A GAMEPLAY SYSTEMS PROPOSAL: Sectors, Regions, Points of Interest, and Progression Material-Based Pr

gruller65 shared this feedback 20 days ago
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--clean pdf provided----TLDR--


Space Engineers 2 should use sectors, regions, resource distribution, environmental hazards, faction territory, AI encounters, and rare technology to give players meaningful reasons to explore the world.


Resources being divided between Verdure, Kemik, their planets, and their asteroid rings encourages players to move beyond a single base. Traveling for materials naturally creates interaction with waystations, trade, factions, player-built infrastructure, AI encounters, and points of interest.


Different regions should also have their own risks, benefits, and attributes. Some areas could have increased meteor activity, radiation, scanning modifiers, hostile faction control, or interference that affects systems such as reactors and jump drives. Rare resources for an advanced buildable block set could be placed within these dangerous regions, creating a stronger connection between exploration, preparation, combat, and technological progression.


The purpose of these systems is not to restrict player freedom. It is to provide a gentle push that gives players reasons to build different ships for different jobs, travel to different locations, and make meaningful decisions about what they are doing, where they are going, and how they intend to operate.


Good sandbox games maintain player autonomy while still providing goals and driving forces.


Choices, choices, choices.


A GAMEPLAY SYSTEMS PROPOSALSectors, Regions, Points of Interest, and ProgressionMaterial-Based ProgressionIn Space Engineers 2, progression is restricted in several ways. First, access to certain materials is tied to unlocking or traveling to different sectors and regions as part of the Colonization system.

Large concentrations of resources can also be found within the asteroid belts surrounding Verdure and Kemik. Each planet and asteroid belt has a different material distribution, with some resources available in one location but unavailable in another.

VerdureAvailable materials:

  • Ice
  • Iron
  • Cobalt
  • Copper
  • Nickel
  • Silicon
  • Gold
  • Lead
  • Magnesium

Gold, lead, and magnesium are rarer on Verdure and are generally found deeper underground.

Unavailable materials:

  • Platinum
  • Silver
  • Titanium
  • Uranium
  • Chromium

Viridian HaloThe Viridian Halo is the asteroid belt surrounding Verdure.

Available materials:

  • Ice
  • Iron
  • Cobalt
  • Copper
  • Nickel
  • Silicon
  • Gold
  • Lead
  • Magnesium

Unavailable materials:

  • Platinum
  • Silver
  • Titanium
  • Uranium
  • Chromium

KemikAvailable materials:

  • Ice
  • Iron
  • Cobalt
  • Copper
  • Nickel
  • Silicon
  • Gold
  • Lead
  • Magnesium
  • Platinum
  • Silver
  • Titanium
  • Uranium
  • Chromium

Unlike Verdure, Kemik contains every currently available ore type, although those materials may be divided between different biomes and underground layers.

Cryon RingThe Cryon Ring is the asteroid belt surrounding Kemik.

Available materials:

  • Ice
  • Iron
  • Cobalt
  • Copper
  • Nickel
  • Silicon
  • Gold
  • Lead
  • Platinum
  • Silver
  • Titanium
  • Uranium
  • Chromium

Unavailable material:

  • Magnesium

The reason dividing resources in this way matters is that it funnels players into exploring the wider world and moving beyond a single area.

For example, if my base is located within Verdure’s ring but requires materials only available around Kemik, I need to travel there, mine those resources, and transport them back. This movement encourages players to interact with waystations, the economy, other players, and factions that have built infrastructure along the route. It also creates opportunities for AI encounters, faction bases, and other points of interest throughout the journey.

Driving Players into Specific SpacesWhen discussing player spaces, it is important to consider what drives players into those areas. Moving away from having asteroids scattered everywhere and instead concentrating them within planetary rings is a good start, especially when combined with larger resource deposits on planets.

This inherently accomplishes several things. Most importantly, it brings players together and creates opportunities for points of interest and faction-controlled regions within specific sectors.

Different sections within a sector could also provide interesting gameplay opportunities. For example, the opposite side of the planetary ring from Valation Station could be controlled by pirates while also being the only section of the ring where gold is abundant.

