A Combat System Proposal: The Weapons of SE2

gruller65 shared this feedback 20 days ago
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Combat System Proposal: The Weapons of Space Engineers 2

--TLDR -- new weapons and mechanics to use them, weapons need roles that they fill with obvious pros and cons of using them, more dynamic weapon systems like adding capacitors so that railguns can fire and if the capacitors die the ship suffers a momentary emp, add secondary blocks to large weapons that are explody, add guided weapons,bombs,and drones. and a bunch of other stuff.--

In Space Engineers 1, weapons were gradually expanded over time. We eventually received more weapon variety, more ammunition types, and more combat blocks, but for a long time there was not enough meaningful content to use those weapons against. For many years, combat mostly depended on player-made ships, player-made scenarios, or basic pirate encounters.


That started to change much later, especially with the more advanced encounters and Prototech-style content added in recent years. Those additions gave players a stronger reason to build armed ships, improve defenses, prepare for combat, and progress beyond simple resource gathering.


With that in mind, it is worth asking the most important question:


Why do weapons need to be in Space Engineers 2 in the first place?


The answer is not simply “because combat is fun.” Weapons are important because they can support progression, create new gameplay loops, enable missions, give encounters real stakes, and push players to build with purpose.


Without weapons, progression can become too simple: gather resources, build larger machines, gather resources faster, then repeat. Weapons change that. They create pressure. They create risk. They create reasons to design better ships, better armor, better bases, better logistics, and better utility systems.


A good combat system gives the player a reason to build something.


Not just a bigger miner.

Not just a larger cargo ship.

Not just a decorative capital ship.


A real combat system gives the player a reason to build a ship with armor, sensors, weapons, countermeasures, interior defenses, boarding access, redundancy, and a clear tactical role.


That is what made the Prototech concept in Space Engineers 1 interesting. It was not only about finding rare parts. It gave players a reason to go somewhere dangerous, fight something stronger than normal, recover valuable technology, and build around that goal.


Space Engineers 2 has the potential to take that much further.


One of the most important future possibilities is NPC behavior. If Space Engineers 2 includes proper first-person NPC pathing, that is a much bigger deal than it may sound at first.


Most games handle AI movement by manually creating something called a navigation mesh. A navigation mesh tells NPCs where they are allowed to walk. In most games, developers build those paths by hand inside fixed levels.


But Space Engineers is not a normal fixed-level game. Players build the world. Players build the ships. Players build the stations, outposts, corridors, doors, stairways, hangars, and rooms.


So if NPCs in Space Engineers 2 can pathfind across player-built blocks, that means the game either has navigation data built into blocks, generates navigation procedurally, or uses a dynamic system similar to how movement can be handled across voxel terrain.


That is huge.


Because it means NPCs may not be limited to scripted arenas or hand-made buildings. They could potentially move through ships and stations that players designed themselves.


That changes everything.


Hostile NPCs could board your ship.

You could board an enemy ship.

Crew compartments could matter.

Doors could matter.

Interior turrets could matter.

Corridor layouts could matter.

Airlocks could matter.

Ship interiors could become part of combat instead of just decoration.


Now combine that with a deeper combat system: radar, scanning, signatures, stealth, armor behavior, weapon roles, countermeasures, and more realistic damage mechanics.


In that kind of system, combat stops being a simple question of:


“Can I out-DPS this enemy?”

Instead, it becomes:

“How do I fight this in the smartest way possible?”

That is the goal.


A good Space Engineers 2 weapon system should not just be about adding more guns. It should be about adding weapons with clear roles, strengths, weaknesses, and tactical purpose.

For example, a heavily armored Prototech cruiser should not be defeated the same way every time. Depending on how it is built, you might need to approach the fight differently.


You might use railguns or artillery to penetrate armor.

You might use repeating cannons to strip exposed systems.

You might use missiles or torpedoes to overwhelm defenses.

You might use flak and Gatling CIWS to defend against drones or incoming munitions.

You might use stealth and low signature to approach without being detected.

You might disable engines instead of destroying the whole ship.

You might board it, clear out hostile NPCs, and capture it from the inside.


That is where the weapon system becomes important.


Weapons affect how players build.

Weapons affect how players fight.

Weapons affect how players defend.

Weapons affect how encounters are designed.

Weapons affect how missions work.

Weapons affect how ships are captured, disabled, repaired, or destroyed.


A ship with only exterior weapons fights differently from a ship with internal security.

A ship with heavy armor fights differently from a ship relying on stealth.

A ship with missiles needs logistics and countermeasure planning.

A ship with railguns needs precision and power support.

A ship with large cannons needs recoil management, ammunition storage, and armor protection.

A boarding-focused encounter needs interiors that are worth fighting through.


This is why weapon flexibility matters.


The weapons in Space Engineers 2 should not all overlap. Each weapon should have a job. Each weapon should push players toward different design choices.


A Gatling CIWS turret should not do the same job as an artillery turret.

A flak turret should not do the same job as a railgun.

A repeating cannon should not do the same job as a battlecannon.

A rocket turret should not do the same job as a guided missile launcher.

A laser defense turret should not replace every other point-defense system.

A heavy battlecannon should feel like a major ship or station weapon, not just a slightly larger turret.


The purpose of this proposal is to create a weapon ecosystem where each weapon changes how the player approaches a problem.


The best version of Space Engineers 2 combat is not just bigger guns and stronger armor. It is a system where players ask:


What am I fighting?

How is it armored?

What is its signature?

Can it detect me?

Can it board me?

Can I disable it instead of destroying it?

Can I capture it?

What weapons counter its defenses?

What armor and utilities do I need to survive?


That is the real value of weapons in Space Engineers 2.


They are not just tools for destruction. They are tools for progression, mission design, encounter variety, ship specialization, tactical decision-making, and player creativity.


If Space Engineers 2 eventually includes stronger encounters, smarter NPCs, boarding combat, radar systems, stealth mechanics, better armor, and more detailed weapon behavior, then weapons become one of the central pillars of the game.


They give players a reason to build intelligently.

They give hostile ships a reason to exist.

They make missions more than simple resource runs.

They allow combat to become a design problem, not just a damage race.


And that is what Space Engineers does best: it gives players a problem, then lets them engineer the solution.


Basic Weapon Type List

This list is based on the proposed Space Engineers 2 weapon system. It removes small turrets entirely and keeps only:

Small fixed weapons

Small turreted weapons

Large fixed weapons

Large turreted weapons


The purpose is to keep the weapon ecosystem readable while still giving every weapon a clear role.


Small Fixed Weapons


Small fixed weapons are intended for fighters, interceptors, drones, rovers, bombers, gunships, and compact player-made combat vehicles. These weapons reward pilot skill and ship orientation because they require the player to aim the craft itself.





