Combat Overhaul
Something I've always felt was missing from the base game of SE 1 was combat that feels fun, near-future, and rewarding.
To start, FUN! I love designing fighters and other warcraft in SE but I feel there is an element of dogfighting currently that is just "maintain distance and orbit around the enemy". I would love to see both movement adjustments and buffed weapons to encourage more traditional dogfighting of fast speed engagements. I think the current aiming system is decent with the target lock, just needs more depth to it.
This idea of piloting skill adds to the rewarding feeling of taking down enemies with the fixed weapons like the gatling, instead of relying on turrets for the main damage. I've always felt the gatling and other fixed weapons should be buffed extensively since its player controlled. An idea is to have turrets do less damage-wise since they have the AI tracking. And fixed weapons be much stronger. A gatling is after-all a beast of a gun *A-10 brrrrr*.
"But won't that make player made custom turrets much more powerful?" Yes! And I feel like that is a fair reward for ENGINEERING weapons vs using a premade block. But curious to know other players thoughts on this...
Now, "Near-Future" combat... Currently SE feels very grounded with semi-modern weapons, but I would love to see more fantasy (of course based in realism per the SE design style). We have jump drives - so why not a Vanilla Shield System!
I think this would be a fun addition to SE 2 because if we buff weapons, we should have a power-based shield generator that provides a buffer against heavily armed ships. It would be a block that would have modules to increase it's efficiency/power drain, etc. and would probably be at least in the ballpark of the size of the 7.5m Gyro. Helpful to have on the large ships you've worked so hard to build but would require the space and large power supply needed. This of course would ONLY deflect standard weaponry (like bullets and rockets) so it keeps the usage of player created missiles, boarding craft, etc. as viable. Perhaps the railguns or *plasma based* guns can pierce the shields?
I've written ALOT here, but I'm a day-1 veteran of SE and love this series so much... I want it to be as fun and rewarding as it can for old and new players alike. I'd be thrilled to see these things I've outlined looked into by the team as I know many people feel similar (just look at the SE workshop mods!).
Keen, love you guys and so excited to play SE 2!
I for one plead that the base vanilla experience is one with out shields. It's an element that SE and it's more industrial future tech doesn't need forced on all players. If it's in vanilla everything will be balanced around it. Shields should be the providence of Mods, and with the better mod tools described I bet shield mods will be awesome for those who want them.
I for one plead that the base vanilla experience is one with out shields. It's an element that SE and it's more industrial future tech doesn't need forced on all players. If it's in vanilla everything will be balanced around it. Shields should be the providence of Mods, and with the better mod tools described I bet shield mods will be awesome for those who want them.
If you want, you can take a look at my shield proposal here: https://support.keenswh.com/spaceengineers2/pc/topic/45188-shields-and-hangar-force-fields
If you want, you can take a look at my shield proposal here: https://support.keenswh.com/spaceengineers2/pc/topic/45188-shields-and-hangar-force-fields
I like the idea that fixed turrets are much more powerful. Great thoughts!
Then you can test them in this suggested Battle Mode and improve on those designs!
https://support.keenswh.com/spaceengineers2/pc/topic/46425-multiplayer-battle-mode
I like the idea that fixed turrets are much more powerful. Great thoughts!
Then you can test them in this suggested Battle Mode and improve on those designs!
https://support.keenswh.com/spaceengineers2/pc/topic/46425-multiplayer-battle-mode
I agree static weapons should have benefits over turrets.
I agree static weapons should have benefits over turrets.
The weapon complex in the turret will always be more powerful than the fixed weapons built into the fighter. Simply because it can afford it.
It doesn't have to compromise on weapon performance, ammunition supply, or the complexity and sophistication of the targeting system. In space, where there is no "terrain" to provide cover for the fighter, its superiority of the turret complex is even more pronounced.
You can be a phenomenal pilot like Richthofen or Hartmann, at the moment when you are picked up in the sight by an automated system like CIWS Goalkeeper or CIWS Kortik, you are almost a dead man.
And it's exactly the ENGINEERING SOLUTION.
Translated with DeepL.com (free version)
The weapon complex in the turret will always be more powerful than the fixed weapons built into the fighter. Simply because it can afford it.
It doesn't have to compromise on weapon performance, ammunition supply, or the complexity and sophistication of the targeting system. In space, where there is no "terrain" to provide cover for the fighter, its superiority of the turret complex is even more pronounced.
You can be a phenomenal pilot like Richthofen or Hartmann, at the moment when you are picked up in the sight by an automated system like CIWS Goalkeeper or CIWS Kortik, you are almost a dead man.
