Backpack building should be less efficient

Wilhelm shared this feedback 3 months ago
Under Consideration

I put this comment in another thread and figured it should reside in feedback of its own.

Simply put, if backpack building remains a thing, then it should be less efficient than building in base machinery. For example, building via backpack should take something akin to 1.25-1.5 more raw materials than creating them first in a base machine.

Backpack building is space magic already, there should be some incentive for users to use a gearforge, for example. As it stands now they're equivalent so making anything via gearforge first is kind of pointless.

Best Answer
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I think backpack building (BB) itself does not need to be nerfed. This might sounds like the opposite of what we have discussed in this topic, but bear with me for a moment :)

We often mix together several different concepts and features when discussing BB feature.

"Start With Nothing" (SWN) and BB are two separate things. SWN, on the other hand, can be achieved in countless other ways without having a mini factory in your backpack.

The same goes for beginner friendliness, often portrayed as what BB is meant to improve. The game being easy to understand for a new player does not necessarily mean that mining and production systems should be designed around the first five minutes of gameplay. Those systems should ultimately be designed for the people who will play the game for hundreds of hours. Beginners can be introduced to them through tutorials and campaigns. They will still not buy the game if the people who actually play it for hundreds of hours end up hating those systems and writing bad reviews about them.

There are also several other things currently making the early game much easier than it probably should be.

The jetpack is ridiculously overpowered, especially on planets. You basically have a battery-powered ion jetpack that lets you fly around in gravity with the precision of a small drone.

Inventory space is also way too generous. I understand that some level of "compression" is necessary for gameplay. We can build a spaceship in a few minutes, so it makes sense to have a much larger carrying capacity than would be realistic, otherwise we would spend half the game walking back and forth to retrieve components. But there is a limit. The current capacity is simply too generous from the very beginning.

Clearly, many survival aspects are simply not done yet. What we have now feels more like a quick setup that allows us to test other game systems without wasting too much time on basic survival tasks. That makes sense in the current state of the game.

I think the developers should communicate this more clearly, though. Otherwise, we end up with a situation where players look at the current mechanics and assume this is what the final game is supposed to look like.

Then you get the usual back-and-forth arguments between people who are frustrated with the current systems and people defending the current meta.

The second camp is made up of the annoying "white knights": people who will defend the developers' decisions no matter how bad they are, and people who simply remember many poorly implemented mechanics from the original game and would rather accept the new approach than see those old annoyances blindly ported over.


Think about things like stone cluttering inventories, excessive waiting times for refining, or poor performance caused by that. None of those things were inherently bad because of the underlying game mechanics. They could have been fixed, improved, or changed in many different ways instead of simply removing the mechanics themselves.


Now back to the topic.

First, the suit as a whole should be modular.

The 3D printer for BB as well as backpack, jetpack, helmet, armor, parachute, boots, exoskeleton and so on should all be separate modules. I don't think we should debate whether you spawn with a suit or without one. The more interesting question is which modules you actually have equipped when you respawn.

Once you separate these things, it becomes even more obvious that backpack building should not be tied to SWN. If you can start without the backpack or 3D printer, you are immediately soft-locked if backpack building is the only way to handle SWN. Having a 3D printer in your "pocket" is basically equivalent to spawning with a starter base every time. The argument Deon have. And I am 100% agree with him. At this point, why not starting with a small base or components to build one? It is the same in principle as having the free magic box in your pocket but at least less fantasy-like.

Why would an engineer spawn with an advanced technological suit containing with all modules, together with tools of the same tier they had when they died, out of Survival Kit block you can build with basic components?

I see all of this as temporary convenience rather than something that necessarily belongs in the final survival loop.

The same applies to the value of the engineer's life.

In SE1, nobody really cared about dying until relatively recently with the food and environmental hazards. Even then, death still has very few consequences, especially in the beginning when you don't have any buffs and more likely to die due to starvation or other hazards. Moreover. you will intentionally kill yourself to scout asteroids, save GPS points in your "soul" and return to your ship without making the trip back. Or infamous suicide as a teleportation technique.

Something needs to make the engineer's life more valuable, starting from the very beginning.

Starting on Verdure in a temperate biome is quite safe. You can survive without a suit or some if its moduels. Compare that to starting in outer space, where you immediately need a suit, power and tools. These two environments are fundamentally different.

You simply cannot make it possible to SWN in space with radiation, lack of oxygen and constant need for heating, without inevitably making Verdure start trivial and boring.

SWN needs an environment that actually supports it.

You could deviate slightly from the safe temperate start. For example, starting in a desert would already create much more extreme initial survival conditions. In that context, a 3D printer and backpack building would be something you earn rather than something you are given for free together with infinite respawns.

If you die, you could respawn somewhere far away from where you were. That's punishing, but it makes your life matter. Suddenly having a proper shelter, a power source, and progress to use drones, craft additional suit modules becomes much more valuable and meaningful.

And what exactly is the Survival Kit anyway? I understand the healing and gas/energy refueling functions, although I would personally separate those into different blocks. But why should it be responsible for respawning you?

If we want respawning to make sense in the world, we need some kind of facility capable of producing a new engineer body and supplying it with the necessary resources. It could be expensive to build and operate.

When you respawn, you could automatically equip the suit modules, tools and consumables you were using when you died, provided those items are available in the inventory connected to the respawn facility.

Yes, that's more punishing. But it also gives you a reason to progress. Making your life easier and safer becomes actual progression instead of something you simply get for free.


So how do you actually start "naked" on Verdure?

First of all, I don't think this should necessarily be the default game mode for beginners. Even with the current overpowered systems, SWN is probably not for everyone.

Some players will absolutely love discovering the game this way because they enjoy survival games. For many, there is the campaign/tutorial that gradually introduces the mechanics before they jump into a free sandbox survival game.

Before we discuss SWN it is worth mentioning that it is also not necessarily the only option for free sandbox survival.

Verdure is not an empty planet, just like Almagest is not an empty star system.

You could start at an NPC station with a small amount of money and buy your first ship. From there you can progress however you want. And ofc you don't necessarily have to follow the traditional mining and production path.

But let's say you really want the full SWN experience. You don't want to interact with NPCs and want to survive completely on your own.

I don't think SE needs a complicated "collect sticks and stones" or "punch a tree" type of start, nor does it need an overpowered factory in your backpack.

You are alone, but the planet can still have old abandoned outposts.

Spawn a few damaged grids around the starting area. Not too close, not too far. No GPS markers. You have to actually explore, look around and walk from one hill to another. You should be able to spot one roughly within five minutes of the gameplay.

You can still have some basic hazards even on a relatively safe planet. Cold nights, lack of food and so on.

Inside any of those abandoned outposts you can always find a basic grinder and welder. Now you can start salvaging.

Your first goals are simple: find some food and create a shelter.

A shelter doesn't have to be complicated. Close the doors, regulate the temperature and survive the night.

You might not find everything you need at the first site. The outposts can be damaged, without power or missing important components. So you collect what you can, grind down whatever is useful and move on.

You should probably be able to survive the first night without a shelter, but take significant damage from the cold. Eventually you collect enough components to seal a small room, provide power and install the necessary ventilation. Maybe you repair an existing outpost, maybe you build your own.

Once you have shelter, you can start working on sustainable power, adding wind turbines, solar panels and batteries.

Food packs found as loot should be enough to keep you going initially. You don't want to spend a lot of time searching for food., this is rather annoying. Looted food packs should last long enough for you to eventually establish some way of producing your own.

If you don't have enough components for additional power, you have a couple of options. Build a smelter if you have enough power to operate it and recycle some materials, or keep exploring until you find what you need.

Once you have enough power and basic production, you can build a Gear Forge and make your first drill, assuming you didn't find one as loot.

Only now can you properly mine raw resources and refine them using a real production setup.