Weapon

Munition

ROF

Accuracy

Role
Gatling Cannon / Gatling Gun
30 mm1,800 rpmAccurateLight fixed kinetic weapon
Decoy / Chaff Launcher
Chaff / flare cartridgeN/AN/ACountermeasure launcher
Flechette / Canister Cannon
Flechette / canister shotTBDInaccurateClose-range scatter weapon
Rocket Launcher
70 mm rocket200 rpmInaccurateUnguided explosive attack
Autocannon
50 mm450 rpmAccurateMedium fixed cannon
Recoilless Cannon
Heavy shellTBDAccurateCompact heavy direct-fire weapon
Reloadable Rocket Launcher
70 mm rocket200 rpmInaccurateSustained rocket weapon
Bomb RackBomb payloadN/AInaccuratePlanetary or station attack payload
Guided Missile Rack70 mm guided missile200 rpmAccurate after launchPrecision strike weapon
Small RailgunRailgun sabotTBDAccurateLong-range precision penetrator
Drone Munition RackExpendable droneN/AAccurate after launchLoitering attack munition
Assault Cannon90 mm600 rpmInaccurateHeavy small-grid cannon
Light Torpedo RackLight torpedoTBDAccurate after launchSmall-grid anti-ship payload


Weapon type
Purpose
Gatling CannonBasic light weapon for fighters, drones, and small combat craft.
AutocannonMore accurate medium weapon for light armor and exposed systems.
Rocket LauncherCheap explosive option for close-range attacks and saturation fire.
Guided Missile RackMore expensive but more reliable precision strike weapon.
Assault CannonHeavy small-craft weapon for gunships and attack rovers.
Small RailgunPrecision kinetic weapon for specialized small-grid craft.
Bomb RackGives atmospheric or gravity-based attack craft a dedicated bombing role.
Drone Munition RackAllows small craft to deploy expendable attack drones.
Decoy / Chaff LauncherDefensive utility against guided missiles and torpedoes.


Large Fixed Weapons Large fixed weapons are for corvettes, frigates, destroyers, stations, heavy rovers, and purpose-built combat ships. These weapons reward ship layout, forward armor design, power routing, ammunition storage, and ship orientation.


Weapon
Munition
ROF
Accuracy
Role





Large Decoy / Chaff LauncherChaff / flare cartridgeN/AN/ACountermeasure launcher
Rocket Launcher70 mm rocket200 rpmInaccurateFixed unguided explosive weapon
Fixed Autocannon50 mm450 rpmAccurateMedium fixed ship cannon
Guided Missile Launcher70 mm guided missile200 rpmAccurate after launchPrecision missile strike
Fixed Assault Cannon90 mm600 rpmInaccurateHeavy fixed cannon
Artillery Cannon120 mm AP3 rpmAccurateFixed armor-piercing cannon
Bomb BayBomb payloadN/AInaccurateInternal bombing payload system
Drone Munition LauncherExpendable droneN/AAccurate after launchLarge loitering munition launcher
Heavy Torpedo LauncherHeavy torpedoTBDAccurate after launchCapital anti-ship launcher
Large RailgunRailgun sabotTBDAccurateSpinal kinetic penetrator
Large Laser CannonNo physical ammoN/AAccurateSpinal directed-energy weapon


Weapon type
Purpose


Fixed AutocannonMedium direct-fire cannon for corvettes, gunships, and armored rovers.
Fixed Assault CannonHeavy forward cannon for anti-ship work at closer ranges.
Artillery CannonAccurate long-range AP weapon for armor penetration.
Large RailgunSpinal hypervelocity weapon for deep armor penetration.
Large Laser CannonHard sci-fi precision energy weapon for exposed systems and subsystem damage.
Guided Missile LauncherLong-range precision explosive strike weapon.
Heavy Torpedo LauncherLarge guided ship-killer weapon, powerful but interceptable.
Bomb BayDedicated planetary or station attack payload.
Drone Munition LauncherDeploys loitering attack munitions for harassment or precision strikes.
Large Decoy / Chaff LauncherDefensive countermeasure against guided threats.


Large Turreted Weapons Large turrets are the main defensive and offensive weapons for large ships and stations. They allow a ship to engage targets without always pointing the entire hull at the enemy, but they should not completely replace fixed weapons. Fixed weapons should remain stronger in their role. Turrets should offer flexibility, coverage, tracking, and layered defense.


Weapon
Munition
ROF
Accuracy
Role
Interior Turret7.62 mm800 rpmInaccurateAnti-personnel / interior defense
Gatling CIWS Turret30 mm1,800 rpmAccuratePoint defense/ area defence
Autocannon Turret50 mm450 rpmAccurateAnti-fighter / medium defense
Flak Turret40 mm flak600 rpmInaccurateAirburst area defense
Laser Defense TurretNo physical ammoN/AAccurateSHORT RANGE Precision point defense
Assault Cannon Turret90 mm600 rpmInaccurateHeavy medium anti-ship turret
Rocket Turret70 mm rocket200 rpmInaccurateExplosive saturation
Repeating Cannon Turret105 mm HE120 rpmInaccurateHE suppression / exterior stripping
Artillery Turret120 mm AP3 rpmAccurateLong-range armor penetration
Railgun TurretRailgun sabot60 rpmAccurateTurreted kinetic precision weapon 4 light railguns mounted to a turret
Battlecannon Turret200 mm AP / APHE2 rpmAccurateCapital anti-ship turret
Heavy Battlecannon Turret350 mm AP / APHE1 rpmAccurateSuper-heavy battleship / station weapon


Large Turret Roles


Weapon type
Purpose
Interior TurretProtects ships and stations from boarding NPCs or players.
Gatling CIWS TurretCombines light defense and missile defense into one point-defense turret.
Autocannon TurretAccurate medium turret for fighters, drones, gunships, and exposed systems.
Flak TurretInaccurate airburst weapon for area defense against swarms and fast targets.
Laser Defense TurretPower-based point defense for missiles, drones, and precision interception.
Assault Cannon TurretHeavy but inaccurate shell turret for medium anti-ship combat.
Rocket TurretUnguided explosive saturation weapon.
Repeating Cannon TurretHigh-rate 105 mm HE turret for stripping armor, turrets, thrusters, and exterior systems.
Artillery TurretSlow, accurate 120 mm AP weapon for armor penetration.
Railgun TurretAccurate .5 rpm sabot weapon for turreted precision penetration.
Battlecannon Turret200 mm capital turret for anti-ship fire.
Heavy Battlecannon Turret350 mm super-heavy turret for battleships, stations, and siege platforms.


