Cockpit variations that would require pilot skill tree to fly

Deon Beauchamp shared this feedback 2 months 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 (4)

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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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The classes and roles Marek is talking about are based on the equipment, not skills. Having a mining backpack for example that can hold more ore. Or heavy armor that increases defends but lowers speed.

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Are you are to provide a link to Marek's comments on Class by equipment please?

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I don't think space engineers needs to become a RPG game where you level skills.

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I agree.

On the other hand, since there is a technology tree, some technologies could enable the improvement of the engineer himself.

In the "story world," it would be interesting to find wrecks of machines with a higher technological level, whose devices cannot be used immediately, but only after reaching a certain level of progress in the technology tree and creating some additional devices.

So something similar to the Prototech devices in SE1.

The procedure would be something like this: The engineer (the player's character) is level 1 and finds a level 4 device. He does not know the purpose and function of the device, but he can manipulate it, he can disassemble it (and obtain "unknown" components). He can disconnect the device from the existing grid. He can connect it to his own grid.

When the engineer reaches technology level 2, he can identify "unknown" components and can identify the purpose of the device - but he cannot use the device.

When they reach level 3, they can manufacture unknown components, repair the device, and use the device. But only when they reach technology level 4 they can fabricate new devices.


Translated with DeepL.com (free version)

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