[IDEA] Moddable/upgradable/tiered space suits +no suit
Title is self explanatory
Tierable:
Tier0 - (true survival immersive starting point)- no suit, no jetpack, very limited inventory, very limited crafting (since in SE2 we will have that apparently)*, no fuel (obviously), no O2 except your lungs, normal movement, no power, no ore detection, no heat resistance**, no radiation resistance**, no pressure resistance***. Bigger gravity will harm us.
Tier1 - starter suit - created within the first tens of minutes within the game, very low power jetpack (ill explain why), small inventory, basic crafting capabilities, some fuel, some O2, normal movement, some power, no heat or radiation resistance, some pressure resistance to go underwater, not too deep. Not safe to be exposed in the space. Some improvement in bigger gravity.
Whole point of a jetpack literally removes whole point of exploration grids, such as small ships or scout rovers. Whole exploration topic is harmed because of this. Imagine just turning on creative mode in Minecraft the moment you get lost. You didnt think of it that way, didnt you?
If you look for some immersive gameplay in SE1, search for jetpack nerf mod. They work normally in space but in atmosphere they either massively increase fuel consumption in the atmosphere, or nerf them to the point you literally have to use scaffolding to get to the higher places. It's fun on multiplier, is a bit boring on singleplayer. I attached a pic somewhere.
Jetpack nerf I use: https://steamcommunity.com/sharedfiles/filedetails/?id=1191589902
Scaffolding: https://steamcommunity.com/sharedfiles/filedetails/?id=717073267
Tier2 - advanced suit - created after a first trip into low orbit or after finding some deep ore on earth, current jetpack (still worse on the atmosphere for the balance), best possible crafting (for the character crafting, still limited compared to what assemblers offer), good fuel, power and O2, normal walking speed, some heat and radiation resistance, good pressure resistance (like a deep diving equipment), allows you to explore planets with dense atmosphere (=big pressure). Works like current one in space. Able to explore planets with more hostile gravity. Basic armor****
Tier3 - endgame suit - this has to feel like a halo/doom suit. Similar experience to creative mode. Some ancient/deep lore components required, rare ores to be mined etc. Current SE1 jetpack, because if you thought about a buff beyond that what we already have, you are weird. Crazy fuel, power and O2 capacity. Faster sprinting (25% increase). Better fall resistance. Heat resistance that makes you wanna walk on the sun. Radiation resistant to the level where you are welcome in all toxic biomes. Max pressure resistance. Can walk on black hole's singularity. Good armor. Antenna that allows us to access grids' contol panels wirelessly from bigger distances. Just like antenna would do, but from max 100m. That would probably be the main reason why people would grind for this armor, since thats such a quality of life feature.
*as said before, I heard that Keen plans to implement some level of inventory crafting
**I have few ideas how we could have some sort of toxic habitats, where such resistance would be required. Same with heat. You are too close to the sun, fire, lava or planet core, you are cooked without it.
***Would make sense since we are getting water in SE2, I heard that Keen plans to use it for some lore and exploration, deep ocean exploration would be impossible without a ship or a good suit, which I really like because as you read my beef with the jetpack, not needing to build ships to explore makes me sad since it deprives the whole point of building a ship. Game progression would be similar to what we see in terraria, which I think has one of the best progression systems in the industry - kill this boss to obtain this material needed to build a pickaxe to mine this ore. Here, find the ore that allows you to build a suit, that lets you dive deeper, or build a submersible instead. Same situation when it comes to space exploration, you cant explore space on foot unless you have a suit that allows you to.
****Armor - it would make complete sense that there is some external armor, that either is rechargable or repairable (or both, depending which suit you have) once you progress further.
When it comes to me, I prefer the mods, because the other benefit of them is that they can greatly improve exploration aspect of the game. In SE1, the only things you could've imagined you could find in an abandoned base was a component. Now, you can find some rare mods for your suits. Also, you could buy the mods in the trade stations or get them exclusively as a reward for a mission, which now makes us want to do them. Just like terraria does with the fishing - you gotta do it if you want to craft a cellphone or obtain biome items. It gives the game so much sense.
great idea, bump
great idea, bump
I also like the idea of different suits/outfits for different purposes/playstyles. For example, you could have a basic uniform that doesn't have jetpacks or O2, but increases movement speed (or make the standard suit decrease movement speed). Another alternative might be the construction exosuit, which has jetpacks and a lot more carrying capacity but still no O2.
