, if you can't pinpoint a target's exact location then why would you know anything about it that requires directly observing it in relatively high-resolution?


-Shields are a terrible idea, as they can't be balanced in a game like SE. They turn defense in to a math-problem that isn't hard to solve and create a meta anyone wanting to be competitive in pvp must adhere to.


Comments:

4Peace

-SE1 has angled armor, and people still build anything they want. Deflection is definitely a thing that happens, and people do build for it, but Keen made it a percent-chance in SE1 to avoid bogging the game down with deflection-calculations (and inadvertently made shot-traps a sort-of thing). So as long as there are reasonable minimum/maximum values for things and it stays a chance of deflection instead of a guarantee I doubt it will be too much of an issue.


-Shields are still a terrible idea, though shields only reducing incoming damage instead of the typically asked for hit-point-bubble would work a lot better, particularly if the system also uses power and generates heat in proportion to the incoming kinetic energy of the projectiles.


-Why not have layered armor still be a thing? I get that massive ships with hull thicknesses measured in tens of meters are resource-intensive in every conceivable way, it is kind of how physics, engineering, and scale works, but if someone’s willing to commit the time and resources and it isn’t somehow breaking the game then shouldn’t they get what they’re after?


-What’s wrong with gunbricks now having to include the extra space for radiators? Radiators would require space between guns such that it would make the weapon-count seem more reasonable for a ship’s size, and they aren’t armor, so hosing the brick’s radiators down with lead could potentially be almost as degrading to the ship’s effectiveness as damaging its conveyor-network. The need to protect the radiators well still exposing them to the ship’s exterior would in turn cause the ship’s designer to have to consider careful placement of such, needing to engineer protective angles and the like that would reduce the ship’s brick-ness.


Captainbladej52

-Please get over yourself.


Gruller65 & Tristan Sullivan

-Try not to get too worked up over Cap, the concept of having to redesign their existing SE1 gunbricks to accommodate new systems and mechanics that are not direct overt benefits to said gunbricks is blasphemous to them. Cap will project, spout fallacies, lay baseless accusations against everyone disagreeing with them, and never admit or accept that any part of their argument or actions was wrong. You’ve read their first post, nothing they have to say is going to change on any subsequent post, best to just troll them for their behavior before moving on and ignoring any subsequent posts they make.


Semtex

-I question if you are not missing the point of the OP, or if perhaps I am missing the way you see things… The OP seems quite interested in making gunbricks not a thing, but has failed to specify a size-cap. To this end I suspect their issue has less to do with size and more creativity (simple wall of gun builds and builds with turrets packed as tightly together in the greatest numbers as possible). Heat encourages spacing the guns a bit more to match the thermal capabilities of the ship, and while there are plenty of folk who would just add space and call it good, there are plenty more that will see extra space as unused canvas and break out the art-supplies. Their solution is imperfect, but it would be generally a step in the direction they seem to want to go.

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Hey thanks for the interaction


Some really good points here


Firstly, I’d like to clear up something


I’m not necessarily against the idea of a gun brick/battleship the points that I’m making is that these particular types of ships don’t have any downsides in the point that I’m also making is that there’s no real thought put into the “type of ship “that people build my proposition is supposed to give people options where space engineers one does not


I think armor layering to an extent makes a lot of sense


In my proposal option two “ armor that is stacked stacked the resistance number that is associated with that block. “


So basically when a weapon hits that block, there’s a percentage health reduction to the Shell’s health and if that is below what is needed to pass through the block, then it stops cold


I know a lot of people complain about the math of all of this, but let’s remember that Keen is also introducing water, planets, and many other more advanced systems than space engineers one


And yes, the proposed idea is basically what space use one warfare had except with a couple added extra layers


I think, adding just a little bit here and there goes a long way of being able to provide significant amounts of depth, and the ability to give people different choices on how they want to build a ship


In the proposal, there’s a clear and fine way that you can basically categorize a type of ship and that is what I’m going for


The idea is to bring all different types of ships up to the point of being viable in combat in someway or another and that simply does not exist in space engineers one


The overall idea is an outline on how these systems could work without really going into detail on the nitty-gritty. There’s a lot of things that you can do inside of the system. For example, with the coatings you could use codings to just modify functional blocks rather than armor blocks, like the reactor example that I gave, similarly I’m leaving the door open as far as the weapon categories and types I think the game should have everything from small to extra large weapons, including Gatling turrets auto cannons, battle cannons rail, guns, torpedoes, guided, miss launchers, rockets, flack, limited laser weapons. And many many more options.


