SE2 Inventory/costume/Item size/Interaction

Jony shared this feedback 21 days ago
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Inventory I'll start with a simple one, colored icons of objects (how many years have I been playing SE1 and sometimes I try to play online if I see that the icons on the server are not colored, I just go out and look for the server where there is a mod for colored icons) an empty requirement never works, I think I need an explanation. even in the vanilla version, sometimes there comes a time when there are a lot of objects and ingots and I have to spend time scanning with my eyes, where what I need, a different palette of colors is easier to remember and allows me to find what I need in an instant.

A completely different inventory depending on the costume

The character has 4 equipment slots

1. Helmet

2. The suit

3. Back/backpack

4. shoes

A limited number of slots depending on the backpack and possibly the suit.

Transfer tools and items to the quick access toolbar not from the huge list of mind palaces via the G button, but directly from the inventory

Remove the palaces of the mind that takes up the G-button on the keyboard once again, replacement? Choose one. -

1. Make a separate item - a PDA designer who will do the same thing.

2. considering the new inventory, an empty slot means empty hands, instead of the number 0, the same menu opens with an icon and animation of the character using his PDA

3. A separate button in the inventory menu opens the same PDA designer, for convenience, if you hold down the PDA button, it can be moved to the quick access toolbar from 1 to 9 and an empty hand on the number 0.

These three options also take into account that when activating the PDA, the quick access toolbar stops taking into account the character's inventory and begins to display the PDA data on the quick access toolbar. When exiting the construction mode, everything returns back (all the blocks displayed on the quick access toolbar are stored in the PDA's memory), so in terms of features and convenience, we don't really do anything we change it and as a result we get rid of the eternal problem of all the players, garbage on the quick access toolbar.

Different size of items

small, medium, large

small items can be safely placed in any slot of the backpack and in any container. (PDA, welding, pistol, submachine gun, wires, batteries)

medium items are items that should be placed in a separate enlarged middle slot, depending on the backpack, for example, an oxygen tank and/or a hydrogen tank. You can also move such items into suitable containers or hold them in your hands.

Large items are items that will not physically fit into the player's inventory, but which can be picked up as in Deep rock galactic and dragged into a suitable container.(you can also make a cool backpack on which you can hang such a large object)

Now the most important thing is why?

Grinding in SE is frankly boring and monotonous, regardless of whether you dig with a manual drill or a large one from your ship.

The different size of the items allows you to interact with it in different ways and not get bored, so the player will always be motivated to think about doing something new for transportation or other improvement to increase resource extraction.

An example of iron mining.

At first, the player mines iron as before and gets small pieces of iron, and sometimes he may be lucky enough to find a large piece of iron that will give more resources when smelting, also in the future he may make a standard drill that can extract medium pieces of iron at once, but he breaks large pieces of iron into medium ones, in the future he will be able to make a special drill that does not breaks large pieces of iron and carries them along the conveyors. (optional, but I think it would be great to make it possible to break a large piece of ore with a drill if the player does not want or cannot transfer it before melting or does not have the necessary processor, variability)

such a system will be good not only to make interesting loot, you can add battery cells to the game that can be replaced by pulling out the discharged one with your hands and putting it charged, such a thing will be useful for small vehicles that do not always manage to reach or fly to the base for charging.

You can fantasize endlessly about how many possibilities a clear separation of size opens up, and I have given examples so that items are useful at any stage of development, now not only the speed of extraction is important, but also quality and quantity, engineers will have to think about which method will be the most profitable at one time or another.

The character's costume and other equipment

According to the possibilities, the initial set of the costume can not be changed. I'm not going to suggest masochism at the beginning of the game and make the costume initially unable to do anything.

Engineers are not simple people, and a standard inexpensive universal suit will always be provided in an escape capsule or ship.

So why do we need different costumes and gear?

Considering that water will appear in the game, it naturally suggests making a special diving suit for underwater travel, I won't even describe how I imagine it, I think the developers already know everything about this and they will be able to surprise us. In the first part, there is such a problem that playing as your character at a certain stage is boring and does not make much sense, and pvp is a separate kind of masochism.

The suit now depends on the degree of protection from cold, heat, pressure, radiation and of course physical damage + the possibility of installing a special module / backpack

A helmet is also an element of protection for various tasks and cosmetics, a helmet for underwater travel (transparent), a helmet for space (tinted), a combat helmet (the face is well covered, good protection in PVP), a helmet with a gas mask (from radiation and chemicals if there is one) well, maybe a cool helmet with bells and whistles that is durable and protects well and looks stylish, but here again, you can fantasize as much as you like.