And it's exactly the ENGINEERING SOLUTION.
Translated with DeepL.com (free version)
...With only a few exceptions, fixed weapons in SE1 possess significantly higher damage for their volume/frontal-cross-section than standard turrets. The lack of complex strategy in SE dogfighting stems more from the increased resilience our vehicles have, the option to let a turret do the aim-work to compensate for most people being relatively poor shots in cqc, and the common lack of environmental factors like aerodynamics. As for custom turrets, they are dramatically more powerful than their standard counterparts, but they have a much higher pcu cost, are more fragile, invite Klang-issues, and require significantly more work to build and maintain, so they don't see a lot of use outside of creative.
With the increased speed limit and subsequently probable increase in weapon range and projectile speed likely resulting in an overall increase in engagement range, things will probably drift further in to turret-use to make up for people's inability to hit an even faster and more distant target reliably... A bump to fixed weapon damage will probably be required to keep them in use at all outside of an opening volley or assault on a fixed target... unless Keen forces everyone in SE2 to use custom turrets...
As for shields... shields are a bad idea, they are nearly impossible to balance in a building-game like SE and more often than not tend to end up invalidating all but one singular build and piloting strategy based on how they function.
Interesting sidenote:
In SE1 two fixed autocannons, or three fixed gatling guns, or four fixed assault cannons all have roughly the same sustained dps as a single artillery turret, but seem less effective due to things like spread and a player's inability to precisely keep the weapons on target constantly so as to achieve said sustained dps value.
...With only a few exceptions, fixed weapons in SE1 possess significantly higher damage for their volume/frontal-cross-section than standard turrets. The lack of complex strategy in SE dogfighting stems more from the increased resilience our vehicles have, the option to let a turret do the aim-work to compensate for most people being relatively poor shots in cqc, and the common lack of environmental factors like aerodynamics. As for custom turrets, they are dramatically more powerful than their standard counterparts, but they have a much higher pcu cost, are more fragile, invite Klang-issues, and require significantly more work to build and maintain, so they don't see a lot of use outside of creative.
With the increased speed limit and subsequently probable increase in weapon range and projectile speed likely resulting in an overall increase in engagement range, things will probably drift further in to turret-use to make up for people's inability to hit an even faster and more distant target reliably... A bump to fixed weapon damage will probably be required to keep them in use at all outside of an opening volley or assault on a fixed target... unless Keen forces everyone in SE2 to use custom turrets...
As for shields... shields are a bad idea, they are nearly impossible to balance in a building-game like SE and more often than not tend to end up invalidating all but one singular build and piloting strategy based on how they function.
Interesting sidenote:
In SE1 two fixed autocannons, or three fixed gatling guns, or four fixed assault cannons all have roughly the same sustained dps as a single artillery turret, but seem less effective due to things like spread and a player's inability to precisely keep the weapons on target constantly so as to achieve said sustained dps value.
I don't think strengthening stationary weapons is a good idea. Instead, I would like to completely remove ready-made turrets from the game, leaving only turrets built on hinges and rotors. Or simply separate the targeting and target detection functions from the turret. Targeting should be a system, not a single unit. It should be a shooting control computer, radars and sensors (which can be deceived). Guidance should not be guaranteed, there should be means of counteraction. Then the weapon controlled by the player directly will be reliable, but requiring skills, and the turrets will be an infrastructure for them that can be damaged, disabling them, or temporarily deceived (dipole reflectors, heat traps, electronic warfare).
I don't think strengthening stationary weapons is a good idea. Instead, I would like to completely remove ready-made turrets from the game, leaving only turrets built on hinges and rotors. Or simply separate the targeting and target detection functions from the turret. Targeting should be a system, not a single unit. It should be a shooting control computer, radars and sensors (which can be deceived). Guidance should not be guaranteed, there should be means of counteraction. Then the weapon controlled by the player directly will be reliable, but requiring skills, and the turrets will be an infrastructure for them that can be damaged, disabling them, or temporarily deceived (dipole reflectors, heat traps, electronic warfare).
A complete system sounds great.
Slap some turrets on, you can only use them manually with the camera.
Add radar that requires some level of line of sight, and a targeting computer to put it all together. Now you have an automated system.
Take out their radar on the right side, now their turrets can’t see you on that side.
Sounds more challenging and thought out.
A complete system sounds great.
Slap some turrets on, you can only use them manually with the camera.
Add radar that requires some level of line of sight, and a targeting computer to put it all together. Now you have an automated system.
Take out their radar on the right side, now their turrets can’t see you on that side.
Sounds more challenging and thought out.
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