Cockpit variations that would require pilot skill tree to fly

Deon Beauchamp shared this feedback 21 days ago
Not Enough Votes

The basic cockpit requires base level engineering skill to fly.

New variants on cockpits could require a piloting skill level to use.

The basic cockpit would be limited in speed and mass of vessel, engine tier level.


New cockpits could be designed for both general and specific usage cases.

Piloting skill would be learned through flight time and training sessions.

Training sessions could be through a simulator, learning machine, reading technical manuals.

Replies (3)

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Do you think that the game should offer clear progression routes for your character's abilities?

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In Space Engineers, it is the player's skills and experience that develop, not the player's character.

Developing technical knowledge is optional—the player's character can know all existing technologies immediately upon entering the game world. This is logical—only the creators of the game world can introduce new technological knowledge into the game world, not the player characters.

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In SE2 Marek has mentioned the possibility of character classes/roles, I am assuming that this would mean some differentiation in character performance/aptitude. Skills or talents are a normal method to do this in gaming.

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While it is possible that whole proper character-classes will be added to the game (miners get extra ore, pilots extra thruster power, gunners extra weapon-damage, ect...), or as you suggest some manner of usage-unlocked tech-tree (run x amount of ore through a basic refinery to unlock the print for advanced refineries), it would strike me as unlikely. The former would risk people feeling like they were missing out on a lot of buffs for not "multi-crewing with the optimal party composition" (compare finding a healer in WoW to finding a DPS), while the latter would discourage playing servers without someone to "rush" you.


If anything along such lines are added I'd suspect it will be more along the lines of either "train skill via que for x time, get y % bonus to welder-speed", or "change from regular engineer suit to tactical dive suit: -x% movement speed, +y% hp, you aren't crushed by water-pressure, your jetpack doesn't work out of water".


Classes are possible, and with work could be done right, but such restrictions do not easily mesh with sandbox-builder-shooter games, and locking players out of using existing (and likely objectively better) blocks without having run a bunch of "repetitive tutorials" is a good way to both annoy people in to leaving and stop people from asking friends to "just hop in real quick to help with this event".

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