Boots - it will be fun to be able to make other boots for different interesting tasks.

Examples

Regular shoes without a magnet (for difficult difficulty or when landing on planets)

Regular shoes with a magnet (Already in the game)

Improved boots with a magnet (thanks to a more powerful magnet, they allow you to walk sideways or head down on the ship and not fall in natural gravity)

Improved reverse magnet boots (thanks to these boots you will be able to bounce off metal surfaces twice as hard)

Regular boots with spikes (allow you to walk normally on ice)

Ice skates?(allow you to glide quickly on the ice)

Skis???(okay, I'm already joking, although the mod creators won't joke)

And the most important thing is the Back/backpack

I don't just take my back into account, because what prevents me from taking off my backpack from my vacationing friend and bringing it to him without wasting time sorting, you can also take off your backpack and thus become faster. And of course, this is another opportunity to make backpacks for different tasks, with more or fewer slots, with a larger or smaller balloon size, with a more powerful or weaker jetpack in the atmosphere, in space, under water, the most interesting thing I think will be to make an extreme combat pack - by double-tapping the jetpack in the right direction. it does not accelerate smoothly, but makes a sharp jerk with the characteristic sound of a micro explosion, allowing you to essentially dodge or quickly leave (for balance, this technique can be done with a recharge of 3-5 seconds and it consumes a lot of energy and fuel)

I also didn't take into account the severity of the weight being carried because it's not really necessary because engineers are tough and prepared people, but there are some logical points that will slow down the character.

A large object in your hands, if it is heavy, then naturally you will walk slowly, if the object is large but light, there will be no penalty, at least run. Engineers won't make a huge backpack like in death stranding, it doesn't make much sense considering the risks.

If you make heavy combat armor, it will naturally slow down the character, for the engineer the ability to survive may be more important.

Replies (3)

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I understand English well, but I don't write well, so don't judge me harshly.

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I like the idea of having different equipment slots so one can mix and match, but I LOVE your 2nd point.

The 0 key in SE1 is such a waste of hotbar potential, why not let the player decide what goes there?

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therefore, I made 3 options and I would like the developers to choose the third option in which you can choose which button will open the menu G. Thanks for the comment

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Slot "zero" - even now in SE1 it is possible to use the "empty" slot as a command to put down the instruments and empty the hands. So just free up slot "0" for general use and possibly add the empty hands symbol as an option.


I'm not a fan of the limited number and size of "sheds" or "cages" in the inventory.

A better solution seems to me to continuously count the weight and volume of tools, building and construction elements and other items in the inventory.

More important than these things should be a meaningful calculation of jetpack and exoskeleton power and fuel consumption as a function of the instantaneous weight of a character with inventory.

Today's real space suits (very primitive, centuries old in game terms) are fully functional even underwater to depths of several tens of meters, as evidenced by footage of astronauts training in water pools as weightless simulators.

Thus, a conventional gaming suit should ensure functioning to a depth of at least 50-100 meters below the surface.

I don't see the reasons for different types of "boots" with different abilities. If only because magnetic boots would only work on "iron" structures, but not on aluminum or titanium.

Moreover - to keep oneself upright in a horizontal position anchored by your feet in a natural gravitational field, or even to walk, is impossible. Physiologically impossible... Already verified in the training of astronauts in the Apollo program.

So the best sensible solution is a one-type-fits-all shoe "for all purposes" - after all, they have a long history of development by Space Engineers. ;-)

Similarly with the space suit helmet - it's part of the space suit complet of a given class/level/tier. It should provide proper head protection, breathing, food and drink intake... Light filters, intercom, signalling... have been a standard part of helmets since the beginning of real spacesuits. Today, various information projectors are being added.

The helmet should be able to be supplemented especially with other "reconnaissance equipment" - binoculars, infrared and thermal cameras, UV cameras, lighting...

At higher levels of the suit, the helmet would be completely closed and the character would view the world through 3D glasses. Not just for durability, but for the view itself - alien stars don't need to have light like the sun. And in the lights of a disco, there's a lot of things to do - but no meaningful work


I would add that current real space suits ensure functionality in an environment with a temperature range of -120°C to +180°C, and safety of vital functions (breathing...) for at least eight hours. With complementary boot "overshoes" and protective/working gloves in the temperature range -200°C to +200°C.