And only now can you start crafting additional suit modules, including the 3D printer.

This is where I think backpack building actually shines.

Once you have a 3D printer, it becomes much more convenient to quickly build simple structures, interiors, small vehicles, drones and similar things without micromanaging dozens of individual components.

I would actually argue that we should add back more recipes to backpack building we used to have before, but have it work with filaments (if you dislike term "ingots") rather than "dirt".

Now it is no longer an overpowered replacement for the entire production chain. It has a proper purpose.

It is a convenient small-scale construction tool.

This is already how I use backpack building most of the time and I believe you all do. Don't tell me you build even steel plates in your smelter. You continue using BB for all sorts of small things with iron without bothering to come back and mess with the smelter. I use it for structures, interiors, decorations, small armor sections with the area welder and beyond. And it's OK. Don't lie you don't like it.

It is convenient and it makes sense, as long as we have proper refining and actual raw ores in the game. I can interpret it as another gameplay "compression": although the 3D printer is slow irl, we don't want to WAIT in video game. So no, making BB less efficient might be actually bad.

The problem starts when we try to use backpack building as the foundation of SWN.

That is what creates most of the problems we have been discussing in this topic and many related ones. You can make the BB less efficient, increase its power consumption or remove more recipes, but those changes don't address the fundamental issue. We have a simplistic system to solve SWN while the much more important systems, that you will engage with through the entire game, lose credibility, oversimplified and boring, while at the same time are even more confusing.

I also never liked the idea that you can start with nothing and build a helicopter out of dirt within five minutes. Maybe someone likes this, but I really don't feel like it has something to do with engineering and what this game is about. You have to have more reasons to design and build grids, such as proper production setups, in order to progress, not less. Like, why do you even want to build a gearforge if you have tools for free, even if you die? To upgrade a drill to tier 2? Who cares? You want a drill block asap anyway. Marginally better tier2 2 drill won't do much for you.

Finding an almost finished helicopter during a tutorial mission is perfectly fine tho. It can teach you how the game works and give you something almost finished to work with.

But in a free sandbox SWN scenario, I think you should actually have to play the game before you can manufacture turbine blades, motors and electronics.

And you might not even need that helicopter or drone yet if you can simply fly around with an overpowered jetpack while carrying eight tons of cargo.

That's why I think a proper SWN scenario should start without a jetpack module. You craft your first jetpack later and it feels like an achievement.

The backpack could also provide less storage than it does now. If you are carrying too much weight, you shouldn't be able to fly normally. You could still use the jetpack to dampen your fall and avoid fall damage, or escape from a hole, but if you're carrying a huge load you would first have to dump most of it.

A more powerful jetpack can exist, but you have to progress to get it.

Exoskeletons could improve movement and carrying capacity, eventually bringing you closer to the eight-ton capacity we have today.

Again, earn it rather than getting it for free in the very early game.

SWN is absolutely possible in this game, and I think it can actually be more interesting for beginners as well, without giving the player a ridiculously overpowered suit full of advanced technology from the first second.

And this is why I don't think backpack building needs to be nerfed.

It needs to be earned and given a proper role throughout the game instead of being used as the solution for SWN.

For the initial tutorial, you don't even need mining to teach the player how to build things. Give them two damaged helicopters and ask them to finish one using parts from the other. This teaches grinding, salvaging and construction while also fitting naturally into the SWN concept.

You could find components inside abandoned grids and cargo containers instead of immediately mining "ore" and turning it into everything you need.

Mining and proper refining can then become an important part of the mid and late game.

Of course, we shouldn't simply copy all the problems from SE1. There were plenty of issues with its mining and production systems.

Fix those systems instead of removing and oversimplifying the gameplay where it actually matters most.

The backpack building system doesn't need to be made less efficient.

It needs to stop being the thing that carries the entire SWN experience.

Replies (17)

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The end goal here is to give Space Engineers a choice between convenience and efficiency. Backpack is handy for 'just gotta get it done', but should take a lot more resources to do things, i.e. good for small patch work and quick fixes. Building something larger should encourage more pre-manufactured goods to take better advantage of the materials you go out and mine.

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In my opinion backpack building should not even exist in this game unless second game wants to be RTX makeup to a shallow game mechanics with worse exploration and colonization than No Man's Sky yet demanding more resource than that game for what... This much convenience in the game is already don't need creative mode so what happened to the Space and its Engineer? All the (empty hopes&)Space but the Engineering. No point in engineering a proper base for ingot conversion. I'll never support this shallow "backpack building" mechanics. Might as well call it "Lego Space Engineers" at this point.

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I'll admit I'm not a fan of backpack building in general as a concept, it's space magic as I've said above. Definitely prefer the SE1-style production chain (so far). Refineries should refine, smelters should smelt also.

My point here is that if we're going to get backpack building as a feature, it should be much less efficient than the same work done at large energy hungry production stations.

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I've been back in SE1 a lot lately and after that backpack building feels like a cheat code or a state between 'survival' and 'creative'. Just too OP.

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By backpack building, do you mean the ability to use raw ore, to make very advanced parts, which usally takes a machine to make? Because I do agree that mechanic is really OP.


My favorite thing in building games has to be the ability to use items and resources from storage while nearby or while its in the system of your base X-distance from player, or in the tubes made to feed resources to storage.

This should be used more in games where traveling from storage where you have the parts stored, then to the build over and over again to get it done. That kind of monotony I really find annoying, but I think we should have to build the parts from the forges or machinery instead of being able to build parts from raw unprocessed ore.


I do hope and feel like they are getting into the process of this ingame where it can be more of a reality in the game as it grows. Since SE2 is very early access, maybe they have the raw ore building as a system to help protect us as we play just in case we crash and have nothing around us to build with. But that might be wrong, idk. But this is a good topic to bring up!

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I would 100% prefer proximity to storage as a mechanism for building vs. backpack building, if you wanted to give your space buddy a little logistics drone that you could deploy (or that deployed when you were near a friendly grid) and it would follow you and 'automagically' pulls components you needed while building (with a time delay compared to having it handy) out of storage in range, I would absolutely support that.

The primary equation in either case though is 'convenience vs. efficiency' The local convenience store might have the item you want and it's a lot closer, but it's gonna be more expensive. Backpack building should take more raw materials to make the same item than using finished goods, or if you pull items out of inventory, that should have a time delay (slower) compared to having the stuff in your pack.

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If we're keeping backpack building devs, the more I think about it the more I think that it needs to take twice as much material (and time) to do anything from the backpack, vs. done at an actual production station or having the materials on hand in your backpack.

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i.e. there should be some incentive to migrate from pure backpack building to processing raw materials in a base. Currently that incentive is only 'you can't make that in your backpack', which really isn't a good motivation.

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I agree.

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i agree. *edit* with the caveat that its not quite space magic... your inventory cant be FULL and still build items. i like that little nuance.* furthermore, i would like to see (when it gets added) the recycling of items suffer a similar penalty.


nothing is ever 100=100. so disassembly of blocks back into their component parts should suffer a loss of raw materials.

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Yeah, a loss of raw materials make sense.

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I agree, machines should be much better than backpack building, to encourage players to create machines, bases, or ships for manufacturing.

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I don't mind a few 'shortcuts' to processes, but definitely they need to encourage (by game mechanics) people to use the right manufacturing process to make things. I'm curious if the 100 item build limit is a reflection of the idea to 'just use backpack building' to fill in the larger scale building.

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i suspect the 100 item build cap is a place holder to limit game instability. i have no doubt it will change as the game gets further into its development. but right now, it makes sense to try and slow things down.

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Fair point, it's easy to assume what we see now is final game logic and obviously it isn't.

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I have a very comprehensive suggestion regarding this topic.

