Exotic Resources

Robert Farrugia shared this feedback 26 days ago
Not Enough Votes

I love that resources in Space Engineers are on the periodic table however from a Sci-Fi perspective, this is very limiting. Players should be able to discover or produce exotic resources for use in construction as well as fuels, ship coatings etc.


Here are some ideas:

* Ship coatings that can be applied similar to paint but give the coated blocks special protection or qualities - increased durability, mass reduction, reflection (vs lasers) etc.

* Production of exotic metals that can replace iron - aluminum, titanium, exotic alloys of extreme strength

* Production of different fuels for Thrusters - why limit us to hydrogen thrusters? Why not allow players to use different fuels that produce thrust?

* Anti-Gravity materials (?)

Replies (2)

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I would like to name a new exotic material Xoclonium.

It would be used for slowing down time.

The component <name needed> made from Xoclonium is used for long distance travel.

Are we there yet?.......Soooon.

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Having different fuels you can mine with Fuel A being prolific and cheap, fuel B being "takes a little effort to find a good stash" and Fuel C being "Super scarce, but very good" for increased thruster output would encourage late game mining, trade of fuels in trade hubs (assuming there are some), and overall tons of late game playing with Player A being a Miner/Hauler of fuels and Player B being possibly a pirate who seeks to loot. You could make either an NPC too. Adds a ton to late game.

On a similar but tangential note: Late game is a little bit of my focus because all of that needs to be built and baked in now, in the beginning stages. This ensures it will reach end game without having to go back and insert a ton of code with a ton of troubleshooting for content that ended up being important. You have to have a "why" other than to just have "ALL the CREDUTS!" I posted a feedback topic that asserted we should have a couple of factions to choose from in the start. Each faction has frames they can make (similar to the factorum) that are good blocks (i.e. no 1 engineer from a faction can make everything.) That way, late game you need to run a hauling business, do security missions, or loot enough (or whatever fits your fancy) to trade for to get the frames for the items you want to build. When you have scarcity of items/resources/etc you force people to interact with each other. Right now, you as the engineer are a demi-god and can do/build anything. Limiting that a tiny bit would add a ton to the dynamics of the game.


Late game in SE1 you basically mine everything you need, then you have enough economy to build capital ships without pause with the occasional jaunt for Ice, Uranium, or maybe a quick run for a random ore because you finally ran out. There's no reason to interact with NPCs (outside of the factorum) really ever unless you feel like taking some target practice. Adding late game content is where SE2 can deliver when SE1 just didn't really seem like it was built for it. I'd be on board with this. Sad it doesn't have much in the way of upvotes. Late game content is vital for SE2 to address.

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