The goal is to make combat more interesting in this game


Thanks again for your feedback

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I'd disagree with the suggestion that "gunbricks have no downsides", they are at minimum resource intensive, and without gravity-drives (I seriously hope Keen doesn't allow them in the default vanilla) they tend to be either lightly armored or slow enough to be vulnerable to player-made siege-weapons (gravity-cannons, missiles, ect...).


As for the math... Water is definitely impressive, but most of the water players encounter doesn't have to do anything, and I'd bet Keen's programing for it will do everything it can to take advantage of that. Bullets don't have that luxury, and with the unified grid system letting people attach fixed gats to large-grids without even needing a sub-grid... In the same space SE1 would fit a single fixed large-grid rocket-launcher an SE2 ship could fit 25 gats. If we're generous/lazy and call such a battery of guns 250 rounds per second and multiply that by the number of rocket-launchers people used to fit to their ships... I'm sure you can see where that math goes even without having to calculate ricochets, so we'll probably need to put some consideration in to how such a system interacts with "bullet-vomit" builds.


"In the proposal, there’s a clear and fine way that you can basically categorize a type of ship and that is what I’m going for"

Where? I've caught a few references to "Medium", "Large", and "Capital" size ships, but no explanation as to how to determine such sizes (and how to not make them feel arbitrary given how often they effectively are just arbitrary values).


I get it is merely an overall outline, it would be hard for it not to be without having a finished game full of numbers, but a bit of preemptive theory-crafting can go a long way toward avoiding becoming just another failed space-builder/shooter. Its why I don't like lasers or shields, sure they're "cool" and everyone wants them, but hit-scan lasers tend to remove any tactics involving evasion (and every build depending on it), while the standard bubble of hitpoints people want for shields tends to warp the entire combat-meta around how it is calculated.

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When it comes to projectile ricochets off armor, the best possible solution in a computer game is to ignore the possibility of projectiles ricocheting off armor.


The theory surrounding projectile ricochets off armor (in the real world) is still incomplete; there are no "simple" mathematical models, only empirical knowledge and "semi-empirical" formulas.

The reason is that the ricochet of a projectile off an armor plate depends on a large number of parameters, both of the armor plate (strength, elasticity, notch toughness, thickness...) and the projectile (shape and design of the projectile’s front section, hardness, toughness, impact velocity and impact energy, cross-sectional load of the projectile...). Furthermore, it is not sufficient to evaluate the armor plate and the projectile separately, but also their properties in relation to one another (for example, the ratio of the armor plate’s thickness to the caliber of the impacting projectile).


The author also makes the erroneous assumption that the armor plate is not damaged when a projectile ricochets.

This is, of course, not true. A whole range of damage to the armor plate occurs—from notches and grooves caused by the projectile’s impact, through deformation (bending and denting) of the plate and the formation of cracks in the armor plate, to the tearing of the armor plate material on the back side of the armor plate (the plate is not penetrated, but the interference of tensile and compressive waves generated during the ricochet tears out the armor plate material, which has an effect equivalent to the explosion of a fragmentation grenade).

Of course, when a projectile is deflected, the armor plate absorbs a significant portion of the projectile’s impact energy—the projectile changes its direction and velocity upon deflection.

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Interaction between armor and a projectile.

In my opinion, the best way to assess the interaction between an armor block and a projectile is to work with the concept of 0.25-meter cubes. A 0.25-meter block has a certain durability, which is determined by the type of armor block (light, heavy, “special,” etc.). For assessment purposes, a 2.5-meter block is then composed of 1,000 0.25-meter blocks arranged in a 10x10x10 cube and has a resistance 1,000 times greater than that of a 0.25-meter block. Armor elements have an arrangement of 0.25-meter blocks corresponding to the shape and correspondingly lower resistance.


The projectile is represented by a single 0.25-meter block or several 0.25-meter blocks arranged in a row. The last of the projectile’s blocks is the warhead. The resistance of the projectile’s blocks should correspond to the projectile’s caliber and mass and, logically, should be significantly greater than the resistance of the armor blocks.