The related topic:

https://support.keenswh.com/spaceengineers2/pc/topic/54718-proposal-backpack-levels-modules

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Interesting. I'd like it if the starting 'jetpack' was atmospheric/ion with the hydrogen boost. Meaning, you can't climb out of the atmosphere but it runs on batteries in gravity and can move (gently) in space via ions (also battery) but you have the limited hydrogen boost in both cases.

This is mostly a headcanon issue for me, because I'm used to SE1 hydrogren jetpacks where it always consumed hydrogen fuel. Since they don't unless boosting it feels weird to say they're hydrogen jetpacks that have unlimited fuel unless boosting??

The other benefit is that you wouldn't be able to use the jetpack to fly off a planet unless you possibly boosted with a few of the reserve bottles?

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Yes, I like the idea of an atmospheric thruster. Since the system I proposed is modular, it could be implemented as one of the upgrade modules—a backpack-mounted atmospheric thruster. It might even perform better than ion thrusters in an atmosphere, so that's something worth considering.

If the altitude module isn't well received or doesn't fit the gameplay, it can simply be removed thanks to the modular design.

By the way, in the system I proposed, the hydrogen propulsion isn't just a temporary boost. It's a module that provides a full hydrogen jetpack. Of course, it should come with trade-offs—for example, it could have a risk of exploding if it's damaged during combat or overheats.

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My main thought for the pack being that it has all three thrust types but most of the work is done by electrical systems (atmospheric in planet and ion in space. They're slow by last a long time as long as suit power holds. Hydrogen for short fast boosts.

The primary reason is something like this would prevent the jetpack from (at the start) being a way to launch yourself into space. Theoretically with enough hydrogen refills you could make it, but not right away

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Maybe the backpack building should be tiered based on surroundings.

Like if you are in the middle of nowhere, and standing on top of just iron ore, the backpack building still costs the same amount of time and resources as though you put it through the entire production chain with only as though only the necessary machines exists. (Parallelism = 1)

If you build the necessary machines first but haven't built the items, the backpack defers to the machines, so they can be run in parallel. (Parallelism = number of nearby refiners + 1)

If you build the items in advance, but they are in storage or machines nearby they are used first. The game should support storing the larger parts, and removing them to storage (Eg installing something upside down should let you just pop it off, move and rotate it to where you want it and pop it back on), right now you are incurring a time penalty every time to deconstruct and reconstruct those parts.

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I'd be interested in a backpack drone interface for your base that if you're near a drone base station, it can go fetch resources for you out of base storage (if the drone base station is connected to that grid via conveyors) so that the backpack building is fetching the materials you need out of grid inventory in real time, though perhaps much more slowly (2x) than having the materials in your backpack already. This would seem more realistic than being able to take ore and turn it into finished goods in a 3x2x1 (feet) backpack that also has thrusters, oxygen/hydrogen tanks and a battery pack.

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Plus can store 8 tons of materials!?!?!!

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Honestly, I really like backpack building because of its convenience (and because I feel like crafting sub parts of sub parts of blocks is kind of just a waste of time, without much fun around it, especially when it's just automatically done by a smelter/assembler and has no routing/recipe interest to it, like in Satisfactory, Factorio or Minecraft), but I understand it is currently a little overpowered, and I honestly think your solution is genius. This is probably the best way, game design wise, of making the whole production line be relevant, while maintaining the convenience of backpack building.

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Indeed, no issues of the concept of backpack building, just need to refine (see what I did there?) a little.

I'd actually be even more partial to the drone station idea that feeds your backpack from nearby grids that have a drone station attached. So if you have it nearby in a grid storage you can build with it (with a delay).

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Hopefully 50+ votes is enough for some consideration :)

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I totally see the vision of backpack building as an easy way to start.

While some penalty like less efficiency would make a lot of sense, I think it does not help the early game much.

Imo, the obvious choice would be to make components more "compact". Leave the ore cost the same regardless of refining method, but allow us to carry about twice the amount of components as compared to raw ores.


This would allow for more interesting engineering decisions, such as considering on-site refining for certain materials.

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There may be some limits to what they can do to compact some components to keep with some level of realism. True, we're carrying a backpack that is a jetpack, oxygen supply, blast furnace and 3d printer capable of doing micro-circuitry, while able to carry 8 tons of cargo, so realism is largely out the window. That being said, going more in the direction of unrealistic is a bad thing for an engineering-themed game, not better.

I'd hope that they would stick to some quasi-realistic yields of ore to...iingot (bring back ingots! It allows us to recycle components back to a starting state). Yields being how much of ore to make how much ingot.

Random example: Hematite is probably what they're depicting with their 'iron ore', it has about a 60-65 yield, i.e. there is an ~40% reduction in mass and ~45% reduction in volume. i.e. 1.6 tons of hematite = 1 ton of iron (in ingot form).

Somehow the backpack then processes the raw iron into steel on the fly, which means an additional ~5% reduction in mass while removing impurities.

<nerd>

My point is that the backpack is way oversubscribed feature-wise to the point where it's hard to suspend disbelief, If the components follow with unrealistic mass/volume, it would send the game farther away from 'space engineering' and into 'space magic'

I've been more a fan of the idea of fetch and carry drones that (invisibly) keep the space buddy supplied with materials from nearby storage as our 'backpack building' feature. The close you are to your grid/storage, the more efficient and faster the welding gets (drones have a shorter round trip), you can always carry the raw materials and have the fastest result, but if you're near one of your storage grids (and have the drone block, which would be a simple block to build and connect to your inventory). This way you could shrink the backpack capabilities on your space buddy to a much more realistic levels. You could even have the construction blocks be demand based, so that as you're welding something if you're missing a component, the system could automatically kick off the construction of missing components before they get dumped on a drone to be delivered to you (with added latency).

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Adding volume as a consideration for inventories again would help alleviate this, giving balancing options against mass (ability to lift off, inertia) and volume (acting as the new old new hard limit for inventory capacity). Ore is exceptionally dense stuff, and inventory mass already impacts jetpack responsiveness, so ore having an outsized effect on inertia for how much you can carry at a time would be a good trade-off.

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I like to use backpack building but not for what it is used today. I think welding simple structure blocks like armor, beams or interiors with your hand welder using a single simple resource like iron is a very good idea.


BUT

The way it is implemented in the game right now is far from ideal.


First, early game progression. I don't think it is a good idea to avoid soft locks at all costs. I can see how starting without a backpack building module can open up a lot of interesting scenarios for missions and early game, where you can't skip all the constraints by just building a fully-fledged factory nearby, starting from nothing. I also don't share the idea that backpack building is there to simplify the game for new players. Starting with building is not good for the new players at all. They are better at progressing through early tutorials and missions and craft their first backpack building module or smelter in progress. By dropping a new player in the middle of nowhere, asking them to build their way from the dirt into space is a very hard thing anyway, building is way harder than crafting components in one way or another.


Then, let's talk about backpack efficiency. As I have mentioned already, I like the convenience of backpack building when it comes to welding simple structures, interiors, lights or decorations. If you make it slightly less efficient (consume more resources), that would not change much IMO other than making it more tedious with more frequent restocking for materials. I think a better solution would be energy consumption increase significantly if you use raw ore. You should be able to use smelter and grid energy to smelt raw ore into pure iron and then be able to carry even more with you for prolonged welding sessions. That would be a real benefit of having an early base setup rather than using a smelter to produce a dozen of different components and then micromanage them. Even if we had some sort of build planner from SE1, I would still prefer restocking with just one iron item and then build whatever I like and in whatever order. Of course, it applies only to building basic stuff.


For anything advanced, like building a jump drive or nuclear reactor, I don't think we should be able to do it with a hand welder at all.

