Alternate Production Methods

Gaz shared this feedback 2 days ago
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Here is an idea to create more depth in the production gameplay of Space Engineers 2. I have chosen ammo production specifically, because a lot of different ammos potentially can be used (even by the same weapon), which enables the system to become modular, scalable and expandable with lots of different recipes. Having multiple and manual steps be required for ammo production together with potential risks that can result into explosions is the perfect opportunity to create some very engaging production-style gameplay. It would add a whole new dimension of gameplay to the game as the old production system was not really interactive at all. I think it would make the production in Space Engineers 2 a lot more fun and engaging and it might even be able to be integrated into different production processes later on.

High-End Ammo Production Block Chain


BlockFunctionGameplay Features
Chemical DoserPrecisely doses volatile compounds (e.g. explosive gel, oxidizers)Manual calibration required; overdose = explosion risk
Thermal ReactorHeats chemical batches under pressureMust be actively cooled; overheat = meltdown


Guidance Core AssemblerBuilds targeting/electronic guidance systemsLong crafting time; failures cause tracking errors or dud ammo
Ammo FinalizerAssembles shell, payload, and guidanceSafety interlocks must be manually confirmed




Maintenance & Risk Mechanics


  • Manual Input Required: Set chemical ratios on the Doser (e.g., 70% nitro-gel, 30% stabilizer) Control heating profile in the Reactor Choose casing alloy in the Ammo Finalizer
  • Batch Processing: You must craft batches of explosive compound, then transport it (via pipes or carts) to next station Some batches must cool down before next stage
  • Supervision: If you walk away, systems can clog, overheat, or build pressure Red blinking warnings; klaxons; automated shut-off systems optional
  • Explosion Warnings: High-visibility signs and decals Option to require players to wear protective gear (e.g., engineer hazard suit)



Modular & Scaling Design


  • Each block is modular: e.g., you can place 4 Thermal Reactors in parallel for batch scaling.
  • Bigger setups = higher ammo throughput but also greater explosion radius if failed
  • Complex ammo (e.g. plasma-tipped armor-piercing) uses more modules, more heat/stability tuning
  • "Ammo Plants" become dangerous megafactories needing careful layout, cooling zones, control rooms




Example Ammo Types & Needs


Ammo TypeSpecial RequirementsDanger
High ExplosivePrecise fuel-to-oxidizer ratioOvermix = instant boom
Armor PiercingDenser metals (e.g. depleted uranium), high-pressure pressJammed press = rupture
Plasma ShellSuperheated gel injection, laser core alignmentLaser misfire risk
EMP RoundNeeds rare superconductors + delicate electronicsFaulty shielding = self-discharge
ThermobaricLong reaction chain; extra oxygen injectionOver-oxygenation = factory-wide fireball



This turns ammo crafting into a real engineering experience, where mistakes can wipe your base and where crafting advanced rounds becomes a true team activity (someone watching the reactor, someone dosing, someone doing QA, etc.). This ammo-production specific gameplay can be added on top of general maintenance gameplay (e.g. leakages of cooling systems, general piping, air pressure cables, jammed machinery, worn parts that have to be replaced, etc.). A lot of player-made builds have had maintenance access incorporated in them already for years. There have even been blocks released by Keen that encourage a maintenance accessed building style. This system would only be complimented by what's already in place and in my opinion, the direction the game is (and should be) heading towards.

Replies (1)

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This system can be applied to any large scale process, e.g. fuel production, even complex reactors that generate power such as fusion reactors, but also making complex parts that require many process steps.

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