How it should work:

The projectile strikes the armor block—the trajectory of the projectile’s 0.25-meter blocks through the 0.25-meter “internal” blocks of the armor block is determined. The penetrating projectile destroys the "internal 0.25m blocks" along the trajectory, and simultaneously, the durability of the projectile’s front block decreases by the same amount until its durability is depleted.

If the projectile assembly contains an explosive block, it explodes upon impact with an internal armor block and destroys a certain number of blocks in its vicinity. Or, if the projectile’s front block still exists—albeit with minimal remaining durability—the explosive block detonates according to predefined rules. For example, five or ten meters after the first contact with an obstacle... Or it simply waits for the front block to be completely destroyed and for its interaction with the next obstacle...

The resistance of a 2.5 m armor block is reduced by a factor of two (or x times) the damage corresponding to the number of destroyed 0.25 m "inner" blocks after the interaction with the projectile ends. The reason for this is to avoid the need to store information about the projectile’s trajectory through the armor block and the position of the destroyed “internal” blocks. A hit damages the 2.5 m block as a whole. The division of the 2.5 m block into small 0.25 m “internal” blocks is used only at the moment of interaction with the projectile. Upon the impact of another projectile, the division into 0.25 m internal blocks is repeated, but the internal blocks already have reduced durability.

This system of damage and interaction between armor and projectile has the advantage of not requiring calculations of the projectile’s impact velocity and energy expenditure during the penetration of the armor block.

The projectile’s penetration capability is defined by a single value—the durability of the projectile’s “front” block.

The entire process of penetrating armor (including armor composed of multiple armor blocks) is reduced to a single calculation cycle

At the same time, it allows for the existence of explosive projectiles, including those consisting solely of an explosive block, which will detonate on the surface of the armor block—and yet damage it depending on the force of the explosion.

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SDX2 mod just came out, a warfare modd on a custom server, and there are a couple of deductions that can be made. To be fair, I have never played on that server, these are just observations from a new guy:


1. After ten years, multiple iterations, testing from tons of people, total freedom on modding...people still break combat. And people still claim it is unbalanced. And people complain about lack of diversity, or certain 'meta' weapons. Still. All these ideas...and they will be broke in a month. And another 10 years later...same cycle, again. Others have been trying different things with modding for years...to the same problems. Why? I made a 'Weapons:' post that goes into the philosophy behind it. (and post below, essentially)


2. New weapon tweaks on the mod. They are changing the values of their different weapon systems. Why? They are essentially 'designing' a new weapon, to counter what players have been doing with 'gameplay' as a 'counter' to the modders weapon 'design', since players cannot 'design' a weapon themselves. The only way to 'counter' a modder/dev weapon 'design', is by ... gameplay counters...which 'breaks' the balance...so they should lose a fight instead? Or a gentleman's agreement? ...and all '-' are on purpose.


3. Ship Cores. Since people break the balance on the weapons the modders designed, they must limit gameplay to try and ensure the type of combat they want...by now forced to limiting ship 'design' by the introduction of ship cores. An allowable set of ships designs to be used, with allowable weapons to be used in the different slots, by a player.


4. Penetrating weapons. Sounds good, actually an interesting idea to counter welders. The idea being a block doesn't just turn 'off' when a certain amount of damage is accrued, but it gradually loses it ability to function, incrementally. Add that with rounds that penetrate multiple blocks with each shot, interesting concept, sounds like good one.


5. Quote: "Racer - The guy who races his hot-rod on the circuit, to fans and trophies of accomplishment."...

..."Which of these was it designed for? #4, in the end. All others are a derivement from it's original purpose"......"Weapon systems should be built. Instead of a balance patch, players will tinker with their weapon builds, shield builds, armor builds, etc."

...Combat has turned into a gentleman's agreement, a set of rules for the 'race'. Or a football game, an elaborate set of rules to move a ball, that are fair. Which is fine, lots of people like an afternoon of showmanship. But, for the Mad-Max player, his build will defeat these builds, if those players move to another server, and use those rules against others who don't. Again, I made a post on it.

How to solve it? Instead of modders designing weapons with their patch, let players design weapons in-game. Now when you make a patch, you are balancing the under-laying 'reality' of the physics in a simulation/sandbox, not the block's implementation in it.