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I would still argue that the resource costs are the same, and the time costs are what should discourage using the backpack to build everything from raw materials. Like it is kinda weird that my ship is 5 meters away and I have 200 steel plates in it, but because I have 1000kg of iron in my inventory, it makes it from the iron rather than using the existing plates. If you start making the resource use less efficient, then you have a problem of backpack building, but you need to move something so you take it apart, and now you're short that material.


IMO, it should always be 1:1 except when damaged. However the only material that should be "backpack" built from raw materials are steel plates, and steel tubes, because the logic flows that these are just "one material". "Construction Component" on the other hand, implies it's something else. (For all intents let's just assume this is like, rivets or flanges, basically things that are still just iron parts) As long as it only required iron to make it, then the backpack can "make it". We can just imagine it being "Cut into place", like there ARE real laser steel cutters out there. Just they're 20000w and the size of a bus.

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I doubt there are many that want a realistic take on the backpack building, and I do agree with Keen in being a nice method to start building right away. But it feels weird having components like motors poof out of raw materials. Motors are a little to complex for a on your back 3d printer. Also there's still the lack of an incentive for making the components before hand. If you can make them at the same cost and the same time, why bother stocking up.

I kind of fancy a drone like system, but can't decide on a balanced implementation. On one hand it offers a progression having to upgrade your drone bay in order to have a better throughput for bigger builds, but on the other hand how would you start the base blocks needed to get everything started.

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Yeah, having considerable time on SE1, I absolutely see how backpack building simplifies early game experience. It's handy, but it's also immersion breaking (for me). The backpack is too overloaded in functionality. Not saying take it out, simply asking that it use more resources than doing it the 'normal' way.

If you think about it this way, you're trying to teach the production cycle to new players. However, what you teach them from the moment they step out of their escape pod is that 'oh, my backpack builds stuff'. Then, just as they're getting used to the backpack doing everything, it suddenly stops doing everything. Now you have to (as a new player) figure out what things my backpack will do and what things I need other blocks to build. Wouldn't it actually be better learning experience to start with 'you need to make blocks to build everything'? Would it be so terrible if the survival kit made these basic things (maybe it even had a drone that fed you stuff to simulate backpack building?) and you had a survival kit in your escape pod?

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Seems like this (and other topics that tailor the survival experience) could be preferences set when starting a new survival experience. From more casual to more hardcore...

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I wouldn't mind a setting in this situation, but the idea that the default backpack building is equal in performance and efficiency to a larger more refined production block still feels off.

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Woo! Under consideration!

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nice ;)

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keep in mind the painting tool must be build by the same way... it is uncomprehending to keep it from the void when the game tells you to upgrade existing tools by the geartool...

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After rethinking it a bit, I find a possible compromise approach could be limited backpack building, where ore needs to be refined at a separate smelter, but the player can still build from refined materials instead of components. A limited version of the smelter could go into the survival kit, bringing us closer to SE1. For instance, a version that would be only able to make filament for a 3D printer in the backpack. More advanced smelters would have the ability to make not only filament, but more complex parts and from a larger variety of materials.

The player would then have the option to either use pre-made components from an advanced smelter or print them in place from filament. As someone else has suggested, using the printer could come with a penalty in form of higher energy use and be slower. Overall, that would reintroduce the need for refining your materials at a base, but allow more flexibility in the field. In SE1, I had situations where I needed certain parts for repairs and had all sorts of parts on me, just not the needed ones. In those cases, a supply of filament could save the day without allowing the backpack to do it all.

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It is currently less efficient to build with a backpack. The amount of ore you can store doesn't equal the same "resource" amount of steel plate.

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I'll have to re-check that. For some time, you could get more weight in steel plates out that you had put in in form of ore.

Mind you, this miraculous material creation also happens in SE1 with the default value of assembler efficiency=3, giving you one 20kg steel plate for 7 kg of iron ingots. But in SE1, you can reduce assembler efficiency to 1, then things make sense again. It also makes dirt mining rather tedious.

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The idea of using a 'filament' is a good one. It clicks with what a backpack smelter really is (3d printer), and a logical way to introduce a mechanic for balancing it moving further by ...well...actually using 'filaments' as the resource to print basic components.


Add in an extra process which takes ores, then can converts them into different (or a single universal) filament first, then your backpack pulls from that in order to print limited components. It also fits with the idea of a 'suit only start' survival balancing, and the idea can be 'also' extended to other 3d printer type tech (survival kit and medical bay), requiring some sort of 'filaments' to use (carbon?, organics?, plant matter?, specific ore/alloy filaments to operate as well?). That system would naturally balance things out a bit, with time/power questions, too.

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I'd go with iron filament, also known as wire, silicon filament (something glass fiber-ish) and maybe copper filament for electrical components (SE2 as-is uses nickel in motors, but copper windings make so much more sense. Just a pet peeve of mine.)

Early game this would give us three basic materials to manage, where you have nine basic components in the SE1 survival kit. Still some management necessary, but more, well, manageable.

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Using a 3d printer concept wouldn't be a bad way to do, i.e. spools of various materials that get printed into things. The main point of the comment is that it be less efficient, this could be less efficient with regards to material use, less efficient with regards to power use, or less efficient time-wise. Any of these would be fine, time would probably be the most fair, and higher end welders could help speed that up and having actual materials in the pack speed things up further. This is probably the more tangible and obvious feedback to players who would ask 'how do I make this go faster?' which would lead them to look at things like better welders and building a manufacturing chain to pre-make the materials. Being less efficient power wise would probably not have the same tangible feedback and likely wouldn't lead to 'how do I make this use less of my suit's battery?' in the same vein as above. 'How do I get this to use less raw materials?' falls somewhere in between the other two in observability. We are, after all, an impatient bunch of Space Engineers (too?) We'd tolerate more resource use for the sake of time convenience, we'd probably complain about our suit batteries draining too quickly, but a 3 second task that takes 5 seconds to do, intolerable! :)

I'd probably lean on some combination of the above actually, uses a little more raw materials (if we're sticking with ore to finished goods), a bit more power (we're using a smelter in our backpack, meaning our backpack has both the production capacity to make the raw materials, but also an arc furnace that is capable of rapidly (almost instantly?) heating large quantities of ore (silicon needs the hottest of the iron/nickel/silicon triad) to upwards of 1900C (this is over 50% hotter than lava). This would consume a tremendous amount of power and require insane amounts of shielding to not melt our space buddy in the process. Then cool that molten metal (almost instantly?) to a usable temp and somehow cram that into finished components.

This is why my brain really hates backpack building as a concept. To pack an insulated arc furnace capable of upwards of 1900C heat, a (something to instantly cool molten metal while still allowing it to form usable crystalline structures inside the metals and not heavily alter their physical properties), a (something to make filament), a 3d printer, a battery, hydrogen and oxygen tanks, thruster packs, a radio, and somehow storage to hold 8 tons of materials, really is immersion breaking for me. Does that mean I prefer having to walk back and forth because my smaller backpack can't hold 8 tons of materials? (see my point about being impatient, it's handy but nonsensical space magic, not reality) Does that mean I prefer to lug my raw ore to some tiny base to refine it in a machine before lugging the finished materials back to my project...yeah I kinda do prefer that. Apologies for drifting fondly back to the (many) times where I had to lug huge chunks of stone back to my survival kit to make a few steel plates to hopefully finish a shelter, haha.

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Just for perspective, using silicon as a baseline. To make 1kg of usable pure silicon (for semiconductor use) from ore typically would take about 200-300 hours to purify it to polysilicon and perfect the crystalline structure to nine nines purity (99.9999999% pure) The game has cut that to a few seconds (in the machines) at best and instantly in a backpack. It hurts my brain, but I know nobody would play if you had to take realistic times to make some of these things. Backpack building may just be a suspension of disbelief too far I guess. It's star trek replicators at this point. "Tea, Earl Gray, Hot"

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Yes, there should be some disadvantage to backpack building. Technically there's a slight extra time delay when the backpack crafts ore into components, but the difference is so tiny it is totally dwarfed by the massive advantage of having to carry only a few ore types to build anything basic. You only need the Smelter to build a couple components your backpack can't do but otherwise it's currently just more convenient to not bother pre-crafting basic components and simply use raw ore.

