Upgradable or Modular Weapons

Star_Kindler shared this feedback 9 months ago
Under Consideration

In SE1, I always found it a bit boring that in an engineering games, each weapon was a single self-contained block that couldn't be upgraded or changed in any way aside from just placing a different weapon.

I would love if for SE2, some weapons could have upgrade modules placed on their bottoms similar to refinery or assembler upgrade modules in SE1, allowing you to alter their performance in ways such as precision, fire rate, projectile velocity, and damage. This would also allow you to utilize interior space to upgrade weapons, instead of turrets being purely on the exterior of the hull.

An even cooler system, which I'm suggesting last as I think it's much less likely to be implemented, would be fully modular weapons such as in From The Depths. This would allow placement of barrels, ammo loaders, capacitors for railguns, and more to allow you to complete control to fully design your own weapons from scratch, instead of being limited to a number of pre-built blocks. Of course the pre-built weapons could still be there, but also having the option to make your own would be awesome.

Replies (11)

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10

+1 Upvote. Modular weapons like From the Depths would be way cooler. Like you said, keep the normal weapons for new players and small ships but give us some more engineering possibilities and rewards with modular weapons.

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9

FtD weapon building is extremely crazed and high powered content, I'd spend weeks making cannons. If SE2 got something like that I think it would draw in a lot of people who just want to make weapons.

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2

Totally agree!

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3

I liked the modularity implementation in Starbase better. I would like to see something similar.

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I only briefly tried Starbase like 5 years ago, so I'm not sure what that would be like, but I'd be happy with any type of modular system, frankly. I just mentioned FTD's because it's the one I've had the most experience with, and I know it to be very fun.

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I saw their old video on this topic. I believe that good ideas should not be wasted.


https://m.youtube.com/watch?v=HDaf2KCN95k&pp=ygUPU3RhcmJhc2Ugd2VhcG9u

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Oh, I was thinking of Starmade. I never played Starbase due to it's arcade-y flight model and other mechanics, although the building and destruction looked unparalleled.

That does look like an interesting idea. I wonder how well that scales though compared to FTD weapons.

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10

Honestly why stop at weapons? Modules similar to the refinery modules could be applied to so many things.

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5

Yeah absolutely. I've wanted modular thrusters for so long. I just wanted to keep this suggestion with less scope for a higher chance of implementation. I might make another suggestion for other things later, or if you do first, let me know and I'll up-vote it.

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4

It is possible to think about the customization of handguns. Why not make it modular as well?

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5

I'd like modular mining equipment like drills where you expand it with bits and horsepower, and lasers where you add emitters and lenses. The ability to scale them up especially, basically easier ways of building asteroid-swallowing diggers.

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3

thrusters also, I would like to be able to stack boosters internally that make the thruster more powerful without having to cover the ship exterior in dozens of thruster nozzles.

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2

Completely agree, I would love if we could make our own engines!

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7

Great idea, anything that adds more depth to PVP is a vote from me. More blocks and more options is what players need.

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2

Thank you! Yes, I totally agree.

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8

Immediately hated the idea but now that I'm thinking about it, it might not be a bad one at all. I cannot stand tiered weapons, but if modifications will instead give complexity and strategy to combat, such as with bonuses AND drawbacks in mods, that would be really enthralling.

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4

In keeping with SE's "better blocks need more/rarer resources and/or components" progression, the better mods could be more expensive and take more slots

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2

Wear and tear as the railgun gets more powerful could be cool.

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2

Making the railgun larger could be cool and maybe some sort of dampeners that sit behind the railguns to absorb the force of the railgun going off.

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3

Honestly I would prefer they add different more expensive ammo types for one and the same weapon as a way of making it more powerful. The ammos can have complex production chains and exotic materials tied to them as well, which would delinearize the standard progression of more modules = better. It's also simpler than making a single block with (AI controlled) moving parts somehow accept components in real time and still function properly, which would have to be at least a currently novel system that I don't see much other use for, but that's just my 2 cents. I mean the only way I can see it work is if they did the same like with rifles, e.g. rapid fire, precision or elite modules and only allow the slot under it's conveyor port or something to be used. But I guess that they can make some platform with multiple ports to it as well and have more creative options than just that.

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2

I see the idea of modules as a PCU friendly way of making ships more powerful.

For example, instead of two railguns on a ship, a single railgun with a "capacitor booster" module plugged in that doubles the speed of its recharge.

I feel the same with Thruster blocks, Could it not be possible to have a thruster boost module that doubles the thruster power, costing far less PCU than installing a second thruster?


