Backpack building should be less efficient
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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.
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I like this feedback
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.
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.
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.
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.
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!
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!
I agree.
I agree.
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.
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.
I agree, machines should be much better than backpack building, to encourage players to create machines, bases, or ships for manufacturing.
I agree, machines should be much better than backpack building, to encourage players to create machines, bases, or ships for manufacturing.
I have a very comprehensive suggestion regarding this topic.
The related topic:
https://support.keenswh.com/spaceengineers2/pc/topic/54718-proposal-backpack-levels-modules
I have a very comprehensive suggestion regarding this topic.
The related topic:
https://support.keenswh.com/spaceengineers2/pc/topic/54718-proposal-backpack-levels-modules
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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