I don't like that. It's not good game play. Though, I understand that there are people who like this, and that's fine. My suggestion is thus to make it a difficulty slider in the game options. Add a backpack crafting penalty like Wilhelm suggested in this thread, but instead of a fixed 1.25 or 1.5 penalty factor when building with raw ore, allow the player to select it. For example, if there were the choices 1x, 1.25x, 1.5x, and 2x for the penalty factor, then it would likely suit everyone, especially as you keep the current 1x choice there.

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I like the concept of a difficulty slider at game creation and include backpack building efficiency (power/raw resource use/time) as part of that.

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You can set efficiency scale in SE1 so this seems like the most canonical solution. Allow users to waste half their backpack ore on a few steel plates here or make 25 in a smelter consuming power over there.

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I think the core thing here is whether backpack building itself is something 'to fill in the gaps', i.e. emergency use (when you crash on the planet, this qualifies as emergency use) or if it is intended to be the main building method. I genuinely hope it's the former. I would be more inclined to enjoy some method that allows your welder to tap into nearby inventories (i.e. the drone example above, or something similar) so that you don't have to run back and forth with partial components to make it 'easier' than a magic backpack that converts raw ore to finished goods in one simple step. it's not even teaching the later game production chain, it's teaching an overly simplistic method that doesn't scale to more advanced building.

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I am totally fine with having a small universal 3D printer in my backpack, as long as it uses something that actually resembles 3D printer filament, not dirt you just collected with a drill.

But wait, you don't even use dirt. Drills are now capable of purifying the materials you collect on the fly. If you pay attention, the resource you collect isn't even called ore, just iron, nickel, silicon, etc. To make backpack building less ridiculous, they basically made drills act like refineries. Which is even more ridiculous :)

All of this makes the game feel absolutely unbelievable. We have a system where, in order to support one gameplay feature, being able to start with nothing but a backpack, they sacrificed a lot of things.

I don't believe there were no alternative ways proposed that require less stupid assumptions while still implementing the "start with nothing" idea, which is debatable on its own tbh. I also question whether starting with nothing was really needed in this game at all.

We are part of a colonization effort. We don't necessarily need to start with dirt collected from the ground. Moreover, after crash landing we can immediately see other grids, semi-ready helicopters that can be used right away, and lots of blocks that can be salvaged for components.

Given all these circumstances, why do we need to be able to start with literally nothing?

If you really want to start with nothing, you would have to start by finding and punching a tree or making stone tools :)

Anyway, even assuming we want to support the "start from nothing" scenario, there are many ways to solve this without turning drills into refineries.

In SE1 we had those surface-level boulders. Here we could have something similar. Small pieces of pure materials scattered around, meteor craters with pure metals that you can dig out from the center, small pebbles of pure materials that you can pick up from river banks, etc.

Not much, but enough to slowly build the components required for a proper smelter and a power source. So you can finally start refining ores.

Again, if you really want to start from nothing.

I don't really think this game is about starting from nothing anyway. The core gameplay loop has always been more about building grids and taking advantage of them. That's where we need more gameplay and more variety in progression.


One more thing. I don't even think the backpack should only be useful at the beginning of the game.

I actually think it is very useful for things like building interiors, simple structures and doing repairs. That's where it shines.

If you need a small amount of components to build a table in your room or repair something, it is perfectly fine to use generic filaments and make the components on the fly.

I actually think that grabbing some iron resource and building all sorts of things with it is much better than micromanaging dozens of components, even with a build planner. The build planner is not ideal, it can be quite complex for players to understand, and it is still not as convenient as carrying a couple of different types of filament for the backpack printer.

This is basically what I am already using the backpack for. I build all sorts of blocks with iron without even bothering to make steel plates in the smelter.

Not much "starting over with nothing", but very useful for continuing to weld structures, interiors, decorations, small armor blocks with the area welder, etc.

It is convenient and I think it's totally fine, as long as we can have proper refining and true raw ores in the game.

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Why does pure uranium have to be made from uranium? This logic does not apply to anything else.

Ingots forever !

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4Peace, don't forget the game purpose of backpack building. The player needs to have a way to start from scratch. Backpack building is a solution to that problem. You only need your character tools and can then bootstrap yourself using backpack building.

We naturally do prefer game mechanics that feel more believable, but whatever the chosen explanation, the game mechanical result needs to be such that it allows you to start with nothing but your tools.

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@Pembroke

Those are the things I have addressed in my comment above. Read it carefully before replying.

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I am going to say this, not because I think it is a good idea, but to make a point.

Why does the drill not make components ?

And do not say because it is not big enough or have a storage space.

8T carrying backpack + energy pack + oxygen storage + hydrogen storage + ion flight system in atmosphere + space for 5 additional utility items. (Not including for a 3d printer, with particulate feeds, hoppers, stacking systems, and clean room nano scale electronic manufacture with code embedding).

If the backpack can do all of that, then the drill should be able to spit out components.

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It is an ender chest and you are Steve :)

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@4Peace, I simply meant that the "start from scratch" should be the main purpose of the backpack building, and to keep the initial game play smooth, it shouldn't be made too complicated. In the current version, the backpack building pretty much makes the smelter unnecessary except for a couple parts the backpack can't build. I would like the smelter to be something you want to build.

Ideally, I would like the backpack building only be able to craft the components needed for armor blocks, small and medium batteries, and the smelter. That's the bare minimum you need to start from scratch as a powered smelter can then do the steps after that.


I would also like the backpack building be very simple to use, so no complicating it with intermediate steps. That serves really no purpose if the only thing you really are going to use backpack building is to build a working smelter.

To discourage you from continuing to use backpack building for the above basic part, I would also introduce a resource penalty, preferably as a slider setting that allows you to tune it to suit your gameplay style. Value range of 1x, 1.25x, 1.5x, and 2x resources needed, would likely work quite well, I think.

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If starting with nothing means starting with a drill, a welder, and a grinder, then why not add one more, an emergency powered smelter component kit.

You click use, and immediately a battery + smelter hologram is projected ready for placement.

The kit contains all of the parts to build the battery and the smelter, but the components can not be used for any thing else.


Each time you spawn, you spawn with the kit as well as your tools, any previous kit smelter will vaporize on your re-spawn, like good game magic should do.


You could even start without the grinder.

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"Start from scratch" can be made in the 1000s of different ways without throwing out of the window all the credibility and substantially simplifying ruining mid and late game. In this game you progress quite fast from hand tools to grids. Making bigger and better grids is the core gameplay loop. You design a game focusing on making the core gameplay as good as possible and only THEN do you think about secondary features like "how do you start with nothing", not the other way around, where backpack building apparently dictated how drill or production as a whole works. If you really need to be able to start with nothing, there are better ways to achieve this. I personally think that you should pretty much die if you happen to be left alone in space with just your suit and a small battery in it, even if you have a small 3d printer in it. On planets, you should spawn without suit altogether. Crafting your first suit, or better yet, separate modules of it, should be done in gearforge and feel like a big achievement. Preparing to go to space or other harsh environments, water and so on, as part of you progression to find rare resources.

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The current "classic survival" is what I consider close enough to "start from scratch". You have some materials you can gain from dismantling the landing pod. Enough to build a survival kit without disassembling the battery. But not for a serious base.

Overall, it puts you in a somewhat worse position than with the old pod or the later rover in SE1. From the former, I could salvage the metal grids, and I had a plan how to build a flyable rover. It was somewhat tedious to execute, but the result were superior to the later survival rover, because flying. The latter would give you immediate mobility.