The more suits without O2, the better. I think it would encourage people to build with O2 in mind, as well as open a bunch of options for roleplaying/machinima.
I also like the idea of different suits/outfits for different purposes/playstyles. For example, you could have a basic uniform that doesn't have jetpacks or O2, but increases movement speed (or make the standard suit decrease movement speed). Another alternative might be the construction exosuit, which has jetpacks and a lot more carrying capacity but still no O2.
The more suits without O2, the better. I think it would encourage people to build with O2 in mind, as well as open a bunch of options for roleplaying/machinima.
something like this?
https://support.keenswh.com/spaceengineers2/pc/topic/45275-space-suits
something like this?
https://support.keenswh.com/spaceengineers2/pc/topic/45275-space-suits
Different tiers of suits would be awesome! Especially starting without a jetpack. Having no suit as an option would make custom scenarios interesting where players start on a ship with no suit and have to find/craft a suit to be able to leave the ship.
Different tiers of suits would be awesome! Especially starting without a jetpack. Having no suit as an option would make custom scenarios interesting where players start on a ship with no suit and have to find/craft a suit to be able to leave the ship.
I'm not opposed to upgrading stuff, but you do you. I'll keep my jetpack thank you. Also idk what game you're playing but you're not getting across a planet on a single bout of hydrogen. You're going to need several refills and several bottles to do a full circle. I'm not opposed to this being an option for people who want it. Otherwise this is largely a pass from me.
I'm not opposed to upgrading stuff, but you do you. I'll keep my jetpack thank you. Also idk what game you're playing but you're not getting across a planet on a single bout of hydrogen. You're going to need several refills and several bottles to do a full circle. I'm not opposed to this being an option for people who want it. Otherwise this is largely a pass from me.
I definitely want suit upgrades, especially if more suit types means more ability in different ways. (More suit storage, Armor durability, Efficient energy storage). I know we will bet more suit options in time, so I'd like to see more style types. I added a few images, so all credit to those artists, they have some awesome ideas.
I definitely want suit upgrades, especially if more suit types means more ability in different ways. (More suit storage, Armor durability, Efficient energy storage). I know we will bet more suit options in time, so I'd like to see more style types. I added a few images, so all credit to those artists, they have some awesome ideas.
Except for the first three, these are more like the pastry chef's ideas about the spacesuit...
Almost all seem to lack power supplies, spacesuit ventilation and air conditioning equipment, and a breathing mixture delivery system.
They pretend to be "brutal armour", but in this role they'd be pretty dysfunctional - they have too many exposed and unprotected areas... And I certainly can't imagine them as work clothes that an individual is supposed to spend eight or more hours in...
Many of the authors were obviously inspired by the armour of motorcycle riders and racers.... And they completely forgot that riders sit on motorcycles - and for that's what their protective clothing is tailored for.
Note the exaggerated knee and calf protection, the massive upper chest protection, the shoulder and forearm pads, reinforcement around the pelvis, which is wide and quite fragile... Mostly typical points of first contact between the biker and the terrain... But almost no belly protection - in a motorcycle sit-up, it just doesn't fit there. For crashes it works quite well - but for shelling it doesn't work at all
Except for the first three, these are more like the pastry chef's ideas about the spacesuit...
Almost all seem to lack power supplies, spacesuit ventilation and air conditioning equipment, and a breathing mixture delivery system.
They pretend to be "brutal armour", but in this role they'd be pretty dysfunctional - they have too many exposed and unprotected areas... And I certainly can't imagine them as work clothes that an individual is supposed to spend eight or more hours in...
Many of the authors were obviously inspired by the armour of motorcycle riders and racers.... And they completely forgot that riders sit on motorcycles - and for that's what their protective clothing is tailored for.