Simplified Weapon Progression


Tier
Weapon
Purpose
LightGatling CannonBasic fighter weapon
MediumAutocannonAccurate medium cannon
ExplosiveRocket LauncherUnguided explosive attack
PrecisionGuided Missile RackGuided strike weapon
HeavyAssault CannonHeavy small-grid cannon
SpecialistSmall RailgunPrecision penetrator
PayloadBomb Rack / Torpedo Rack / Drone RackSpecialized mission weapons
Defensive utilityDecoy / Chaff LauncherCountermeasure system


Tier
Weapon
Purpose
LightFixed Gatling CannonLight forward weapon
MediumFixed AutocannonMedium forward cannon
HeavyFixed Assault CannonHeavy direct-fire cannon
Long-range APArtillery CannonArmor-piercing cannon
Precision kineticLarge RailgunSpinal penetrator
Precision energyLarge Laser CannonSpinal energy weapon
ExplosiveRocket / Missile LauncherUnguided or guided explosive strike
Capital payloadHeavy Torpedo LauncherShip-killer munition
Mission payloadBomb Bay / Drone LauncherBombing or loitering attack role
Defensive utilityLarge Decoy / Chaff LauncherCountermeasure system


Tier
Weapon
Purpose
InteriorInterior TurretAnti-boarding defense
Point defenseGatling CIWS TurretMissile, drone, and light craft defense
MediumAutocannon TurretAnti-fighter and anti-gunship
Area defenseFlak TurretAirburst defense
Energy defenseLaser Defense TurretPrecision point defense
Heavy mediumAssault Cannon TurretHeavy direct fire
ExplosiveRocket TurretRocket saturation
Heavy HERepeating Cannon TurretExterior stripping and suppression
Heavy APArtillery TurretArmor penetration
Precision kineticRailgun TurretTurreted sabot penetration
CapitalBattlecannon TurretHeavy anti-ship fire
Super-capitalHeavy Battlecannon TurretSiege and battleship fire


Balancing Capital and Specialized Weapons Balancing capital and specialized weapons should require more than simply adjusting damage numbers. Weapons like torpedo launchers, railguns, battlecannon turrets, heavy battlecannon turrets, and large beam lasers should be powerful, but they should also require serious design commitment from the player.A large weapon should not just be a bigger gun. It should be a system.That means the balance should come from multiple factors:


Balance factorPurpose
SignaturePowerful weapons should make a ship easier to detect or track.
Rate of fireLarger weapons should have slower firing cycles or longer reloads.
Shell velocityLower-velocity weapons give targets more time to dodge at long range.
Weapon dispersionSome weapons should become unreliable outside their optimal range.
Tracking speedHeavy turrets should not easily track small or fast targets.
Required support blocksSpecialized weapons may need loaders, capacitors, cooling systems, or ammunition feed blocks.
Internal riskSupport systems can create weak points if they are damaged.
Power demandRailguns, lasers, and advanced weapons should strain ship power systems.
Heat generationEnergy weapons and rapid-fire systems should need cooling or downtime.

This creates a much healthier combat system because the player is not just asking:“How many guns can I fit?”They are asking:“Can my ship actually support this weapon safely?”Specialized Weapons Should Require Infrastructure some of the best ideas for balancing large weapons come from making them require internal support systems.For example, a large battlecannon turret could require a separate autoloader block. The turret itself would aim and fire, but the autoloader would feed heavy shells into the weapon.That creates a design tradeoff.


Support blockUsed byFunctionRisk
Autoloader BlockBattlecannons, artillery, heavy turretsFeeds large shells into the weaponExplosive if destroyed
Capacitor BankRailguns, laser cannonsStores energy before firingCan discharge violently if destroyed
Cooling SystemLasers, railguns, high-rate weaponsManages heat buildupWeapon overheats if damaged
Ammunition Feed BlockCannon and missile systemsMoves munitions to the weaponCan detonate or disable reloads
Targeting / Fire-Control BlockPrecision weaponsImproves accuracy and trackingWeapon loses precision if destroyed

This would make large weapons feel more like real ship systems rather than simple blocks placed on armor.A small ship could mount a large weapon, but if it does not have the support systems to use it properly, it becomes vulnerable, inefficient, or dangerous.

Autoloaders as a Balance Mechanic An autoloader block is a strong example of how to balance capital cannons.A battlecannon turret should not magically fire huge shells just because it is bolted to the hull. It should need a protected internal ammunition system.The autoloader could be required for:


Weapon
Autoloader requirement
Repeating Cannon TurretRequired or strongly recommended
Artillery TurretRequired
Battlecannon TurretRequired
Heavy Battlecannon TurretRequired
Heavy Torpedo LauncherRequired or integrated
Large RailgunNot shell autoloader, but may need capacitor support

The autoloader creates several useful design consequences:

  1. The weapon takes more internal volume.
    A capital turret now affects the inside of the ship, not just the outside.
  2. The weapon creates a vulnerable magazine area.
    If the autoloader is hit, it can explode or disable the turret.
  3. Armor layout matters.
    Players need to protect the loader, ammunition path, and turret base.
  4. Boarding matters.
    Hostile NPCs or players could disable a weapon by attacking the loader room.
  5. Ship class matters.
    A corvette may be able to carry one large cannon system, while a battleship can support several.

That is exactly the kind of engineering tradeoff Space Engineers is good at.

Capacitors as Railgun and Laser Balance Railguns and large laser cannons should not be balanced only with ammunition or reload time. They should require stored energy.

A railgun could require one or more capacitor blocks to charge before firing. A laser cannon could use similar capacitor banks or dedicated power modules.

This creates another powerful balance layer.


Weapon
Required system
Risk
Large RailgunCapacitor bankDetonation or EMP discharge if destroyed
Railgun TurretCapacitor bankLocalized power surge or EMP effect
Large Laser CannonCapacitor bank + coolingHeat overload or power discharge
Laser Defense TurretSmaller capacitor / power bufferTemporary shutdown if overloaded


Capacitor failure effect
Gameplay result
Local EMP pulseNearby blocks shut down briefly
Grid power disruptionShip systems flicker or go offline for a short time
Weapon lockoutRailguns / lasers lose charge
Heat spikeNearby systems take damage
Battery damagePower systems become vulnerable

Range Should Not Be Balanced Only by Hard Limits Range is one of the most important combat balance issues.If the developers want close-range combat, the solution does not have to be artificially short weapon ranges. A better solution is to allow longer engagement ranges, but make most weapons less reliable outside their optimal envelope.That can be done with:


MechanicEffect
Low projectile velocityTargets have time to dodge at long range.
DispersionRounds spread out over distance.
Tracking limitsTurrets struggle to follow fast targets.
Lock qualityMissiles become less reliable against low-signature targets.
Signature bloomFiring large weapons makes the attacker easier to detect.
Sensor accuracyLong-range shots depend on target detection quality.