If you want to increase the difficulty level of "start from scratch", the SE2 landing pod could be in worse shape, with fewer salvageable materials.

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Along the same lines of building your first suit as above, I could argue that 'backpack building' be an upgrade feature like your tools. My preference would be to start without it obviously as the whole concept breaks my immersion, but if your 'tier 1' backpack builder is functional but horribly inefficient, but you can upgrade it with research to be increasingly more useful and perhaps even build more stuff. This doesn't address the issues in general with a painfully overpowered magic backpack (I mean, think about all that it does in addition to somehow carrying 8 tons of material?? I mean a large heavy duty pickup truck such as the F-350 with dual rear wheels is rated to carry about half of that amount!!), but what it does do is at least sort of provide a game mechanic that a starting pack isn't the equivalent of a purpose built manufacturing machine.

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Contextually, the game wouldn't work if you didn't respawn with at least the ability to "build", other games in similar genre simply have a "magic building tool" of some sort. Satisfactory has the build/deconstruct gun, scrap mechanic has the lift/jack. Weapons have to be built, you don't get to keep them on death.


But the circular argument about the backpack comes back to how over-useful it is early in the game and useless it is later in the game because the storage capacity is out of step with the progression of the game. Like to me, the "ores and ingots" should exist, and the backpack building should require ingots, but to build the refiner to make the ingots should require deconstructing something that already has steel plates.

However this is where SE2 diverges from how other games work too much to use that same logic because how do you make a new refiner if you blow up your ship and there's nothing to deconstruct. SOL right? Satisfactory would just have you deconstruct literately anything. Scrap Mechanic always has the block-making machine at a garage. Would it maybe not be that far feched to assume the player would just drill some materials and sell it to a base to get money to buy the materials to make a new refiner if they somehow triple-downed on failures (blowing up their vehicle, death and not leaving anything/no money at the base.)


So how I'd make that work is that "building from the backpack" is always more energy intensive. 1:1 for the material input:output but the energy cost for building from iron/nickel is more energy intensive than having the refiner do it. Likewise using the drill is more energy intensive than the drill blocks on a vehicle. I'd actually put this progression into the backpack, not just the tools where the mk1 is a much smaller capacity and half the speed of the dedicated refiner and you can upgrade to the mk2 once you've built materials that only a refiner can make (eg copper wire.) Right now we're just teaching the player to build everything with the backpack.

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In SE1, you would always respawn in a respawn pod which had a survival kit which gave you the essentials to get started again. They've seemingly taken that and tried to cram the respawn pod into the backpack. Unfortunately, this is like taking a commercial truck full of production capacities and shoved it into a shoulder carried item.

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When I play SE, I do not want it to feel like NMS. NMS has it's positives, but it is a a strong fantasy game, that panders to a simplistic form of game play. NMS is OK but it lacks a brain challenge.

Encouraging NMS players to migrate over to SE would have happened with SE1, if it was going to happen at all, the backpack will not do it for SE2. It is a deeper space game experience that SE offers the player.

The SE2 backpack attempts to address a steep learning curve for new players that was commented upon as problematic in SE1. From my own experience, SE1's learning curve was the result of gaps in pointing the player in the right direction. Learning tutorials require great care to get right and SE1 was a miss for many players, The bigger miss was, where does the vanilla game go after a few achievements. I believe that this factor(mid game) should not be brought low by the attempts ease players into the early game, this is where the backpack and the resource build chain in SE2 is failing for me.


The spawning start problem must be viewed from the perspective of players trying many different start options, each offering some uniqueness in challenge. From my own perspective, the re-spawn system itself is a compromise that I would like more game features from, but that subject is too contentious for many players.

I have started to get used to mining and welding directly from the backpack, it feels like cheating, a short cut that is removing game play experience as much as it is a convenience. When I am welding directly from mined material, I get the impression that I am using a garden hose to fill up a box that becomes a block thing, some cue is missing from the construction to make it feel like the physical component elements are being placed down, the build states and sounds help, and yet I still experience disbelief.


How is my backpack more efficient in flight than my ship engines ?

Can I not strap backpacks all over my ship to get it off the ground ?

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I think backpack building (BB) itself does not need to be nerfed. This might sounds like the opposite of what we have discussed in this topic, but bear with me for a moment :)

We often mix together several different concepts and features when discussing BB feature.

"Start With Nothing" (SWN) and BB are two separate things. SWN, on the other hand, can be achieved in countless other ways without having a mini factory in your backpack.

The same goes for beginner friendliness, often portrayed as what BB is meant to improve. The game being easy to understand for a new player does not necessarily mean that mining and production systems should be designed around the first five minutes of gameplay. Those systems should ultimately be designed for the people who will play the game for hundreds of hours. Beginners can be introduced to them through tutorials and campaigns. They will still not buy the game if the people who actually play it for hundreds of hours end up hating those systems and writing bad reviews about them.

There are also several other things currently making the early game much easier than it probably should be.

The jetpack is ridiculously overpowered, especially on planets. You basically have a battery-powered ion jetpack that lets you fly around in gravity with the precision of a small drone.

Inventory space is also way too generous. I understand that some level of "compression" is necessary for gameplay. We can build a spaceship in a few minutes, so it makes sense to have a much larger carrying capacity than would be realistic, otherwise we would spend half the game walking back and forth to retrieve components. But there is a limit. The current capacity is simply too generous from the very beginning.

Clearly, many survival aspects are simply not done yet. What we have now feels more like a quick setup that allows us to test other game systems without wasting too much time on basic survival tasks. That makes sense in the current state of the game.

I think the developers should communicate this more clearly, though. Otherwise, we end up with a situation where players look at the current mechanics and assume this is what the final game is supposed to look like.

Then you get the usual back-and-forth arguments between people who are frustrated with the current systems and people defending the current meta.

The second camp is made up of the annoying "white knights": people who will defend the developers' decisions no matter how bad they are, and people who simply remember many poorly implemented mechanics from the original game and would rather accept the new approach than see those old annoyances blindly ported over.


Think about things like stone cluttering inventories, excessive waiting times for refining, or poor performance caused by that. None of those things were inherently bad because of the underlying game mechanics. They could have been fixed, improved, or changed in many different ways instead of simply removing the mechanics themselves.


Now back to the topic.

First, the suit as a whole should be modular.

The 3D printer for BB as well as backpack, jetpack, helmet, armor, parachute, boots, exoskeleton and so on should all be separate modules. I don't think we should debate whether you spawn with a suit or without one. The more interesting question is which modules you actually have equipped when you respawn.

Once you separate these things, it becomes even more obvious that backpack building should not be tied to SWN. If you can start without the backpack or 3D printer, you are immediately soft-locked if backpack building is the only way to handle SWN. Having a 3D printer in your "pocket" is basically equivalent to spawning with a starter base every time. The argument Deon have. And I am 100% agree with him. At this point, why not starting with a small base or components to build one? It is the same in principle as having the free magic box in your pocket but at least less fantasy-like.

Why would an engineer spawn with an advanced technological suit containing with all modules, together with tools of the same tier they had when they died, out of Survival Kit block you can build with basic components?

I see all of this as temporary convenience rather than something that necessarily belongs in the final survival loop.

The same applies to the value of the engineer's life.

In SE1, nobody really cared about dying until relatively recently with the food and environmental hazards. Even then, death still has very few consequences, especially in the beginning when you don't have any buffs and more likely to die due to starvation or other hazards. Moreover. you will intentionally kill yourself to scout asteroids, save GPS points in your "soul" and return to your ship without making the trip back. Or infamous suicide as a teleportation technique.

Something needs to make the engineer's life more valuable, starting from the very beginning.