Though I do also think the idea of specialized exotic ammunition can be a great addition also, perhaps also exotic fuel for thrusters and such as well.

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An excellent method to do this is integrate it in a way that can interact with the game's base mechanics better. Engineer the weapons, not modify them. For long distance travel, there could be a system much like the base game's old 2cm beam system mod for transfering power long distances - build a large, hydroelectric dam? fire it over to your base.


The other applications, like blowing holes in people's ships with a laser large enough to scare god, are just a result of emergent gameplay from a power relay system (and the fail state for said system)


The base game has this a fair amount with AI blocks and missiles/drones, I think having adjacent systems for thgat can be reused for weapons (Magnetically accelerated cargo having projectiles swapped in,blast plates for splitting grids apart) is superior - but it doesn't need to be exclusive.

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3

this is such an awesome idea, i cant even imagine the possibilities, imagine this mixed in with aerodynamics or something too, crazy.

the game would truly become a blackhole for my personal time.

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4

Yes! It would be great that instead of spamming multiple small default weapons, you would also have option to build stronger single weapon.

Building custom missiles was my favorite thin in SE1, but the warheads themselves were very underwhelming, would be great if also warheads would be modular so that they would fit better to different sized missile and stacking them would allow building more powerful warheads. Here is an idea and how it could be modeled:

There would be 2 different types of blocks: shell and explosive. The explosives would determine the total strength of explosion and the shell blocks would determine the explosion pattern. The explosive blocks would be the ones that detonate in case they are hit while the shell blocks would also work as armor, but does not get in the way like normal blocks.


How this could work from game development perspective:

I understand that game performance should be optimized so i will introduce these in importance order starting from most important: Stacking explosives:

Adding multiple explosive blocks together, causes their energy be stacked. This energy determines the amount of damage the explosion will cause. This damage will be distributed between recasts that originate from explosive center of mass and which will deliver their individual damage to blocks that they hit. If this is only adopted feature, then also the range should scale based on the energy, but with diminishing returns so that there is soft cap for balance reasons.


Pressure and shrapnel effects:

Just like in SE1, explosives them selves would create ball shaped pressure effect that has relatively low damage and causes the main voxel damage. Then there would also be shrapnel effects that are created by the shell blocks. These consists of recasts on directed cones that cause much more damage to grids. There could be for example a typical fragmentation shell, that creates wide cone similar that could be seen in for example in grenades or claymore. then there could also be a shape charge style shell, that causes much more narrow cone with much more concentrated damage and longer range just like in something like in anti tank weapons. The direction of the cone caused by a shell block could be determined by what directions each shell blocks center is from the center of explosive center of mass. This would allow optimizing for perfect explosion pattern for each need. It could for example allow for NLAW style top attack or creating mainly sideways going pattern similar to many aa missiles. At least I would use countless hours trying to optimize these :D. For performance there probably should be a limit to the amount of recasts so that the amount of shell blocks do not change the total amount. the ray casts are just distributed differently based on the how different shell blocks are placed. Also adding more shell does not increase the total damage, but distributes more of the short range pressure damage to longer range shrapnel damage.52c7885119ac47f913c466138b9e6c6d

Here is another Sketch showing how multiple shrapnel blocks would generate the Shrapnel pattern. These centerlines could themselves be recasts and random recasts could be generated around them within angle deviation so that they stay within the cones.

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Environmental effects:

If the engine supports it, and performance standards allow it, the environmental effects could be taken into account for extra realism. For example the pressure effect would be amplified in atmospheres and even under water while shrapnel would loose their energy much faster there compared to space. Also the pressure effect could use similar system as SE1 pressurization and cause mainly damage to blocks that they are in same space with. for example It would not damage blocks or characters that are inside a pressurized vehicle, but if explosion happens inside or the vehicle has holes, the over pressure gets inside and releases its damage also there. The pressure could be logarithmic and be very strong near the explosion, but drop rapidly as the gasses expand. For shrapnel's there could be a similar effect where their recasts cause less damage the further the target is and the reduction could related to the thickness of surrounding

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Visual and voxel effects:

Visually there could be the typical fire/smoke ball at close to the over pressure center and it would also be cool if there was larger pressure wave effect surrounding it. There could also be smoke/fire trails along the centers of the shrapnel cones. The shrapnel recasts could cause dust could as they impact objects or voxels. This is what i think it might look like

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I think normal shrapnel's do not need to cause performance expensive voxel damage as small fragments do little to no changes to terrain in real world either. Maby if it in line with game engine, there could be some temporary texture changes similar to bullet holes or darkened spots on ground. The shape charge pattern could dig a narrowing hole to the voxels allowing for example tunnel excavation. The pressure area could be the main voxel altering effect and work similarly to the current warhead. How ever the area where it damages voxels should be much shorter than the area where it can damage characters and blocks to prevent unnaturally large craters.