Again, I'm not ripping on them specifically, just noticing that there is a pattern there in general, and a possible fix to enable players to innovate and design counters and solutions to other players designs...and solutions..., in game. (edit: Basically, you can't balance 'reality', you can only innovate in it. The Dev's can concentrate on a layer below a block's usage of that, and let the player design their own 'innovations' a layer above)

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While I would like the opportunity to do that in certain systems, I think that most of the weapons should be balanced by the developers


I would also like to take a second to point out the fact that moderate, while insanely talented are not a full game studio and have limitations to what they can and can’t do


Now everything on the table, space engineers, one mods are completely insane and adds so many new features and other things that they can do


However, I have faith that keen has some type of ideal like the layout that I’ve shown above


Unfortunately, I think player made weapons aren’t on the cards


The only way that I would see that as a possibility is for limited modifications, you can make to the torpedoes and missiles if they add them in that way

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SDX at least tries to do something interesting with combat, and to do so they basically have to create an entirely separate combat system. As gruller65 said, it is much harder to make good combat system as a mod because the base game combat system is limited, and they also need much larger engagement ranges. Not that I think we need very long ranges in vanilla game (this is just to make it in line with Expanse Universe), but the base game combat system lack a lot features that you can use to base your mod on, including also simple things like targeting UI and all other things that gruller65 and others have enumerated as potential improvements.

I think there can be a way to create much more interesting combat mechanics in a sandbox game. But “building your own weapons” will not help with that — it can only make balancing even harder. I mean, what would you even balance if there are no defined weapons to begin with? People will quickly discover the single best overpowered setup. Then, if you change something, they will simply invent and switch to another one.

I strongly believe that the number of weapon types should be very limited. Ideally, there would be something like three weapon categories forming a simple rock-paper-scissors triangle. Then you could have different sizes or more advanced versions of those same weapon types.

The balancing should work in a way where putting all three weapon types equally on the same ship makes that ship mediocre at everything. This would naturally encourage players to build ships that excel in one or two areas, but not all three. If the server meta shifts toward certain ship types, players will immediately start building other types to counter the majority, and the system will begin to self-balance.

That is basically Combat Design 101, and it is already quite difficult to achieve in a sandbox game. If you add too many variables into a system where players have absolute freedom to build whatever they want, it becomes almost impossible to meaningfully control or tweak the balance.

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War is not the Olympic Games.

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War may not be the Olympics, but PvP is absolutely a competition, and while some enjoy the challenge of a fair fight there are plenty that are willing to shamelessly pull that "best design" off of google just so they can tell the other kids to "get good". That said, if player-made siege-weapons in SE2 happened the same time Keen gave us mechanical blocks, and I've seen concept art and plans for merge-blocks. I wouldn't expect railguns we can fine-tune, but dumb-fire rockets (kinetic and explosive) and piston-cannons are already a thing.

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Wow... definitely don't post while still tired and waking up X)


So, player-made siege-weapons are a thing (block/grid cannons, rockets), and more are sure to come, but I wouldn't expect the option to have more than token modifications to the stats of individual weapons (at most I'd expect an "upgrade slot" or two akin to the SE1's refineries with things like +5% rate of fire, +5% tracking speed, -10% projectile spread, ect...).

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Semtex, "War is not the Olympic Games." Something may have gotten lost in the 'Mad-Max' reference, it may be archaic nowadays. Mad Max was an old Mel Gibson movie about a race car in a post-apocalyptic future, and how it was used in warfare. My point just being the contrast between a fast car in warfare vs a fast car in a race.


4Peace...exactly. I think that is the idea! The balance is 'always' changing lol. Combat requires flexibility, as it is always changing, if players build weapons. There will never be a true 'balance', just different strategies to decisions made by players in every encounter. The balance will be organic. The actual 'limit' or balance is the game engine and netcode. A way to enable that in game, as you have thoroughly mentioned, is a heat mechanic. Or as SDX did, ship cores. Or PCU counts. I am curious to see what would happen if you could build weapons, to see how it would actually play out? As for the weapon build, incorporate the heat balance and Semtex 'recoil' considerations with traverse speed limitations to your design. A poor design (edit: or a poor usage of your design) will destroy itself, or incur damage/component damage to itself or to the surrounding blocks.


