Drop using the term 'license' and use something like 'Schematic'
Feedback for VS 2.3: It appears (still early in the testing of the update) that you're using the term license for various blocks, like 'we'll give you a license to use a smelter'. This definitely gives a very radical and probably unintentional impression about life in Verdure.
It opens questions like, 'Is someone going to arrest me if I use a smelter without a license?' It implies that I could in theory build everything but doing so would break the 'law' of this uncolonized star system in the middle of nowhere. What sort of authority is enforcing this? Can I use them illegally without a license? Will I get into trouble? Will the space cops show up at my base and dismantle my smelter and haul me away to space jail and I have to pay a hefty fine in space credits? Is this why there are renegades in the system? Are we already under some sort of AI overlord in Verdure (the colonization authority) that we have to do whatever they say to survive? Can I join the renegades/rebels and will they offer me free use of a smelter without such things as licenses? Is this like cloud smelting services where we have to sign up for a monthly contract to use it or it shuts down until we renew the license? If I build one without a license, does it simply not work until the appropriate license is obtained?
Or, preferably, your Space buddy simply lacks the schematics to make a smelter and the AI overlord rewards you with the plans for such that you can build to your hearts content.
This is really just a terminology suggestion, since using terms like 'license' and 'permission' and the like carry additional restrictive implications that don't make as much sense in a distant star system you're trying to colonize. Providing schematics (preferably via datapads) for the various blocks as you unlock them provides a completely different feel.
I like this feedback
(plus it would probably be a fairly simple text change in the various files)
(plus it would probably be a fairly simple text change in the various files)
"Excuse me Mr. Space Buddy, do you have a license to use that drill?"
"Uh, what? This? I built this drill from ore and scraps."
"You can't operate a drill without a license"
"Excuse me Mr. Space Buddy, do you have a license to use that drill?"
"Uh, what? This? I built this drill from ore and scraps."
"You can't operate a drill without a license"
Plus listening to the cutscene in vallation when you first approach the mission console, the Ai sounds kind of creepy, talking about order and the like. It almost feels like a setup for the colonization authority Ai being some sort of skynet, which is why there are all these abandoned stations and the like. It wants order and too many 'colonists' had their own ideas about what was needed. Order was restored...
"Welcome to Verdure...OBEY"
Plus listening to the cutscene in vallation when you first approach the mission console, the Ai sounds kind of creepy, talking about order and the like. It almost feels like a setup for the colonization authority Ai being some sort of skynet, which is why there are all these abandoned stations and the like. It wants order and too many 'colonists' had their own ideas about what was needed. Order was restored...
"Welcome to Verdure...OBEY"
Really this is just how the specific use of the term license implies some sort of authority (like the colonization authority) that actively restricts your use. It feels counter-intuitive that we're in some colonization effort 10k light years from earth and I can't use the tools because someone else says I can't.
The discovery of new schematics for things should come through the natural discovery process or as rewards for missions. The term license implies 'you can use this while we allow it'.
Really this is just how the specific use of the term license implies some sort of authority (like the colonization authority) that actively restricts your use. It feels counter-intuitive that we're in some colonization effort 10k light years from earth and I can't use the tools because someone else says I can't.
The discovery of new schematics for things should come through the natural discovery process or as rewards for missions. The term license implies 'you can use this while we allow it'.
LOL this thread chain is maniacal. the ramblings of a mad man (in the best way)
LOL this thread chain is maniacal. the ramblings of a mad man (in the best way)
Rumor has it he's still typing the next reply
Rumor has it he's still typing the next reply
Dangit, someone got here before me! I'd better for update my hydrogen airship feedback before someone else does.
Do you guys have a license to provide feedback?
Dangit, someone got here before me! I'd better for update my hydrogen airship feedback before someone else does.
Do you guys have a license to provide feedback?
I'm 50/50 on this one. In one regard... lore wise we were were sent here by a government/corporation/state, and again lore wise the welder is already capable to build everything since the very station we're standing in already has all the fancy stuff, so you could argue that our welder simply needs the schematic, but if that's all it was, and assuming anyone could build a welder in a gearforge and share schematics amongst each other, then really the only plausible reason we can't build everything already is due to a restriction, i.e. a license...
The survival campaign comes with a story, so sure it's not very classic "SE" to be restricted in a sandbox but arguably that's why the other classic start exists...
I'm 50/50 on this one. In one regard... lore wise we were were sent here by a government/corporation/state, and again lore wise the welder is already capable to build everything since the very station we're standing in already has all the fancy stuff, so you could argue that our welder simply needs the schematic, but if that's all it was, and assuming anyone could build a welder in a gearforge and share schematics amongst each other, then really the only plausible reason we can't build everything already is due to a restriction, i.e. a license...
The survival campaign comes with a story, so sure it's not very classic "SE" to be restricted in a sandbox but arguably that's why the other classic start exists...
