Proposal for Adding an "RTS View" Feature in Space Engineers 2
Space Engineers 2 is already an amazing game, giving players a platform to unleash their creativity and explore the cosmos. To take the experience to the next level, I'm suggesting we add an "RTS View" feature. This would let players control their ships and fleets from a real-time strategy perspective, making it easier to issue commands and manage their creations.
Feature Description: The "RTS View" would provide an overhead, top-down view of ships and fleets, similar to what you'd find in traditional RTS games. Here's what it could do:
- Fleet Creation and Management: Players could group ships into fleets and assign specific roles, like miners, scouts, or combat units.
- Command Issuance: This feature would let players issue commands to individual ships or entire fleets for tasks such as mining, attacking, and patrolling.
- Resource Allocation: Players could manage and distribute resources among their ships to optimize performance and efficiency.
- Strategic Planning: The comprehensive overview would make it easier to plan and execute complex strategies.
Benefits for Players:
- Streamlined Command and Control: This would simplify the management of multiple ships and tasks, reducing the micromanagement burden on players.
- Enhanced Strategic Depth: Adding a new layer of strategic gameplay, allowing players to devise and implement complex plans.
- Improved Efficiency: Enabling players to allocate resources and assign tasks more effectively, enhancing the overall gameplay experience.
Benefits for Developers:
- Increased Player Engagement: By offering a feature that appeals to both creative builders and strategic planners, the game can attract a wider audience and increase player retention.
- Community Involvement: Incorporating community suggestions fosters a sense of ownership and loyalty among players.
- Innovative Gameplay: Setting Space Engineers 2 apart from similar games by introducing unique and innovative features.
Community Support and Feedback: To ensure the successful implementation of the "RTS View" feature, I encourage my fellow gamers and developers to provide their input and upvote this suggestion. By coming together and voicing our support, we can highlight just how much of a game-changer this feature could be!
Thank you!
Hello engineer,
Thank you for reaching out to our forum. This seems more like a feature request rather than a bug or issue in the game, so we will move this thread to the Feedback section, where new ideas are presented, stored, and evaluated.
Please do not hesitate to contact us again, should you experience/observe any other issue/problem with/in the game, by opening a new thread on the forum dedicated to the Space Engineers 2 game.
Thank you for your understanding.
Kind Regards,
Keen Software House: QA Department
Hello engineer,
Thank you for reaching out to our forum. This seems more like a feature request rather than a bug or issue in the game, so we will move this thread to the Feedback section, where new ideas are presented, stored, and evaluated.
Please do not hesitate to contact us again, should you experience/observe any other issue/problem with/in the game, by opening a new thread on the forum dedicated to the Space Engineers 2 game.
Thank you for your understanding.
Kind Regards,
Keen Software House: QA Department
Gods please no. With all due respect, this feature belongs in a game like EVE or Star Conflict, not a space sandbox game like Space Engineers. This sounds like something to add as a mod or even better, as a script. I could get behind some very, very basic features allowing for players to implement this themselves, but easy fleet management and task designation would, in my opinion, absolutely destroy the physics sandbox elements of the game. SE1 was difficult to get into some of the tricky automation aspects, but that's what made it rewarding. If you wanted easy automation and control, you turned to scripts and blueprints. IMO the biggest issue there is poor script performance.
Gods please no. With all due respect, this feature belongs in a game like EVE or Star Conflict, not a space sandbox game like Space Engineers. This sounds like something to add as a mod or even better, as a script. I could get behind some very, very basic features allowing for players to implement this themselves, but easy fleet management and task designation would, in my opinion, absolutely destroy the physics sandbox elements of the game. SE1 was difficult to get into some of the tricky automation aspects, but that's what made it rewarding. If you wanted easy automation and control, you turned to scripts and blueprints. IMO the biggest issue there is poor script performance.
Personally, this is a no for me. SE isn't a game about self controlling massive fleets outside the use of automation and the engineering challenges that come with it. This seems like a use of developer resources so far from the core essence of the game that it would result in a lower quality SE core experience.
Personally, this is a no for me. SE isn't a game about self controlling massive fleets outside the use of automation and the engineering challenges that come with it. This seems like a use of developer resources so far from the core essence of the game that it would result in a lower quality SE core experience.
You can create a "control" ship which you can fly above your fleet from a distance then control your ships below via a remote control block. This would be the realistic way to deploy this without completely defying what SE is. AI blocks will do a lot of this also.
You can create a "control" ship which you can fly above your fleet from a distance then control your ships below via a remote control block. This would be the realistic way to deploy this without completely defying what SE is. AI blocks will do a lot of this also.
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