Tael, a 'best build' off of youtube, I bet any seasoned SE player with 2000+ hours will take one look at it, and say..."I'll take that bet".


Keen could take the same system for designing ship grids, and apply it to designing weapons.

Different blocks for different systems, at different sizes, with an interface to design (i.e., a Gearforge with an instanced 'creative mode' world you can enter (or access holographicaly)). Also, this logic should apply to engineer's suits and backpack...but that is a different topic, and they already have released some concept work they have done on that, anyways.

(edit) for example, customizable missiles you make when encountering a rail-gun heavy build....organic evolution of the players for an in game solutions.

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i think this is why armor would make the most sense- if you balance spesific weapons to specific armor than you have a default rock paper scissors game loop where the design and what kind of guns goes up against what kind of armor the other ship has and vice versa. if gatling guns arnt good againsed armor but insanely good againsed componets and missiles and light armor then you dont spam that weapon because it wouldnt do anything , and if you spam bigger cannons you have a higher heat requirement wich directly affects the energy you use and the amount of signature you put off giving you a balance in one way or another. there so mcuh you can do and id hate to see the potential wasted on a hp damage race of who can stack as many missile turrets on a hull and how many layers of armor

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Brainz, I am keenly aware that plenty of folk will look at mechanical odds stacked against them and say some variant of "challenge accepted" before making use of superior experience and piloting skill to best their opponent. The issue isn't that one build can be better than another but still overcome with an adequate gap in pilot skill, its that one build can be so much better than all others that given two individuals of otherwise equal abilities that individuals flying the one build can't lose unless their equally skilled opponent is also flying the one build, aka the meta.


I wont advocate for everything to be equal, that would be absurd, solo fighters shouldn't be the equal of a capital ship in durability and firepower, nor should a capital ship be able to weave untouched through storms of lead

like a fighter can. I would only argue that the pinnacles (and there should be more than one) of any given design path should never be completely useless, and that carelessly pushing things in to an easily worked out meta would be entirely contrary to that.


As for "cores" (sorry for not catching the suggestion earlier Brainz)... In my experience they tend to be quite entirely arbitrary in their settings. They could help to balance things but would also likely significantly hinder how creative the game is expected to be... Like many other things I might suggest they be added as a feature you'd need to enable to play with, that way people that want them or want to mod what they can do get the Keen-supported option to do so, while all the people that don't want them can play without them and all the new people that don't know what they want can work out how to play without having to already know how to pre-plan around a given core's requirements.

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Tael - I meant you could 'build' a counter to whatever someone posts as the 'best' build. Not really about skill, more on the 'engineering' side. That's what I was interested in, if it was expanded for players.


gruller65 - I did a post for a system for building weapons, and after said 'And then apply that system(somehow) to armor and shields' lol. Your armor ideas would be a perfect match for 'how' to customize armor, a way of 'tempering' armor to meet different types of threats. (edit: Sloped, stacked, heat, absorbent, and weight, I guess). Depleted Uranium, as the classic example. Ablative, and Reactive even. Weapon penetration values for bullets, I like the idea as far a 'designing' ammo as well, goes.


The rock-paper-scissors for SE2 could use some more things, such as the idea of a Plasma Energy Weapon, I'm fond of. Damage footprint of a rocket, yet ballistics of an artillery shell. Chews through armor. Counter? Expensive to operate, hot, and a shield is very effective against them...if we had them.

Laser for early game weapon, good against anything non-armored. Missiles, drones, light fighters, ...essentially your point-defense. Poor against armor.

You know, we have a gravity generator. That breaks...so many things...but logically it would make an amazing deterrent to projectile weapons. If you could create an inertia-damping shield, seems like an obvious use for it. Weaponize it for defense. Lol, enable the ricochet math for a sloped shield.

The sensor and heat stuff is good, but I think the sensor stuff could go beyond a 'contact' population-range on your UI. But that's coming from a mil-sim background, I immediately want screens to show a target and its scan of energy locations, mass locations, radiation locations, heat locations, to enable precision targeting. Passive scanners, or an RWR, is another concept that could use some expanding. But...I could go on and on about DCS/BMS system stuff to add here haha. Overall, though, good stuff there you listed.

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