Note the exaggerated knee and calf protection, the massive upper chest protection, the shoulder and forearm pads, reinforcement around the pelvis, which is wide and quite fragile... Mostly typical points of first contact between the biker and the terrain... But almost no belly protection - in a motorcycle sit-up, it just doesn't fit there. For crashes it works quite well - but for shelling it doesn't work at all
It is neither pretty nor elegant, but therefore functional (bomb-sit for EOD/pyrotechnics)
Note - the helmet is almost immovable, because the neck can not withstand impact of a more powerful projectile into the helmet. Therefore helmet is not fixed on the head, but carried on the structure of the suit. The head is "free" in the helmet.
And this is what these guys are wearing under their protective suits:
It is neither pretty nor elegant, but therefore functional (bomb-sit for EOD/pyrotechnics)
Note - the helmet is almost immovable, because the neck can not withstand impact of a more powerful projectile into the helmet. Therefore helmet is not fixed on the head, but carried on the structure of the suit. The head is "free" in the helmet.
And this is what these guys are wearing under their protective suits:
External shield and plate system Mehler on exoskelet (Exo-M offerd for GIGN)
For an idea of the real external armour of the fighter
Note that the abdomen and crotch are thoroughly covered
It's also not quite perfect protection - it protects the fighter mainly from the front, the back of the thighs and the buttocks are not very protected...
External shield and plate system Mehler on exoskelet (Exo-M offerd for GIGN)
For an idea of the real external armour of the fighter
Note that the abdomen and crotch are thoroughly covered
It's also not quite perfect protection - it protects the fighter mainly from the front, the back of the thighs and the buttocks are not very protected...
LOL looks like one of those attack dog training outfits. now all we would need is a cyber dog to sick-em!
LOL looks like one of those attack dog training outfits. now all we would need is a cyber dog to sick-em!
I think we need a few variations of Pilot, Miner, Combat, Explorer, and whatever else pops up. I do like the NASA style images for aesthetic the best tho.
I think we need a few variations of Pilot, Miner, Combat, Explorer, and whatever else pops up. I do like the NASA style images for aesthetic the best tho.
Agree with the tiered suit progression, but would love to see modularity taken further—where suits support swappable modules that enable specialized functions. This would let players tailor their suits to playstyles (explorer, engineer, combat) while maintaining progression. Below are suggested modules that could be unlocked/mixed across tiers:
Module Slots Scale with Suit Tier
Example Suit Modules
Mobility & Utility
Exploration & Scanning
Engineering & Construction
Survival & Defense
Storage & Power
Implementation Notes
This modular approach would:
✅ Deepen progression without rigid tiers
✅ Reward exploration (find/buy rare modules)
✅ Enable hybrid builds (e.g., a "Technician" suit with drones + scanners)
Agree with the tiered suit progression, but would love to see modularity taken further—where suits support swappable modules that enable specialized functions. This would let players tailor their suits to playstyles (explorer, engineer, combat) while maintaining progression. Below are suggested modules that could be unlocked/mixed across tiers:
Module Slots Scale with Suit Tier
Example Suit Modules
Mobility & Utility
Exploration & Scanning
Engineering & Construction
Survival & Defense
Storage & Power
Implementation Notes
This modular approach would:
✅ Deepen progression without rigid tiers
✅ Reward exploration (find/buy rare modules)
✅ Enable hybrid builds (e.g., a "Technician" suit with drones + scanners)
Space Suits should be tiered and improved and upgraded throughout the game - in terms of increasing the suit's durability, increasing the range of operating temperatures, increasing oxygen and energy reserves, increasing working and handling capabilities - including the size, volume and weight of the inventory.
But!
There cannot be any activity and any capability that exists only for higher level suits and is directly prohibited or impossible for lower level suits.
Space Suits should be tiered and improved and upgraded throughout the game - in terms of increasing the suit's durability, increasing the range of operating temperatures, increasing oxygen and energy reserves, increasing working and handling capabilities - including the size, volume and weight of the inventory.
But!
There cannot be any activity and any capability that exists only for higher level suits and is directly prohibited or impossible for lower level suits.