I really hope something to this direction would be implemented as it would go so well together with SE destruction mechanics and allow doing so many cool things. This is just my idea and it would be interesting to hear also other solutions to improve current warheads.

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I stumbled across a video that is full of beautiful slow motion clips of airburst explosions, that show the shrapnel effect in action. There is also pretty good part about a shaped charge in timestamp of 10:20. it would be so nice that something similar could be replicated for SE2. I link it here in case someone is interested.

(18) Why You Can’t Use Glass in Airburst Bombs - YouTube

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Thanks for linking the video. Very cool (and horrifying lol) watch. If they do simulate that in SE that would be so cool!

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Jeez bro went in-depth

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weapons like From the Depths

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I have a concern about balance.

More combinations usually make balancing much harder, and certain module setups will inevitably become the default choice. For example, in SE1 we typically install all Yield modules on refineries and all Speed modules on assemblers, leaving other options useful only in rare cases. The same will likely happen with modular weapons — for instance, extended range might always be preferred on railguns over any other configuration. At that point, if you want something different, you’re probably just switching to an entirely different weapon type.

What Space Engineers 1 really lacked was a way to effectively scan enemy ships before battle. There have been many suggestions to add scanning capabilities, which I fully support. A proper scan could reveal what weapons the enemy ship carries, allowing players to make informed decisions about whether to engage or how to strategize. However, modular weapons could make scan results overly cluttered, or even unreadable. Ideally, scans should display clear, concise information — such as the number of each weapon type installed.

I think it’s far more important to improve other combat-related systems first — targeting, active/passive scanning, alerts when being scanned, fleet formation tools, torpedoes, notifications when targeted by a torpedo, and clear visual indicators for all of this.

Of course, we all want more weapon variety, and modularity can theoretically provide that by allowing players to build unique combinations. But in practice, it often creates confusion and balance problems rather than meaningful diversity.

Gameplay and balance should always remain the main focus if we want combat to be engaging and strategic. There shouldn’t be a single “best” weapon — or weapon-and-module combination. Ideally, combat should start from a simple “rock-paper-scissors” framework and expand on it with carefully designed variations for each category, each with distinct advantages and drawbacks.

For example:

  • Missiles countered by point-defense systems (PDS)
  • Long-range weapons (like railguns) countered by missiles
  • PDS countered by long-range weapons

That’s just one possible model, of course. The main goal should always be balance, creating diverse strategies and engineering challenges. The system needs to be thoroughly tested by players, who will inevitably find exploits and loopholes — and those must be patched. There should never be a single “best” way to build ships or a dominant weapon combination.

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SUMMARY / TLDR: I believe that it is plausible to make a well-balanced and fun system of modular upgrades or, preferably, fully modular FTD-style weapons that add more fun engineering gameplay to SE2. I believe this is important because engineering is the core of Space Engineers and always felt very lacking in SE1.


This suggestion wasn't meant to replace other possible improvements, a good combat system being implemented as well was taken as a given as SE2 is meant to be a "10x" of SE1. It's not meant to replace other needed improvements, it's just one of the many improvements that I feel the game could massively benefit from.


While I agree they would make it more difficult to balance, I would really hope that a team of 70 people should be able to manage it. If not, as long as KSH adds a modular weapon framework, mods should be able to handle it.

The reason that only one upgrade is used for refineries and assemblers is because you usually quickly get to a point where power isn't an issue, so power efficiency buffs become pointless. And refineries work while offline (at least on dedicated servers), and while doing other things, so why speed them up when you can add yield modules so you have to do less online mining instead.

But that's not the style of upgrades I'm suggesting for weapons. For an upgrade-based system, you'd have upgrades such as accuracy buffs, muzzle velocity buffs, damage buffs and fire rate buffs. If one is just always used, then that type could be nerfed and/or others buffed until you see diversity. While I understand what you mean about generally wanting to buff a weapon for it's primary role rather than in other areas, if the base system has, for example, plasma beams, railguns and coilguns as the three main non-missile weapon types. Plasma beams being high damage and low range, coilguns high range and low damage, and railguns in the middle. Then, these upgrade modules could be used to have, for example, a longer-ranged plasma beam that is almost in the middle of a railgun and a plasma beam, or a high damage coilgun that has as much damage as possible while still outranging railguns, but would be outranged by less damage, longer range coilguns. It would allow a lot more ability to change how you want your ship to perform, and specialize ships further towards your intended roles, rather than being limited to simply "plasma destroyer, coilgun artillery, or railgun frigate" for example. Furthermore, each buff could slightly reduce capability in other areas to further prevent going all into maximum velocity (and therefore range), for example, always being the best choice.