I consider these to be the basic ranges of the working environment of spacesuits. If engineers can do it today, there is no sensible reason why it wouldn't work in the world of Space Engineers

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I have discussed my opinion on the spacesuit issue more extensively in this thread:

https://support.keenswh.com/spaceengineers2/pc/topic/45275-space-suits

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I've read your idea and I like it. But my idea is a little different, you see, I want to Play and I want to play as an engineer who at one time or another is trying different ways to achieve his goals, from the mass production side you're right, you don't need to make a bunch of different suits, backpacks, boots... but what prevents an ordinary garage engineer from doing something cool? is it necessary? No, does it increase comfort? No, is it working? Yeah and it can be useful only in certain cases. I'm not asking you to give all players 100 different costumes and items at the beginning of the game, leave it as it is, but give me the opportunity to do something cool in the future. It may not be very useful in a single-player game, but it will help to diversify the game both in single-player and online games. Thanks for the comment.

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And yes, from the outside, I already realized that it seems that I want to add inventory like in escape from tarkov with his tetris system, but this is not the case. I've already taken a picture with an example and here's what I still need to clarify, the slots of small items should not be limited in number, they will expand as they already are in the game, as long as you have enough portable weight. But medium and large items already have slot limitations, and not all backpacks are capable of carrying huge chunks of ice.

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Let's leave things around the backpack as they are...

99% of people have no idea what it means to move around with a 100 liters backpack and a 50+kg load... Not yet with a 200+ litre backpack and a load of a couple hundred kilograms...

Unfortunately - without a miraculous hyperspatial five dimensional backpack, a space engineer is unable to build ANYTHING....

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As for the spacesuit - I have experience playing Fallout 76, postapo RGP multiplayer game. It has "Power Armor" in it, which consists of a skeleton and armor components mounted on it. There are a few basic types and a million ten and three different modes... At first glance, it looks awesome... However, as you play, you'll quickly discover that 99.9% of it is nonsense and useless - and exactly what you'd like to have doesn't exist. Not that you can't get it - it doesn't exist in the game itself...


I quite understand your need/desire to have something unique, something to set you apart from the "grey mass of others". The path taken by the suit mods in SE1 is probably the most unfortunate one possible... The spacesuit as performed by KSH is a "mad candy maker's dream of a spacesuit".

Except - SE is supposed to be multiplayer. That pretty much limits the possibilities. Plus, KSH sticks tooth-and-nail to the insane notion of "rock-paper-scissors" balance.

So I'm afraid we both are and will be disappointed with the suits.

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well, then if you don't like this idea, you'll like another one, let's accept that it makes no sense for a player to make a small welding ship, sometimes he has fewer possibilities at the same time because of the low payload compared to the player and too much needs to be taken into account to build anything at all with it, here you are When you build ships in survival, how often have you made a welding ship? The problem is on the same level as a jetpack, which is faster and more mobile than all the ships you can make. I think it's clear now that we need such an inventory not only for variety and beauty, but also to solve the problem of the senseless construction of a small welding machine.

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On the contrary - I've been upgrading my little workhorse machine for years. First verions i build somewhere in 2017 or so. A year later I also built a machine to work on the planet in the atmosphere.

One or two of these small boats are also part of the standard equipment of my larger ships.

The reason is setting the backpack size "realistic"

(not last version - https://steamcommunity.com/sharedfiles/filedetails/?id=3310108974)

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but... 99% of the players you mentioned just don't play with a realistic backpack. And the main idea is that a player with my inventory will be motivated to do something similar to what you did. and again, I'm not suggesting a hardcore inventory that won't fit anything but tools and a couple cans of Coke, it can also be customized into an enlarged version or a more complex version. The standard inventory will be able to hold quite a lot of items, this will still not be a big problem, but compared to the inventory of the container, it will naturally lose out.

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Look at it from the other side - what do you usually carry in your backpack?

Three pieces of work tools, some kind of weapon, maybe a spare gas bottle, maybe a first aid kit, maybe a spare battery, I have binoculars from plugin, an spraygun... All in all, some ten-twelve basic things, five-six of which you also have in the first few quick-choice slots. Because you need to have most of them on hand immediately.

Use the rest of your backpack's capacity for building and construction materials - or ore. And you're making a transport donkey for yourself... With a bigger backpack, you'll do it longer - because you'll force yourself to build a small ship later. If you're building a structure or ship without a projector, you're usually moving only one type of material and using it to build more blocks. Only when you finish the construction that you carry a more varied loads.

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Of course - there's a difference playing creative and something else is survival. I practically play only in survival mode. Creative is at most just a construction office for me.

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I don't understand what you're talking about anymore, and either I won't answer or I'll answer later. A little later, I'll make pictures of how I see my inventory, and it may turn out that you were thinking about something completely different.

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6e4aff3b0ed9f244f27131cd9414e1fe

the biggest problem - the absurd size of the pressurised bottles - 30kg, 120 litres...

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