Sure, but remember we came here on a colony ship, we are members of an expedition, the AI could be but doesnt't necessarily need to be an "overlord", that might be over zealous, maybe not, as far as I'm concerned at the moment it's just a corporate/faction owned asset and that AI asset is issuing us faction licenses for schematics as we get work done, as if I'm getting promoted in a sense. Engineer lvl2 and so on.
Sure, but remember we came here on a colony ship, we are members of an expedition, the AI could be but doesnt't necessarily need to be an "overlord", that might be over zealous, maybe not, as far as I'm concerned at the moment it's just a corporate/faction owned asset and that AI asset is issuing us faction licenses for schematics as we get work done, as if I'm getting promoted in a sense. Engineer lvl2 and so on.
I like the idea of datapads carrying information about how to produce things. But imagine you get a datapad that unlocks a specific block. What then? Do you need to carry that datapad with you every time you want to place a projection of that block? Or once we get a proper Projector block, do we need to load all the datapads (licenses or schematics) into the projector so it can project those blocks?
What I really think is that unlocking whole blocks is not the best approach. We had something similar in SE1, and it was far from ideal.
Why shouldn't you be able to place the foundation of any block? They all start with the same basic components like steel plates and construction components. Even the most advanced blocks begin as a simple metal frame. You should absolutely be able to place any block and weld it up to a certain stage. But to finish the construction, many blocks require more advanced components. That's where the technology lock should be.
You're an engineer. You know how to craft basic components. But when it comes to manufacturing advanced components like reactor cores, superconductors, laser components, or even compressors for drills, you might not have the necessary schematics.
The technology isn't in assembling the final block, this is a work for mechanics (or nano robots coming out of your "welder"). It's in manufacturing those advanced components. As an engineer, you're perfectly capable of assembling any block from ready-made parts, but you don't magically invent the production process for high-tech components. You need detailed specifications, manufacturing procedures, and calibration data to configure your industrial 3D printers and assemblers correctly. That's exactly what Component Blueprint Datapad (CBD) would contain.
Without the required CBD somewhere in your base's inventory network, your production blocks simply wouldn't know how to manufacture reactor cores, superconductors, or laser components.
At that point, you have two options. Either someone gives or sells you the required CBD, or you obtain enough of the target components and reverse-engineer them. By sacrificing a sufficient number of components in a Research Block, you learn how they're made and produce your own Component Blueprint Datapad.
I firmly believe Space Engineers should unlock components, not blocks. It feels much more believable, better scales as new blocks are added, and creates a progression system that fits the game's engineering focus much better.
Here is a full suggestion I made about it: Unlock Components not Block
The only major correction to this suggestion is that you do not need to put CBD in every production block. It is enough to keep them in a connected inventory and your production blocks will be able to produce all the advanced components you have CBD for.
I like the idea of datapads carrying information about how to produce things. But imagine you get a datapad that unlocks a specific block. What then? Do you need to carry that datapad with you every time you want to place a projection of that block? Or once we get a proper Projector block, do we need to load all the datapads (licenses or schematics) into the projector so it can project those blocks?
What I really think is that unlocking whole blocks is not the best approach. We had something similar in SE1, and it was far from ideal.
Why shouldn't you be able to place the foundation of any block? They all start with the same basic components like steel plates and construction components. Even the most advanced blocks begin as a simple metal frame. You should absolutely be able to place any block and weld it up to a certain stage. But to finish the construction, many blocks require more advanced components. That's where the technology lock should be.
You're an engineer. You know how to craft basic components. But when it comes to manufacturing advanced components like reactor cores, superconductors, laser components, or even compressors for drills, you might not have the necessary schematics.
The technology isn't in assembling the final block, this is a work for mechanics (or nano robots coming out of your "welder"). It's in manufacturing those advanced components. As an engineer, you're perfectly capable of assembling any block from ready-made parts, but you don't magically invent the production process for high-tech components. You need detailed specifications, manufacturing procedures, and calibration data to configure your industrial 3D printers and assemblers correctly. That's exactly what Component Blueprint Datapad (CBD) would contain.
Without the required CBD somewhere in your base's inventory network, your production blocks simply wouldn't know how to manufacture reactor cores, superconductors, or laser components.
At that point, you have two options. Either someone gives or sells you the required CBD, or you obtain enough of the target components and reverse-engineer them. By sacrificing a sufficient number of components in a Research Block, you learn how they're made and produce your own Component Blueprint Datapad.
I firmly believe Space Engineers should unlock components, not blocks. It feels much more believable, better scales as new blocks are added, and creates a progression system that fits the game's engineering focus much better.
Here is a full suggestion I made about it: Unlock Components not Block
The only major correction to this suggestion is that you do not need to put CBD in every production block. It is enough to keep them in a connected inventory and your production blocks will be able to produce all the advanced components you have CBD for.
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