However... all this is one of the reasons I prefer the idea of FTD-style fully modular weapons, instead of just upgrade modules like current SE1 refineries and assemblers. Because even in the worst case (and very fixable) scenario where specializing for one specific upgrade for each weapon type is always just "the best"... you still have the engineering challenge of completely designing the weapon, and there will never be just one best design because there are near-endless different sizes and shapes of weapons or turrets that you might want to have. A 10m x 10m x 10m turret might be great for one ship, but is too tall for another and leaves empty space to the sides, or something like that. And then if there is a reason to use different buffs, as I believe there is in FTD, then it's even better.


What is most important to me in SE2, while I hope the combat is as good as possible, is the engineering. Because at it's heart it is Space Engineers 2, not Space Battles 2, and adding more engineering gameplay to the game over SE1 is in my opinion more important than everything being balanced absolutely perfectly for perfect combat gameplay.


Edit: Oh and for the sensors, you could just have them list how many of each weapon type and it's most important stats. Maybe even group them into categories if they're close enough. For example "1039 dps of 2.5 km/s coilguns, 748 dps of 1.8 km/s railguns." Although I really see UI clutter as extremely unimportant compared to fun and interesting engineering and combat gameplay, I don't really get how it's that relevant, especially since it's an entirely separate suggestion that might not even get implemented and isn't comparably that important imo. I have over 5k hours on SE1 and can't remember a single time I was like "ugh I really needed scanning". I mean, you can see the ship, and you can what's being shot at you. But that's another topic entirely. This post is already ridiculously long lol.

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The engineering challenge will always be there if you have a well-balanced combat system. You’ll need to think carefully about what type of weapons to mount on each ship and what hull designs work best with certain weapon setups. There are already plenty of constraints to consider: sufficient power for energy weapons, cargo space and overall weight for storing ammo, available PCU, and so on.

Weapon placement should also matter.

If you still want to include modules, they should add only very subtle effects so as not to ruin the balance or blur the distinctions between different weapon types. For example, experienced players know a weapon’s maximum range and fire rate and use that knowledge to form their tactics. But if you can’t reliably predict how weapons behave due to unpredictable module effects, that experience and skill become meaningless.

Another question arises: should I always reserve space for modules? That might become more of an annoyance than an actual engineering challenge.

Can modules be mounted on the weapon barrel or on the movable part of a turret in general? What happens if they get damaged? Does the entire weapon become unusable even if its main part is still intact? This would complicate damage calculation and make it harder to understand which weapons are still operational.

Repairs would also become more complicated—especially during battle. In combat, it’s common (and immersive) to repair at least some of your main weapons, and making that process more cumbersome could reduce the gameplay value rather than enhance it.

Overall, I’m not saying modules are a useless concept—but their application should be well thought out and have only a minor impact on combat balance.

If modules were unbuildable and very rare, found only in late-game encounters, then giving them stronger bonuses could make sense, since players wouldn’t be able to spam them everywhere. This could even promote exploration, and you could surprise your enemy with, say, a single railgun that has 20% more range—that would feel justified and rewarding.


If anything, one clear benefit of having modules for weapons would be easier modding capability. It would make modifying existing weapons with custom modules much simpler. This way, custom servers could feature unique sets of modules that adjust combat balance to fit a specific theme or scenario, while vanilla gameplay remains a well-balanced baseline suited for most players.

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...

*looks at collection of bases/stations with 16-20 fully speed-fitted refineries*

...

Who's got the time to waste on yield modules? My fleet-mates need supplies to start pulling ships out of the printer next weekend, not next year.


So, customizable weapons are cool. Custom turrets throw enough damage to compete with AI missiles in pvp and if decent custom turrets didn't require either a 20 minutes a pop by hand or a whole factory to replace every time they get blown off then I'd probably use them a lot more. That said keeping that kind of stuff balanced is really difficult, and you need to be really careful about what you allow to be altered as people may use things differently than you'd expect.


-Damage: sure, lots of players will use this

-Rate of Fire: go for it, lots of players will use this

-Accuracy: unless normal guns have all the precision of a musket almost nobody will use this

-Projectile velocity: probably the meta-upgrade, as this makes it harder to dodge shots and extra damage/RoF/accuracy dont mean a thing if your opponent can still get out of the way. This is why a lot of "top-tier" SE1 fights are rail-battles now days, its the only way to land a hit.

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