This preserves long-range combat without turning every fight into instant hitscan sniping.A weapon could technically reach far, but if the target is maneuvering outside the weapon’s optimal range, the rounds may simply miss.That creates a better combat question:“Can I hit this target from here?”not just:“Is the target inside the maximum range number?”Optimal Range vs Maximum Range Weapons should have both an optimal range and a maximum range.


Range typeMeaning
Optimal rangeThe range where the weapon is expected to hit reliably.
Maximum rangeThe farthest the projectile can travel or remain dangerous.


Weapon typeOptimal behavior
Gatling CIWSShort-range, highly accurate against missiles and drones.
AutocannonMedium-range accurate fire against fighters and light armor.
FlakMedium-range area defense with airburst spread.
Assault CannonClose-to-medium heavy fire with noticeable dispersion.
Repeating CannonMedium-range HE suppression, unreliable at long range.
Rocket TurretShort-to-medium explosive saturation, poor long-range accuracy.
ArtilleryLong-range accurate AP fire, slow cycle.
BattlecannonLong-range heavy precision fire, extremely slow cycle.
RailgunLong-range precision kinetic weapon.
Large Laser CannonLong-range precision line-of-sight energy weapon.


Weapon typeOptimal behavior
Gatling CIWSShort-range, highly accurate against missiles and drones.
AutocannonMedium-range accurate fire against fighters and light armor.
FlakMedium-range area defense with airburst spread.
Assault CannonClose-to-medium heavy fire with noticeable dispersion.
Repeating CannonMedium-range HE suppression, unreliable at long range.
Rocket TurretShort-to-medium explosive saturation, poor long-range accuracy.
ArtilleryLong-range accurate AP fire, slow cycle.
BattlecannonLong-range heavy precision fire, extremely slow cycle.
RailgunLong-range precision kinetic weapon.
Large Laser CannonLong-range precision line-of-sight energy weapon.

This allows most weapons to have longer maximum ranges while still encouraging closer combat.A repeating cannon may technically fire far, but with low shell velocity and dispersion, a maneuvering target outside optimal range may avoid most of the incoming fire.That is a much better balance model than forcing every weapon into tiny ranges.Specialized Weapons Should Break the General Rule Most weapons should lose reliability at long range due to velocity, spread, tracking limits, or target movement.However, specialized weapons should be exceptions.Weapons like:

  • Railguns
  • Railgun Turrets
  • Large Laser Cannons
  • Battlecannon Turrets
  • Heavy Battlecannon Turrets
  • Heavy Torpedo Launchers

should be designed specifically for long-range or high-value engagements.They should not become inaccurate in the same way as ordinary cannons. Instead, they should be balanced through other costs.


Specialized weaponShould remain accurate?Main balancing method
RailgunYesPower, capacitors, reload time, heat, signature
Railgun TurretYesLower output than fixed railgun, capacitor demand, tracking limits
Large Laser CannonYesPower, heat, atmosphere/dust penalty, line of sight
Battlecannon TurretYesSlow reload, large size, autoloader risk, tracking speed
Heavy Battlecannon TurretYesHuge size, very slow reload, massive signature, internal risk
Heavy Torpedo LauncherYes after launchInterceptable, expensive, detectable, requires reload system

These weapons are supposed to be precise and dangerous. Their balance should come from the fact that they are expensive, slow, vulnerable, power-hungry, or tactically limited.A heavy battlecannon should not miss because of random spread. It should miss because the target maneuvered, the turret could not track fast enough, the firing solution was poor, or the weapon was used badly.Weapon Signature as a Balancing Tool Large weapons should affect a ship’s signature.A ship preparing to fire a railgun, charging a laser cannon, launching torpedoes, or cycling a battlecannon should become easier to detect.


ActionSignature effect
Charging railgun capacitorsElectrical / thermal spike
Charging laser cannonPower and heat spike
Firing battlecannonThermal, recoil, and muzzle signature
Launching torpedoLaunch plume / guidance emissions
Sustained Gatling fireHeat and muzzle signature
Missile lockRadar or targeting emission
Active radar guidanceIncreased detectability

This ties weapons directly into radar, stealth, and scanning.A stealth ship may be hard to detect while coasting cold, but the moment it charges a railgun or launches a missile, it reveals itself.That creates strong tactical decisions:Do I stay hidden, or do I fire?

Do I charge weapons early, or wait until the last moment?

Do I use passive detection, or active targeting?

Do I risk a large signature spike for a high-damage shot?That is exactly the kind of decision-making a deeper SE2 combat system should encourage.




Tracking Speed as a Counterbalance Heavy turrets should not be able to do everything.A heavy battlecannon turret may be accurate and powerful, but it should not snap onto fighters like a small point-defense gun.Tracking speed should scale with weapon size.


WeaponTracking speed
Gatling CIWS TurretVery fast
Autocannon TurretFast
Flak TurretMedium-fast
Assault Cannon TurretMedium
Rocket TurretMedium
Repeating Cannon TurretMedium-slow
Artillery TurretSlow
Railgun TurretSlow-medium
Battlecannon TurretVery slow
Heavy Battlecannon TurretExtremely slow

This prevents capital weapons from replacing smaller defensive systems.A battleship still needs point defense.

A station still needs medium turrets.

A battlecannon can dominate large targets, but it should struggle against small, fast craft.That gives fighters, drones, and missiles a reason to exist.Ammunition and Internal Damage Large munitions should create internal risk.A ship carrying 200 mm or 350 mm shells should need to protect them. A ship with torpedoes should need safe storage. A ship using railguns should need capacitor protection. A ship using lasers should need heat management.This supports a more realistic dynamic damage system.


Internal systemRisk if damaged
70 mm rocket storageExplosion / fire / chain detonation
105 mm HE autoloaderMajor internal explosion
120 mm AP magazineLower explosive risk, but disables artillery if damaged
200 mm battlecannon autoloaderSevere magazine explosion
350 mm heavy battlecannon loaderCatastrophic internal explosion
Railgun capacitorEMP-like discharge / power shutdown
Laser capacitor/cooling systemHeat spike / power failure
Torpedo storageCatastrophic detonation
Chaff launcherLow risk, defensive utility loss

This gives armor penetration meaningful consequences.If a shell punches into the wrong compartment, it should matter. It may disable a weapon, detonate ammunition, shut down power, or open the ship to boarding.Why This Matters. The point of these systems is not to make combat more complicated for the sake of complexity.The point is to make combat more intelligent.A capital weapon should be powerful, but it should also create a design burden.A railgun should be terrifying, but it should require capacitors, power, and protection.A battlecannon should hit hard, but it should need an autoloader and expose a vulnerable magazine system.A torpedo launcher should threaten capital ships, but it should be detectable, interceptable, and dangerous to store.A laser cannon should be accurate and immediate, but it should demand power, cooling, and line of sight.This makes ship design matter.A player does not simply place the biggest weapon they can afford. They need to ask:Can I power it?