This would give players a reason to enter the area while also creating a need for security, escorts, and armed mining operations.

Players may even come across an active colonial mining operation that simply exists as part of the living world Keen wants to create.

Regional Attributes, Dangers, and Trade-OffsExpanding on what is currently in the game, and building on my earlier combat proposals, regions and sectors should have distinct attributes, dangers, bonuses, and trade-offs associated with entering them.

Verdure should feel like a dangerous frontier. Players should constantly be making meaningful decisions about what they are doing, why they are doing it, where they are going, and how they plan to operate there.

There should be interesting player spaces to interact with and meaningful reasons to explore them.

Environmental Attributes and DangersIn my earlier combat proposal, I described a scanning system in which asteroid belts, gas clouds, points of interest, planets, individual asteroids, and other defined regions have attributes that affect the detectability of player grids.

Expanding on this system, regions could also contain environmental dangers such as increased meteor strikes, high radiation, or conditions that prevent certain types of blocks from functioning properly.

For example, some regions could interfere with reactors or jump drives. These restrictions would require players to consider how they power their ships, how they enter and leave a region, and whether their designs are properly prepared for the conditions they will encounter.

Environmental conditions should provide both disadvantages and potential benefits, giving players meaningful trade-offs when deciding where and how to operate.

AI, Factions, and Territorial ActivitySeparate from environmental dangers, regions could also be defined by pirate activity, faction encounters, and territorial control.

With the implementation of AI on the horizon, hostile territories could become more active. Drones could search for players entering hostile faction territory, making different sections of a sector feel controlled, dangerous, and mechanically distinct.

Faction-controlled areas could contain mining operations, patrols, stations, and points of interest that exist as part of the wider living world. These areas could be friendly, neutral, or hostile depending on the faction controlling them and the player’s relationship with that faction.

This would allow AI and faction activity to create danger independently of environmental conditions. A region might be physically safe but heavily defended, while another could be environmentally dangerous without being controlled by a hostile faction.

Exploration and Technological ProgressionAnother proposal I made was to introduce an additional layer of technology similar to the Prototech blocks found through Factorum encounters, but as a fully buildable block set locked behind extremely rare resources.

The resources required for this technology could be restricted to specific regions. These areas could be protected by environmental dangers, guarded by AI factions, or potentially controlled by players on multiplayer servers in the future.

This would connect exploration, regional danger, faction activity, and technological progression. Players would need to decide whether the potential reward is worth the preparation and risk required to enter these regions.

Engineering in My Space GameThe reason to add these systems is to give players reasons to do things, rather than simply doing them because they can.

Good sandbox games provide players with goals, pressures, and driving forces while still maintaining player autonomy and meaningful decision making. Keen appears to be aiming for a gentle push rather than a rigid progression path (not looking at the colonisation system), and expanding the scope of that approach would be a strong move.

This is why these systems are important. They give players reasons to build different types of ships in different ways, depending on what they want to accomplish and where they intend to operate.

Choices, choices, choices.

ConclusionKeen is already moving in the right direction. However, the rest of the player base needs to move with them.

This proposal is directed both toward Keen which, based on how they are building the world, I assume has already considered many of these ideas and toward the players who do not want Space Engineers 2 to be different from the original game.

The discussion surrounding Space Engineers 2 needs to move beyond, “Put it in a mod; Keen does not need to do that,” and instead ask:

Well, fuck what can’t they do?

That is a question I hope remains unanswered for a long, long time.

Replies (5)

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Quick question, how do you define a 'Region' in regards to a Sector or a Biome?


I also like the limited resource biome seeding to different 'stages' of exploration, but what about the people who just want a 'doom' hole? We already now got iron in dirt...


A root problem of ore exploration and player tech progression is how ores are 'scanned', the mechanic encourages aimless wandering hoping to get lucky, versus a prospecting mission based on data that might, or might not, be fruitful.


Basically...needs certain ores seeded specifically to certain biomes (more stringently,though, I think) and a change to the scanning mechanic. A simple solution I proposed is a basic relationship to the scanning area of: short range - sphere, medium range - cone, and long range - beam. Make it where you can scan areas of a planet with a beam from a satellite in orbit.