Starting on Verdure in a temperate biome is quite safe. You can survive without a suit or some if its moduels. Compare that to starting in outer space, where you immediately need a suit, power and tools. These two environments are fundamentally different.

You simply cannot make it possible to SWN in space with radiation, lack of oxygen and constant need for heating, without inevitably making Verdure start trivial and boring.

SWN needs an environment that actually supports it.

You could deviate slightly from the safe temperate start. For example, starting in a desert would already create much more extreme initial survival conditions. In that context, a 3D printer and backpack building would be something you earn rather than something you are given for free together with infinite respawns.

If you die, you could respawn somewhere far away from where you were. That's punishing, but it makes your life matter. Suddenly having a proper shelter, a power source, and progress to use drones, craft additional suit modules becomes much more valuable and meaningful.

And what exactly is the Survival Kit anyway? I understand the healing and gas/energy refueling functions, although I would personally separate those into different blocks. But why should it be responsible for respawning you?

If we want respawning to make sense in the world, we need some kind of facility capable of producing a new engineer body and supplying it with the necessary resources. It could be expensive to build and operate.

When you respawn, you could automatically equip the suit modules, tools and consumables you were using when you died, provided those items are available in the inventory connected to the respawn facility.

Yes, that's more punishing. But it also gives you a reason to progress. Making your life easier and safer becomes actual progression instead of something you simply get for free.


So how do you actually start "naked" on Verdure?

First of all, I don't think this should necessarily be the default game mode for beginners. Even with the current overpowered systems, SWN is probably not for everyone.

Some players will absolutely love discovering the game this way because they enjoy survival games. For many, there is the campaign/tutorial that gradually introduces the mechanics before they jump into a free sandbox survival game.

Before we discuss SWN it is worth mentioning that it is also not necessarily the only option for free sandbox survival.

Verdure is not an empty planet, just like Almagest is not an empty star system.

You could start at an NPC station with a small amount of money and buy your first ship. From there you can progress however you want. And ofc you don't necessarily have to follow the traditional mining and production path.

But let's say you really want the full SWN experience. You don't want to interact with NPCs and want to survive completely on your own.

I don't think SE needs a complicated "collect sticks and stones" or "punch a tree" type of start, nor does it need an overpowered factory in your backpack.

You are alone, but the planet can still have old abandoned outposts.

Spawn a few damaged grids around the starting area. Not too close, not too far. No GPS markers. You have to actually explore, look around and walk from one hill to another. You should be able to spot one roughly within five minutes of the gameplay.

You can still have some basic hazards even on a relatively safe planet. Cold nights, lack of food and so on.

Inside any of those abandoned outposts you can always find a basic grinder and welder. Now you can start salvaging.

Your first goals are simple: find some food and create a shelter.

A shelter doesn't have to be complicated. Close the doors, regulate the temperature and survive the night.

You might not find everything you need at the first site. The outposts can be damaged, without power or missing important components. So you collect what you can, grind down whatever is useful and move on.

You should probably be able to survive the first night without a shelter, but take significant damage from the cold. Eventually you collect enough components to seal a small room, provide power and install the necessary ventilation. Maybe you repair an existing outpost, maybe you build your own.

Once you have shelter, you can start working on sustainable power, adding wind turbines, solar panels and batteries.

Food packs found as loot should be enough to keep you going initially. You don't want to spend a lot of time searching for food., this is rather annoying. Looted food packs should last long enough for you to eventually establish some way of producing your own.

If you don't have enough components for additional power, you have a couple of options. Build a smelter if you have enough power to operate it and recycle some materials, or keep exploring until you find what you need.

Once you have enough power and basic production, you can build a Gear Forge and make your first drill, assuming you didn't find one as loot.

Only now can you properly mine raw resources and refine them using a real production setup.

And only now can you start crafting additional suit modules, including the 3D printer.

This is where I think backpack building actually shines.

Once you have a 3D printer, it becomes much more convenient to quickly build simple structures, interiors, small vehicles, drones and similar things without micromanaging dozens of individual components.

I would actually argue that we should add back more recipes to backpack building we used to have before, but have it work with filaments (if you dislike term "ingots") rather than "dirt".

Now it is no longer an overpowered replacement for the entire production chain. It has a proper purpose.

It is a convenient small-scale construction tool.

This is already how I use backpack building most of the time and I believe you all do. Don't tell me you build even steel plates in your smelter. You continue using BB for all sorts of small things with iron without bothering to come back and mess with the smelter. I use it for structures, interiors, decorations, small armor sections with the area welder and beyond. And it's OK. Don't lie you don't like it.

It is convenient and it makes sense, as long as we have proper refining and actual raw ores in the game. I can interpret it as another gameplay "compression": although the 3D printer is slow irl, we don't want to WAIT in video game. So no, making BB less efficient might be actually bad.

The problem starts when we try to use backpack building as the foundation of SWN.

That is what creates most of the problems we have been discussing in this topic and many related ones. You can make the BB less efficient, increase its power consumption or remove more recipes, but those changes don't address the fundamental issue. We have a simplistic system to solve SWN while the much more important systems, that you will engage with through the entire game, lose credibility, oversimplified and boring, while at the same time are even more confusing.

I also never liked the idea that you can start with nothing and build a helicopter out of dirt within five minutes. Maybe someone likes this, but I really don't feel like it has something to do with engineering and what this game is about. You have to have more reasons to design and build grids, such as proper production setups, in order to progress, not less. Like, why do you even want to build a gearforge if you have tools for free, even if you die? To upgrade a drill to tier 2? Who cares? You want a drill block asap anyway. Marginally better tier2 2 drill won't do much for you.

Finding an almost finished helicopter during a tutorial mission is perfectly fine tho. It can teach you how the game works and give you something almost finished to work with.

But in a free sandbox SWN scenario, I think you should actually have to play the game before you can manufacture turbine blades, motors and electronics.

And you might not even need that helicopter or drone yet if you can simply fly around with an overpowered jetpack while carrying eight tons of cargo.

That's why I think a proper SWN scenario should start without a jetpack module. You craft your first jetpack later and it feels like an achievement.

The backpack could also provide less storage than it does now. If you are carrying too much weight, you shouldn't be able to fly normally. You could still use the jetpack to dampen your fall and avoid fall damage, or escape from a hole, but if you're carrying a huge load you would first have to dump most of it.

A more powerful jetpack can exist, but you have to progress to get it.

Exoskeletons could improve movement and carrying capacity, eventually bringing you closer to the eight-ton capacity we have today.

Again, earn it rather than getting it for free in the very early game.

SWN is absolutely possible in this game, and I think it can actually be more interesting for beginners as well, without giving the player a ridiculously overpowered suit full of advanced technology from the first second.

And this is why I don't think backpack building needs to be nerfed.

It needs to be earned and given a proper role throughout the game instead of being used as the solution for SWN.

For the initial tutorial, you don't even need mining to teach the player how to build things. Give them two damaged helicopters and ask them to finish one using parts from the other. This teaches grinding, salvaging and construction while also fitting naturally into the SWN concept.

You could find components inside abandoned grids and cargo containers instead of immediately mining "ore" and turning it into everything you need.

Mining and proper refining can then become an important part of the mid and late game.

Of course, we shouldn't simply copy all the problems from SE1. There were plenty of issues with its mining and production systems.

Fix those systems instead of removing and oversimplifying the gameplay where it actually matters most.

The backpack building system doesn't need to be made less efficient.

It needs to stop being the thing that carries the entire SWN experience.

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A couple of clarifications


Having ingots filaments for a 3D printer does not mean we automatically need an additional "ingots" step for all production in the game.

Although I genuinely believe an ingot step is very important and useful for many reasons (I've described this in countless related topics), you could still be able to make a steel plate directly from iron ore without an intermediate state.

The filaments are primarily meant for 3D printers and faster on demand production.