Can I feed it?

Can I cool it?

Can I protect it?

Can I survive if it gets hit?

Can it track the targets I expect to fight?

Does it reveal my ship when I use it?

Is this weapon worth the internal space it consumes?That is the right kind of balance for Space Engineers.Because in Space Engineers, the best combat system is not just about who has the biggest gun.It is about who engineered the better ship.


Core Weapon Design Logic The weapon list should not exist just to add more blocks. It should create decisions.

A player should not ask:

“Which weapon has the highest DPS?”

They should ask:

“What problem am I trying to solve?”

If the problem is missiles, the answer should be Gatling CIWS, Laser Defense, or chaff.

If the problem is drones, the answer should be Gatling CIWS, Autocannon, or Flak.

If the problem is external systems, the answer should be Repeating Cannon, Autocannon, or Laser Cannon.

If the problem is heavy armor, the answer should be Artillery, Railguns, or Battlecannons.

If the problem is a capital ship, the answer should be Heavy Torpedoes, Railguns, Battlecannons, or Heavy Battlecannons.

If the problem is boarding, the answer should be Interior Turrets, corridor design, doors, and security layout.

That is the purpose of the weapon list.

Each weapon should create a different kind of ship, a different kind of fight, and a different kind of solution.

---REFRENCES---

INTERIOR TURRET

GATLING TURRET

AUTOCANNON

FLAK

LASER POINT DEFENCE

ASSAULT CANNON

ROCKET TURRET

REPEATING CANNON TURRET

ARTILLERY TURRET

RAILGUN TURRET - the double barreled one

BATTLECANNON TURRET

HEAVY BATTLECANNON TURRET

torpedo launcher

Best Answer
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REFORMATTED WRITE UP!!!

Replies (8)

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Nice system you have there gruller ;)

I'm wondering how much new stuff the devs will have? Or if SE1's logic (and implementation) on the idea of 'combat in space' will be the dominate, or if they might can re-evaluate, again, back from square one, the pure 'combat' idea? After years of looking at it, they probably have tons of pretty cool ideas, but it might change too much of established balances with the crowds. Be a shame, maybe underwater will have new things for players to mess around, trying different ideas ;)

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I think they will be making some crazy cool shit man i really do

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You know, they could really benefit from grabbing a long-time DCS modder, and bringing in his experience to the team.

Why?

DCS covers combat from WWI to 'near-future' combat, ships, boats, ground units, carriers, ..... it has it all. That is a mind boggling amount of experience throughout history. And he will have experience in developing ultra realistic systems for -all- of that. The reason 'why' for all the things people design for war. Would be interesting to see his thoughts on the combat flow ideas for SE2.

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based on the gyro based flight alone, weapons must already be on their radar. i cant think of any other solid reason for that type of flying.

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So actually, they did a dev blog a little while ago that all of my proposals are based off of you can find all of them by typing in “a combat system proposal “ and the original one actually has a link to the Dev blog in question

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The author tried... and produced a lengthy text. But it's just text and musings. Not enough "technical details."


a little bit of theorizing about how things work...

Take weapons, for example—weapons are supposed to have a certain caliber (most weapon calibers date back to a time when measurements were made in inches). The maximum dimensions of the projectile, and thus its weight or weight range, are directly derived from the caliber. How? The smallest possible projectile is a sphere with a diameter equal to the caliber. And a spin-stabilized projectile can have a maximum length of ~6 calibers, no more (i.e., a maximum cylinder with a ratio of 1:6; other factors limit the length of an armor-piercing projectile to less than 1:5). And in a vacuum, other stabilization methods (such as aerodynamic stabilization) cannot be used. So it is possible to calculate or estimate the mass of projectiles of various calibers.

Step two: muzzle velocity. The actual muzzle velocity achieved is in the range of 500–1,500 m/s; typically, 800–1,100 m/s is achieved. It is not possible to achieve more through direct thermal expansion of the gases (well, it is possible, assuming the use of enormous powder charges weighing 3–10 times the weight of the projectile). Thus, the range of initial kinetic energies for projectiles of various calibers can also be estimated.


Muzzle velocity is significantly dependent on barrel length. With the same powder charge, a projectile fired from a longer barrel will achieve a higher muzzle velocity. With a barrel shorter than approximately 30 calibers, a velocity of only around 600 m/s can be achieved; to reach a velocity of ~1000 m/s, a barrel approximately 50 calibers long (referred to as "L50") is required; even longer barrels are needed for higher velocities ("Paris gun" - 1,640 m/s, 211 mm caliber, 21-meter barrel length, caliber-to-barrel-length ratio 1:100, i.e., L100, barrel weight ~140 tons, projectile ~105-110kg, powder charge ~180kg)


Muzzle velocity is also influenced by the weight of the gun barrel with the breech (and indirectly by the entire gun structure in which the barrel is mounted). A typical ratio of barrel weight to projectile weight is on the order of 1:80 – 1:100 for a barrel approximately 30–40 calibers long, ranging from 1:30 to 1:50 for weapons with low muzzle velocity, and up to 1:120 for weapons with extremely high muzzle velocity.


The weight of the barrel influences the design of the rest of the weapon.

For a fixed, immovable weapon, one can assume 2–3 times the weight of the barrel. For a movably mounted weapon (turret), one must account for at least 10 times the weight of the barrel (a Gatling gun has six barrels!). The ammunition magazine and turret armor further increase the weight of the weapon’s structure not only by the weight of the armor and ammunition, but also by the necessary reinforcement of the entire structure and drive systems.

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You might have not read/ understood what I posted lol

Also none of what you said after the first bit has any relevance to what I was talking about or why


It looks like you ripped that straight frome some book or Manuel

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there are two different aspects of the post in play here. one is "the reason for the weapon" and one is "the physics of the weapon"


both have their place, both are important, and both are something the devs will have to think about when they apply it to the game.

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Marcus Parriott - yes.

It is necessary to develop a meaningful concept—a meaningful system of relationships between the weapon, the projectile, and the armor.

What is being proposed here is essentially an ad hoc system for the use of weapons. A building without a foundation.

Or rather—Neuschwanstein Castle. Stunning at first glance.

In reality, however—uninhabitable and indefensible.