Hmmm.....
Stylish.
Hmmm.....
Stylish.
I'm more inclined to the idea of modules. Which can be hung on the character in the form of slots (like in RPG games).
1) Torso, here you can install a jumpsuit. If we have the simplest jumpsuit, some T1, then it only slightly protects from the cold at night.
2) Back, here you can install a small, medium, large backpack (which provides capacity for inventory). You can install a jetpack on the back (the jetpack by default has the functionality of a backpack, but only a small backpack. The type of fuel decides how far and how fast the jetpack can fly without stopping (here the Satisfactory mechanics would not hurt). Hydropack (analogous to a jetpack, allows you to quickly move underwater, but is useless in the atmosphere. Hello Subnatika). Multipack (a hybrid of a jetpack and hydropack, but slower than both, but universal).
3) Head, here you can initially install a helmet. As an alternative, these are engineer's augmented reality glasses. But then there will be no tightness.
4) Belt, you can install a belt here. You can organize very interesting mechanics with belts. The more advanced the belt, the more fast slots it gives.
5) Legs, you can install regular boots here, as well as boots with magnetic soles, as well as boots with spikes (to walk on ice without slipping), as well as fins (for more efficient scuba diving), maybe even boots with built-in micro-motors to run faster.
6) Hands (left and right). You could install engineer's gloves in one slot (they improve the efficiency of hand tools, reduce their wear). Medical analyzer (monitors the character's condition).
7) Additional slot: for an exoskeleton (increases running speed, jump height), for a portable force field generator (improved protection).
8) Additional slot: for a drone (allows you to release and return it).
Total. This gives a good customization of the character for certain tasks. Need to explore the depths of the sea: Put on a diving suit, scuba gear, a diving mask, fins, hang a harpoon on your belt. Need to climb a mountain? Put on a suit reinforced with plates, an exoskeleton, boots with spikes, and a jetpack to quickly and reliably climb steep surfaces. Need maximum protection? Put on a suit resistant to high temperatures, put on a portable force field generator to repair a ship near the Star. In general, you can assemble an "equipment build" for each type of task.
I'm more inclined to the idea of modules. Which can be hung on the character in the form of slots (like in RPG games).
1) Torso, here you can install a jumpsuit. If we have the simplest jumpsuit, some T1, then it only slightly protects from the cold at night.
2) Back, here you can install a small, medium, large backpack (which provides capacity for inventory). You can install a jetpack on the back (the jetpack by default has the functionality of a backpack, but only a small backpack. The type of fuel decides how far and how fast the jetpack can fly without stopping (here the Satisfactory mechanics would not hurt). Hydropack (analogous to a jetpack, allows you to quickly move underwater, but is useless in the atmosphere. Hello Subnatika). Multipack (a hybrid of a jetpack and hydropack, but slower than both, but universal).
3) Head, here you can initially install a helmet. As an alternative, these are engineer's augmented reality glasses. But then there will be no tightness.
4) Belt, you can install a belt here. You can organize very interesting mechanics with belts. The more advanced the belt, the more fast slots it gives.
5) Legs, you can install regular boots here, as well as boots with magnetic soles, as well as boots with spikes (to walk on ice without slipping), as well as fins (for more efficient scuba diving), maybe even boots with built-in micro-motors to run faster.
6) Hands (left and right). You could install engineer's gloves in one slot (they improve the efficiency of hand tools, reduce their wear). Medical analyzer (monitors the character's condition).
7) Additional slot: for an exoskeleton (increases running speed, jump height), for a portable force field generator (improved protection).
8) Additional slot: for a drone (allows you to release and return it).
Total. This gives a good customization of the character for certain tasks. Need to explore the depths of the sea: Put on a diving suit, scuba gear, a diving mask, fins, hang a harpoon on your belt. Need to climb a mountain? Put on a suit reinforced with plates, an exoskeleton, boots with spikes, and a jetpack to quickly and reliably climb steep surfaces. Need maximum protection? Put on a suit resistant to high temperatures, put on a portable force field generator to repair a ship near the Star. In general, you can assemble an "equipment build" for each type of task.
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