Smelter will take iron ore and directly produce different steel components and a steel powder. Your pocket 3D printer would use purified steel powder and other types of filaments. That's how it can print components on the fly, without magic or ridiculous assumptions like extracting pure resources with drills (the way it is in game atm).

A steel tube, for example, could only be made from steel powder inside the 3D printer. In a Smelter, you could use either iron ore or steel powder. If you use the already processed steel powder, the Smelter could produce steel components faster.

Filaments could then also be used to store and transport universal resources more efficiently by preprocessing/refining them. You would spend more energy overall doing this, but that could be an acceptable trade-off because you can then produce components faster on demand.

And ofc, this doesn't have to be limited to a small portable 3D printer. Why not have bigger block variants as well? They could still be much slower and less efficient than proper production blocks, but more compact. This would let you keep one on board your ship and produce components for repairs or small-scale building on the go, without having to carry an entire Smelter + Refinery + Assembler + Fabricator setup, as long as you have enough filaments of the required types.

Elaborating on the modular suit idea, there could also be more advanced 3D printer modules for your suit that can produce a wider range of components. They would be much slower for making advanced components than proper block-based printers, but could still be useful in specific gameplay situations, emergency repairs, or certain contracts/missions.


For the Verdure SWN, I think the grids that spawn around you at the beginning should eventually stop spawning once you progress beyond a certain threshold.

In fact, the game should always track your progression in some way so that random encounters are generated at an appropriate level for where you are in the game.

Every time you find a randomly spawned grid, it should contain something interesting for you. As your progression increases, those encounters can also start featuring hazards, enemies, traps and ofc have different spawning criteria. That way, you won't see those basic grids continue spawning around you when you don't need them anymore.

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Looking at this from another perspective, what if what is respawned is dependent on progression and actually having/keeping money. When you die, the body should just be left there indefinitely and not despawn unless it's in space and would keep the CPU physics spinning for it. If it's on land then the marker can just be left and you can go get your stuff.


To keep your progress you have to 'upload' your progress at the health station. This will only respawn you with nothing except the suit itself. You "pay a fine" for the new print and suit, and if you have additional money you also pay to reprint whatever upgrades and tools you lost. Some of these upgrades are energy, oxygen and ion engine carrying capacity as an example. Or you could decline and go get your body if it's not far away. (There's been situations of literately dying 2 meters from the health station because I got up to get something and the player runs out of oxygen... on Verdure.)


So if you have really expensive upgrades to the suit/backpack there is more time/cost penalty to dying, to which, yes I find "dying as a solution" to make survival feel trivial. It doesn't need to be "naked and alone" spawning, but if you constantly respawn with everything, upgrades, inventory, etc then it trivializes the survival mode too much.


As for randomly spawned grids/junk grids and abandoned grids, the game should probably be a little more respective of the player's progression, because if too many of those spawn, there's no point in crafting anything, just wait for the game to spawn something you can loot. The player shouldn't need to wait for any to spawn. Once the player has unlocked weapons and has built at least one ship-mounted weapon, the game should take that as a cue to start spawning renegade/rebel/pirate ships that actually attack spawned friendly ships once that sector is complete.


It should be possible to take over a ship-grid as a solution, and thus driving it around and not having it despawn while we do so. So boy would that be awful if it despawns, you die, and all your expensive upgrades are left floating in space where you won't be able to find it with the short time the body's remain before the game garbage collects it.

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Hmm, interesting idea Kisai.


Health Station

A sort of "life and gear insurance"? It would make a lot of sense in a truly living universe, where you have public health stations, can walk out of one and take a taxi to your base or wherever you need to go next.

I am not sure if we will actually have NPCs and a living world like this in the game, though. We can certainly create game modes and roleplay servers around this idea, but as part of vanilla gameplay, idk if Keen would ever think about going this far.

If you build your own health station, though, using money makes less sense. At that point you could simply craft spare copies of your gear and have them automatically equipped when you respawn.

Also, some gear could be genuinely rare, requiring lots of high-end resources and components and whatnot. Being able to simply buy everything back with money would make it too easy imo.

Having an automatic GPS point marking your death is also a good idea. Although I think you should need some special blocks, like a Map Block on your base where you respawn, in order to get that information.

In the early game, it doesn't matter that much. You probably won't spend an hour walking back to your death point, and there wouldn't be much to recover anyway. Then, as you progress, you become more cautious until you have a proper respawn and map setup.

A simple respawn block (one that does not auto equipe you and might have additional limitations and respawn timers) should be relatively easy to rush to in early game, right after you have basic production ready.

The possibility of dying and losing your progress is one of the best motivations in survival imo. But if you operate mostly around the default spawn biomes of Verdure, it should actually be pretty hard to die :) And that's totally OK. This game was never really about hardcore survival, nor the early game is where the core gameplay loops is.

Figuring out how to build a shelter to avoid freezing at night is easier than in games like Minecraft, where you also have to deal with monsters at night. But if you want to progress farther and visit dangerous environments or encounters, you accept the risk and the consequences.

That's where engineering and preparation should come in.

Use scouting drones to reduce the risk of falling into a trap. Use remotely controlled fighters to take out enemy defenses. Use pressurized rovers with air conditioning when going into hot deserts, or heaters when going into snowy biomes.

For space, you obviously need pressurized interiors and a spacesuit with a helmet and ion jetpack. On a planet, you might instead use hydrogen or an atmospheric jetpack.


About random grids spawning too often

I think this depends more on your playstyle.

If you are willing to invest in making efficient grinding machines, then it might actually be your type of gameplay. Grinding everything by hand will quickly become annoying imo.

And I think you will still be able to collect much more resources by mining ore. After some point, the biggest value of randomly spawned encounter grids would probably be a small number of specific blocks built with rare components, plus whatever loot they contain.

So they shouldn't replace actual mining and production. They should be an interesting alternative source of specific resources, components and technology.


Despawning

Absolutely agree about automatic despawn.

Your body should be there for as long as necessary. And if your body is inside a grid, that grid should remain there as well.

I hate those despawn counters, not only in SE but in pretty much any survival game. Why do we need to mindlessly rush to recover our items every time? You need time to actually strategize.

If you die during an expedition, you should be able to bring reinforcements: additional ships, drones, vehicles, submarines, whatever is appropriate for the situation.

Taking a proper respawn point with you on an expedition should be quite challenging. A health station capable of actually respawning you should be a relatively heavy, energy-demanding block and cost a lot of PCU. So maybe you would only have a couple of them in your most important bases.

You can still have simple healing stations, ofc, if you manage to survive and return to one.

Or even better, good armor for your spacesuit should make you last longer. Even if your cockpit is compromised or destroyed, you might still survive long enough to get to cover.

Body armor could have a separate armor HP value that you can repair rather than simply "heal". Let's be honest: once your armor is compromised and you're in space or being shot by a modern weapon, it's pretty much sure death anyway.

So you might not need those health stations as much as you would care about obtaining better armor.

And ofc, you could use more remotely controlled machines and AI drones to reduce the risk of dying.

Believe me, it's for the best of the game. Throwing an infinite number of hydroman clones at a difficult encounter until you eventually win is not fun gameplay.

But you still do it because the game allows you to.

About grid takeover

Lastly, about the grid takeover you mentioned: I actually think all grids should be controllable by default, even if you are not the owner.

How tf can't I sit in a control chair or rover seat?

I can understand closed cockpits not being accessible, but once you are inside a ship or vehicle, you should be able to take control of it.

The only exception might be the presence of some special protection block that you need to deliberately hack before you can control the grid.

Imagine a mission where you infiltrate a base and steal something important. Now you need to get out of there. You see a ship or rover parked nearby.

No way you tell me I need to grind half the blocks in order to take it for a ride.

If you can get in, you can control it.

I think I'll make a separate suggestion about this.

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