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semtex/ marcus -- semtex ik you have seen the original proposal but like i have said this is apart of my "a combat system proposal " series so it to be build on top of previous write ups i have done and that answers the "PHYSICS" more than the actual weapon MECHANICS

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Hurvínek's ideas about war...

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Feel like this is an application to join the Dev team. lol. Much time was spent thinking this through.

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lmao im just a guy that thinks se2 could be the best building space games out there with a little elbow grease. i just think about how systems in other games work and how they could be implemented into this game in a way thats more interesting than se1 combat is

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a LOT of elbow grease, and if the devs see this and send a "how would you like to come work with us" email... it can only make the end result that much better.

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nooooo im a idea guy man i can see how things work in other games and see how they can work in se and thats all i dont have any gamedev man, id love to talk to the team just to see what they want to do, id love to see some more communication on this kind of stuff

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REFORMATTED WRITE UP!!!

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...This is a lot of reading... My apologies, this will require a long response to explain properly, though in general I’d say most of it is fairly good… TL/DR: Exploding electrical systems are really good, weapons having defined roles are good, stealth/detection play is goof, small turrets should still be a thing, if we’ve got a dozen+ weapons then the names of said weapons should match their ammo for ease of understanding (and preferably indicate the weapon’s size/power by including bore-diameter), and we should probably not have drones, lasers, and bombs as block-weapons that are part of the default-vanilla world-settings.


-I like that capacitors can explode, not only does this make them as much of a hazard as any other weapon’s magazine, but it’s a thing large electrical systems can do in real life when damaged (when an arc causes a penny’s volume of copper to explosively grow in to a refrigerator-sized volume of hot plasma in a space typically a lot smaller than a refrigerator, it tends to ruin the day of everyone nearby).


-Weapons should absolutely have defined roles. Games where you’ve got several different “flavors” of the same gun in one role tend to have little in the way of planning or strategy beyond getting the most powerful one. SE is an engineering game, it should have more to consider than “is this the best of five otherwise identical weapons”.


-Stealth/Detection play is always fun, engineering stealthy designs, bating traps with easily detected ships while others hide nearby, or sneaking up on an attacker or ambusher you noticed early to counter-surprise them, building dedicated sensor-sites/craft, there's all kinds of fun to be had there. Though as someone who has both been a player and a host I will say there needs to be a minimum detection range so that people aren't just casually throwing on a ghillie-suit and walking up to oblivious turrets with a grinder or pack of explosives, lest we end up with even bigger grinder-monkey problems than SE1 already has.


Unfortunately, there are still issues. This isn’t to say that having or not having these things should be mandatory in every game, SE thrives not just on the creative capacity of grids built, but on the creative use of world-settings and mods, and I’d be glad to have optional world-settings somewhere for them. It’s more that these should probably be set this way for the game’s default-vanilla “press-quick-play-and-go” settings so a new player can learn what they like to do before they either get railroaded in to a play-style by a particular block/mechanic or prematurely fixate on trying to use something that looks good on paper but is painfully sub-optimal in practice:


-Small Turrets:

The unified grid system ensures any grid with adequate space can fit a turret, one should thus expect that anyone that wants a turret is going to have one. To that end I believe we should have small turrets, even if their stats are significantly inferior to large turrets, as they will improve people's ability to design small-grids that look good. Stats should of course favor placing one larger version of a turret over several smaller ones, but small ones should still exist so people have a way to build their sci-fi attack-helicopters with chain-guns under the nose or technicals where they've bolted a machine-gun-turret to the roof of whatever rover was available.


-Cannons/Ammo:

In games with vehicle/structure-mounted guns, adding a random combat-related word to "cannon" or taking the name of a real weapon the average joe has never heard of doesn't help said average joe guess at the weapon's power or what kind of ammo it takes. SE1 already runs in to this issue with the "Interior Turret" requiring "MR-50A" ammo or trying to guess if an “assault-cannon” is more or less powerful than an “autocannon” or “artillery”. If we're to have half a dozen different cannons then they should probably include the bore-size in the name so new players can reasonably figure things out without having to google "SE Weapons Logistics Spread-Sheets"


-Drones:

Are these supposed to be loitering munitions that independently chose their own targets? Or are they remote/independent combat-craft? If it’s the latter then it really should be done via a small-grid with an AI block and the appropriate armaments, if it's the former then its a bit more questionable, but seeing as both are already possible in SE1 I'd question the need of having dedicated "weapon blocks" to achieve the same thing in SE2.


-Bombs:

I get that the idea of a wing of bombers flying over and carpet-bombing something, or a bomber flying overhead causing a line of huge explosions that gives someone on the ground in front of that line just enough time to think “OH #$%&”, or being Tom Cruise and somehow bull’s-eyeing a tiny target unassisted with a single bomb seems cool. In practice though this kind of weapon is so hard to aim that the torpedoes you’ve suggested will take its place in any situation where you aren’t just stomping an already defenseless target. This is also already possible with existing blocks in SE1, and so probably doesn't need a dedicated weapon-block.


-Lasers:

Lasers tend to do 3 things you have specifically called out as a thing you don’t want to do:

1) They turn fights in to long-range hit-scan sniper-battles: The large-grid railgun in SE1 has extremely low dps, is huge, is relatively expensive to build, and puts a massive strain on a ship’s power-systems, a single sub-grid assault-battery outperforms it drastically in both burst-damage and dps with much cheaper materials, but the high projectile velocity of a railgun still makes it the best weapon in the game when people start putting any kind of serious effort in to evasive maneuvers (more or less all the time these days). A long-range hit-scan laser would absolutely 1-up the railgun in this area, it doesn’t matter that its less effective against armor because less effective is still more effective than a shot that did nothing because it missed.

2) They replace CWIS turrets in point-defense: Sure they use more power and generate more heat, but unless they have a truly crippling power-draw and absurd cooling requirements then those issues aren’t that hard to work around in even a medium-sized grid. Keen made railguns huge with an enormous power-draw like they expected them to be some manner of spinal-mount capital-weapon, I slapped 8 of them on a jump-capable ship barely twice their length because having several of the biggest weapon in the game on something that looked like you had zoomed in on a high-rez version of a space-fighter from the old 16-bit-days made me laugh. (If you want to laugh at it too, or use it to terrorize haulers and lighter combat-targets, you can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2988985952 ) I get that this thing doesn’t have the space to accommodate a cooling-system if Keen adds heat to SE1, but the point stands, heat/power-draw are good balance mechanics, but they are far from insurmountable, and lasers only capped by such would easily replace CWIS turrets in the point-defense role.