Now, you can -plan- for expansion. For scouting missions, for resource expeditions, that are -planned- based on information. Not go somewhere and aimless wanderings. Do you want player wandering or players exploring? Two different ideas here.


Unfortunately, also I see a problem with sandbox games, in general. The initial struggle is fun...then you hit critical mass can start to scale exponentially, and you can out-scale any threat, or resource need, that arises. In a game with fixed relationships between the other entities, players will find a weak point to scale against...and demolish everything else in it.


Basically, being overpowered at the end of any single-player game.


Fix? Only a couple ideas, logically, and people won't like some lol

1. AI can dynamically scale as high as players can. Will probably break the endgame, but what a wild ride it will be.

2. Artificial limitations on specific resource or tech, which cannot be mined or re-created (as you alluded to).

3. AI buffs/nerfs player/a.i. as needed, dynamically (enemies/encounters scale to the player).

4. Dev team adjust the game to buff/nerf whatever changes with gameplay, nonstop (MMO style, works, but adults get annoyed)

5. The panacea - A good RTS system with a dynamic world that generates real goals and failure conditions for the factions/AI. Almost impossible, serious investment for development. Some famous examples are Falcon BMS, a few wargames, X4 to some extent, Dwarf Fortress, etc.


ZedX had a good scanning idea similar to yours, a compilation of scanners to algorithmentize the UI population limits and logic. I would prefer MFD/LCD/UI screen filters, instead, for more uses for any different systems or ideas coming in the future once released. Frees up the UI, with a little bit of screen dedicated to those systems. Have it use a hot bar system, too, to really explode the things and informational overlays you can use.


I agree very much with ore/biome scarcity to drive growth, I think it fits nicely.

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So regions would be defined by in system areas that have defined attributes like the pirate region in the verdure ring that I talked about


I have also thought about how the scanning mechanic in my combat system proposal could be retrofitted to ore exploration, might be a good idea I don’t like the current ore detector system

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Ok, so like 'faction ownership' areas, but for non-factions, with specific states, a.i. triggers, and etc. Nice. Envelope the two together, make a unified system for a.i. Then factions can gain/lose land/regions/sectors, as well. Dynamically. Would be cool to see, for players to play through and see what happens around the areas... Eventually one day.

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FACTION onership or poi space like the radiation, and the areas that things dont work.....i hope sooner than one day

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Prob not. Keen has to solve 3 problems for SE2 for players from SE1:


1. Meaning - Doing actions have to have a metaphysical weight

2. Progression - Players need a curved scale to gain resources and abilities in the game

3. Motivation - The drive to explore the different things SE2 has to offer...the reason to progress


That is why the block progression and the tech progression are contract based, and leads you around the Algamest System.

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i think this is a good start for the game but i personally believe the bigger picture is much more grand than what most people think

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In your lists, aluminum is missing—yet aluminum is the third most abundant element in the Earth's crust (after oxygen and silicon) and the far most abundant metal. The Moon crust actually contains even more aluminum than Earth (9–10% versus 8.1%).

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my list is based on the current ore spread it was just to reference the current. theres plenty of addition they could do there if they wanted

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That’s clear. I’m mentioning this mainly to point out that the concept of resource selection and ore distribution in SE2 is far from perfect.


At the same time, introducing aluminum would elegantly solve the “light armor – heavy armor” problem. Lightweight structures are made of aluminum, while heavy ones are made of steel.

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oh yeah i would like to see more material types to work with-aluminum-to -titanium light to heavy And concrete, fundamentally

the baseline is already there im just making recommendations on the greater scope

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Sounds like pressure points for campers. Mod it.

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this mindset really is so tiering. mods are cool but se needs to be a good game. keen will figure it out

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at this point guys with your mindsed gotta start saying: Make your own game instead of suggestions

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I appreciate the thought that goes into to this but I also wouldn’t assume they aren’t already planning for something like this. In addition, Keen SH is known for two things to date: 1. slow development and 2. They look at mod popularity before baking in anything.


As such, I wouldn’t hold out for this anytime soon.

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id look into the dev releases because alot of this is based on what they have said already!

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Great proposal, i wish the game progression will be like this

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