3) They remove the viability of small combat-craft: “Small-grids” live an die on evasion, and tend to explode if you look at them too hard. Back in ye-olde days when people only had rockets and gats, and custom-turret-controller blocks were still years away from being a thing, people were still making their own custom-turrets that were controlled via scripts and programming blocks. Regardless of whether or not Keen adds the custom-turret-controller in to the game, I will guarantee that if there’s a “Large Laser Cannon” that there will be a “Large Laser Cannon Turret”, and with long range and laser-precision it is absolutely going to “look too hard” at any small grids its owner doesn't like. Even if the turret has poor tracking, it doesn’t need much to keep up with a target trying to maneuver at long range, and if the small-grids do somehow get under it’s range, odds are high a battery of laser-defense turrets meant to handle swarms of missiles and torpedoes will be more than capable of handling a high-agility “small-grid”.

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So a few things

First this as you may know is and extension of “a combat system proposal”


So all of the systems discussed are a subset of that write up


Conceptually lasers fill a few roles but their balance should be what governs them instead of saying no to lasers all together make sure to evaluate why you say no to something


For example saying a capital fixed laser would make the railgun obsolete is simply a balance issue , instead of having a superweapon make it have a charge up time a short fire time like 3-5 seconds and less overall damage so you need to really focus the beam for it to do the same amount of damage as the railgun in penitration


Alternatively using a laser as a point defense turret wouldn’t make Gatling/cwiz obsolete because you can make the laser track better but do very poorly against armor meaning that the cwiz is both a close range ship weapon that can shoot munitions and fighters and such but the laser is better at shooting munitions and not ships giving it a more dedicated role

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My point hasn't changed from the original post, it was simply worth restating here so that someone reading this one without seeing the other could know of the problem if they didn't catch it themselves. As I said above:

"it doesn’t matter that its less effective against armor because less effective is still more effective than a shot that did nothing because it missed"


Rails aren't what they are from damage, beating rails in both burst and sustained dps isn't hard, rails are what they are because their projectile velocity makes them the easiest shot to land on an evasive target. The damage output from a laser could be amongst the worst in the game and they'd still be the primary armament for every single serious pvp design because "low-damage that can't miss" will always be better than "high-damage that will almost always miss".

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im with tael on the "drones" you can effectively use the systems availible in se1 to create one, if you want to go that route and do it in se2, by all means, go for it.


even one of the first few campaign missions in se2 has us help the "police" blow up a smuggler den using a launched weapon made with bits and bobs. so the idea is still present for that aspect.


lasers fall into the catagory of "is insane, requires insane power draw" so if its something thats intended to be implemented, it will be for capital ships, with numerous reactors and power systems that can support it (potentially a weakness to exploit)


i do not personally have much active experience using any kind of weaponsystem in combat, PVE or PVP. but i am building different versions of ships to get me through what pve might entail. and honestly my take away would be EMPs. something to disrupt enemy weapons enough that i can take them out, and maybe their thrusters so they cant evade me while i loot their junk. (thats just ship to ship, i havent even got to fps combat) when NPCS are also involved that will bring a whole different level of gameplay ONTOP of what weapon systems are involved.

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The heat and capacitor parts of this make sense. The rest I don't agree with

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What don’t you agree with and why

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i think heat and energy storage and disruption are 100% viable weapon systems in themselves. that being said, we are not gonna overheat someones systems with a flamethrower in space. so the extent of use is a bit focused.

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yeah heat is meant to be a light balance feature rather than an everyday system

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Say we used your ideas on weapons, gruller? You implement your ideas on balance, and let it run on an open server?


What would a player who is losing a battle with your balance do?


Say he can't, whatever the reason, out balance his opponent? Accept defeat graciously, and let the other player take him out and take all his stuff...?


He has three options, if he doesn't want to just die, and here is the problem:


1. He can build better weapons. Well...no he can't. He is limited to defeat because the other guy has your counter to his weapons, since that is the balance. Nations at war naturally R & D better weapons, to win. Chariots, gunpowder, WWI Bismark heralding Air Power, tanks and machine guns, etc. He cannot develop his own weapons.


2. He can turn his ship into 'the' weapon to build. This seems to be the solution favored currently. We cannot design weapons...but we -can- design ships. Or drones. Or custom missiles, and etc. It necessarily is only half of the process (like if the Abrams tank was developed but stuck using .30 browning?), which means...


3. He can make the 'game' be his weapon. Exploiting game mechanics, meta gameplay, 'un-gentlemen' warfare...like as Tael illustrated, 'grinder monkeys'. Undesirable outcome, since the game is the foundation for gameplay, and if that gets exploited too much, core elements start cracking. Players get frustrated, making custom servers with rules and limits, mods for new ship and world systems, or new weapons, which leads you to....


4. Produce a patch for your system. Or release new guns. Or new weapons type systems for ships. Which means -you- are doing step 1, designing weapons, which he is locked out from doing...


Leading to a repeat of step 2, 3, and then 4. Again.

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nice points.


IMO, balancing your ship design is very personal to playstyle. and balancing it again in combat against another player whos playstyle/design seems obvious but has effective countermeasures to what is obvious makes a good conflict.


you may be asking the wrong questions, but it may help narrow what is usefull from the OP.

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The main point I’m trying to make is that the current Space Engineers combat meta often boils down to stacking as many of the same weapon as possible onto a ship. There are very few meaningful downsides to doing so. If a player wants to build a rotating 1,000-barrel railgun monster, the game largely allows it.


I think every weapon system should come with significant trade-offs. I’ve even considered systems such as advanced turret controllers that consume massive amounts of power, forcing players to make meaningful decisions about what they install and operate.


At the core, though, the question is this:


How does one ship fight another if that ship has everything?


Imagine a large battleship owned by a clan or organized group. It has battle cannons, repeating cannons, point-defense systems, lasers, CIWS, torpedo launchers, and every other weapon available.


How do you fight something like that?


In my proposal, the answer starts with balance. A ship carrying all of those systems should suffer significant drawbacks:


* High heat output

* Massive radar and sensor signature

* Extreme power consumption

* Large internal space requirements

* Vulnerable secondary systems

* Explosive ammunition storage

* Dangerous autoloaders and capacitors


A ship that tries to do everything should become increasingly difficult to hide, power, protect, and maintain.


Now imagine a single player in a small corvette attempting to destroy that battleship.


The answer is stealth and hit-and-run tactics.


If the corvette reduces its signature enough that it can only be detected at 5 km, while carrying torpedoes with a 10 km range, it may be able to engage from 6 km without being detected at all. Perhaps the target only sees the launch briefly, or only if active sensors are operating.


If targeting systems allow players to designate specific subsystems, the attacker could target a major battle cannon. A torpedo strike might destroy the cannon itself, hit the autoloader beneath it, and trigger a secondary explosion. Depending on how the ship is built, that explosion could cascade into ammunition stores, reactors, hydrogen systems, or other critical components.


That kind of gameplay is almost impossible under the current Space Engineers 1 combat meta, and it’s exactly the sort of gameplay I want to create.


On the other hand, consider a fleet battle between two groups that both field battleships, escorts, fighters, and support vessels.


At that point, victory becomes less about who stacked the most weapons onto a hull and more about tactics, fleet composition, and how those weapons are employed.


A well-designed battleship might armor its critical systems, isolate ammunition storage, protect reactors, and carefully position its weapons. Such a ship could be extremely difficult to destroy.


However, under my system, that same ship would likely generate a massive sensor signature, making it visible from very long distances and providing opponents with valuable targeting information.


Not every drawback has to be directly combat-related, either.


For example, if a fleet powers up every weapon, sensor, shield, and reactor system at once, it may become visible from hundreds of kilometers away. That signature could attract opportunistic players, hostile factions, AI forces, pirates, or anyone else operating nearby.


There are many ways to balance powerful ships. Some involve direct combat mechanics, while others involve secondary systems such as signatures, heat, sensor information, player awareness, logistics, and strategic decision-making.


This particular proposal focuses primarily on the weapons themselves: what weapons should exist, how they should function, and why they are needed.


The original combat system proposal provides the larger framework that supports these ideas, including the signature system, heat mechanics, sensor gameplay, and other balancing tools that make this style of combat possible.

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Here is the problem, that balance is inherently unachievable. In the real world, it is based on the physical laws.


You, and all the other ideas around here, what are ya'll doing? Weapon Engineering, or (from my post earlier) step 1. What are all the armor ideas doing? Armor Engineering, or step 2. The ideas on heat mechanics, senor types, targeting, speed, etc? Step 3, Combat System Engineering.


We need those three developed. Anything else would be doomed to step 4. And the balance should be the physics of SE2, that is the only true measure to base it off of. How heat behaves, speed limits, fuel usage, kinetics for weapons, turning strengths, etc. All those underlying laws and relationships that players will base their decisions on in the design and usage of.


What resources do I have access to? What can I design and build with them? How do I use and react with my builds? These three flows are continually moving...never balanced. The 'true' balance, as I mentioned...are the underlying physics and systems put in by Keen.


So... your ideas are some different implementations of those underlying balances. They would be great blueprints for beginning players to use, untill they meet something that is stopping them, -then- they are incentivized to build their own response (weapons, armor, ship design, sensor/heat/targeting system design, etc)... the real goal for a system. Any balance in Steps 1 - 3 are rigid, and will break. It just needs more flexibility.


So, how to use your ideas? Well...how would you build weapons in SE2? How would you build armor? How would you build energy weapons? How would you build shields? How would you design and implement heat? Different types of scanners? The relationships between those? Suit modules? And etc. Have itemized in-game blueprints for players. And shift the questions of balance to Keen about the underlying laws or new mechanics for new ideas for SE2, as well (like heat, energy shields, etc).

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Based on my broader combat-systems proposal—which interconnects armor, weapons, heat, radar, and signature mechanics—and the separate weapons proposal explaining how each weapon type should have a distinct identity, role, and method of interacting with those systems, I do not think we are fundamentally disagreeing.

This individual write-up may not address every point you raised on its own, but it is only one part of the larger concept. When considered alongside the full combat proposal, the weapon list and its supporting mechanics cover most, if not all, of the concerns you are describing.

The goal is not simply to add a collection of weapons with arbitrary statistics. It is to create an interconnected combat framework where weapon performance, armor design, heat management, detection, signature, power usage, ammunition handling, and ship design all influence one another. Players would still need to engineer solutions and adapt their ships in response to the threats they encounter.

So I think we are largely arguing for the same outcome, but describing it from different angles.

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Hey, no problem gruller :)


I made an archived post 'weapons:',(honestly, a little rough, but it is solid core idea) trying to think through some ideas on the relationships of a system to actually -design-, or engineer weapons in-game, if anyone was interested and maybe give a shot help me reasoning through some different ideas on doing that. How to groups barrels and attachments, relationships between different advantages and drawbacks for how they relate to each other, and etc

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I think this kind of mechanic would de best limited to missiles/ toroedos kinda how from the depths does it and capital weapon shel selection

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1. Say I wanted to design a gun with your largest cannon...into a gatling gun. What do people do now? They make gatling rail guns.


2. Say I wanted to use your largest cannon as an interior turret. What do people do now? They make custom turrets with a rotor, hinge, and camera.


3. Say I want to make a 10000 inch caliber shotgun. What do people do now? They make a wall of guns on their ships, doing the same thing.


4. Say I wanted to make energy shields. What do people do now? They put welders into their armor, making them heal like shields do, with energy and components/ore.


I bet there a ton of other examples, way more that these.

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so again the balance of that type of weapon is based on heat-signature-internal volume depending on the weapon used. if a player has a 6 barrel rail rotory cannon powered up with the supporting power demand then maybe he is detectable from 100km, balance doesnt need to JUST be armor and weapons it should be secondary systems that arnt combat focused aswell

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i have ONE thing to say. this post covers A LOT. and there is HEAPS of "fluff"


i would try to select one or two specifics about the ideas represented and push to see they get included in vanilla.

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I think the point I’m trying to make is that you can’t just implement one feature and call it good. A lot of what makes great games work is the interaction between multiple systems. That doesn’t mean everything has to be overly complicated or over-engineered, but the systems should at least influence one another in meaningful ways.


The balance of combat systems has a huge impact on what the future of servers, factions, ship design, and progression looks like. Right now we have a rare opportunity: Space Engineers 2 is still early in development, and Keen is actively listening to feedback. If we don’t start discussing these topics now, we’ll likely end up recreating many of the same limitations and metas that developed in Space Engineers 1.


That’s not necessarily a bad outcome—SE1 is a great game—but I think SE2 has the opportunity to do better. The developers have repeatedly talked about making it more of a game, not just a sandbox. To do that, players need engineering choices, trade-offs, and problems to solve. Those solutions don’t need to be complicated, but they should have enough depth that even late-game players with massive industrial operations still have meaningful decisions to make.


Combat is only one part of the game, but it’s a part that naturally connects to almost everything else: power generation, resource gathering, ship design, logistics, signatures, sensors, armor layouts, and fleet composition. Because of that, weapons and combat systems can be a powerful driver for creating interesting gameplay across the entire experience.


At the end of the day, I’m not expecting every idea in my proposal to be implemented. What I really want is discussion. I want people thinking about these systems, challenging the ideas, improving them, and talking about what they want combat in SE2 to look like.


The goal isn’t to push a specific solution—it’s to start the conversation while there’s still time for that conversation to matter.

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