Heat Mechanic as an Elegant Solution to 3 Core Problems
Have you ever been playing a space engineer's server and have been rolled over by a ship with 50 artillery turrets all stagger firing through yours? Have you ever wished that you could sneak by a station but not get surprised by a hidden warship? Have you ever wanted a more interesting dimension to take into consideration when designing a ship? These three problems are far reaching and create an environment that's inherently imbalanced and doesn't induce more tactical play. I believe and am here to argue that adding a heat generation, management, and detection system to SE2's design process and combat system would enable a far more fun and engaging gameplay.
The first issue mentioned is what people consider as gun-spam. Essentially with practically no limitations on the amount and type of weapons. A ship covered by guns (and is decently agile) is determined to be the META for combat. Currently the only thing stopping someone from designing a craft like this is simply if they have the ammo for all the weapons they carry. However, with the advent of a heat mechanic, each of these weapons would generate a certain amount of heat depending on its type and size. This generated heat if not properly dealt with could potentially lead to catastrophic damage hence enforcing a base limit on the amount of weapons a single craft can carry. Such a system would promote specialization and enable smaller craft greater viability. A large warship meant to take down other large capital ships wouldn't have the heat management to also be able to hold anti-small craft weaponry meaning that it would be vulnerable to smaller and faster strike craft. The counter would be having escort screening craft that specialize in holding such weaponry. All of this more dynamic and engaging combat is enabled just through a mechanic that adds a limit on the weaponry a craft can wield.
Next is the issue of stealth. Currently there is practically no mechanic on such a system, a vessel can be hundreds of blocks long and as long as there isn't a beacon, you're not in range, and it's behind cover, you wouldn’t have any idea it was there. Then on the other hand a tiny craft that could essentially just be a speeder, would be lit up like a firework even if you had no idea it was there. Here a heat mechanic based upon the amount a craft dissipates, and the level of sensor a craft operates would be the factor that would determine if that craft is detected and is targetable. From here different environments like nebula or atmospheres could act as smokescreens limiting a vessel’s detection. All of this allows for small craft to act in surprise attacks and ambushes far easier.
Finally is its implementation as a design dimension. One thing touched on in the combat section is its function as a balancing act. Here it could work pushing against effects from the Square-Cube law, where the generators and thrust needed for a large vessel would need to be managed. This would mean that simply being larger isn’t as much of a boost to a craft’s strength. This could also play into more natural hazards, where the heat (or lack there-of) would be something you need to consider when designing a vessel. Things like radiators or thin surfaces would be encouraged leading to far more interesting designs being made and used too.
Ultimately this is just one aspect I think Space Engineers 2 would greatly benefit from. Its interactions with a wide variety of other mechanics would create a far more engaging system, and depending on other aspects added to SE2 it could play off of to make an even more interesting gameplay system. I have ideas for potential inclusion of things like energy weapons, shields, or electronic warfare that could play into this mechanic as well. However until those concepts are more thought out I would appreciate it if at least this mechanic could be implemented in some form.
Would the "detect-ability" be solely based on your heat signature? I had trouble following how heat would disallow a (example) battleship from engaging successfully with a frigate. Not being critical, just attempting to get a deeper understanding of the mechanic.
One of the things that can make us all invest thousands of hours into this game are nuanced things that allow us to achieve powerful things. I think of SE-1's AI blocks. I see ship after ship that would be amazing with some AI blocks and yet has none. Untapped potential. However the use of the AI blocks takes some trial and error. Also sometimes the Task you make for the Docking sequence makes the ship "wobble" all around and crash into the dock rather than just land and dock properly. It takes troubleshooting but you can get there.
The issue I have is that this can be a barrier to play. There are some folks who simply will look at it and go "It's malfunctioning, what a poorly made game." When that's not it at all. It's just because they couldn't figure out the highly nuanced and complex thing like Heat in an adequate amount of time. We want more players. More players the better. On the surface this sounds highly complex.
If you were simply applying heat and building Copper plated [whatever] to manage heat so your Plasma Cannon could fire faster, okay. If you're looking at heat dissipation as the "resource management" on shields, sure! As an example: as shields get hit, the Shield Generator generates heat. If it overheats, it shuts down to cool. building Aluminum or copper blocks around it makes that time go down by a set amount. The example is good, but now how do you efficiently build copper heat sinks around your shield generator? Could be a steeper learning curve.
Would the "detect-ability" be solely based on your heat signature? I had trouble following how heat would disallow a (example) battleship from engaging successfully with a frigate. Not being critical, just attempting to get a deeper understanding of the mechanic.
One of the things that can make us all invest thousands of hours into this game are nuanced things that allow us to achieve powerful things. I think of SE-1's AI blocks. I see ship after ship that would be amazing with some AI blocks and yet has none. Untapped potential. However the use of the AI blocks takes some trial and error. Also sometimes the Task you make for the Docking sequence makes the ship "wobble" all around and crash into the dock rather than just land and dock properly. It takes troubleshooting but you can get there.
The issue I have is that this can be a barrier to play. There are some folks who simply will look at it and go "It's malfunctioning, what a poorly made game." When that's not it at all. It's just because they couldn't figure out the highly nuanced and complex thing like Heat in an adequate amount of time. We want more players. More players the better. On the surface this sounds highly complex.
If you were simply applying heat and building Copper plated [whatever] to manage heat so your Plasma Cannon could fire faster, okay. If you're looking at heat dissipation as the "resource management" on shields, sure! As an example: as shields get hit, the Shield Generator generates heat. If it overheats, it shuts down to cool. building Aluminum or copper blocks around it makes that time go down by a set amount. The example is good, but now how do you efficiently build copper heat sinks around your shield generator? Could be a steeper learning curve.
interesting idea...
Cooling radiators would be just as important as solar panels. And they could work on a similar principle (but they "must not see" the sun or other parts of the structure).
The ice could act as a temporary reservoir of excess heat, releasing superheated steam (or gases) into the space would take the heat out of the ship... (Although such an approach leads to at least three new material sources - ice, water and steam, superheated gases - and the need for additional management).
Overheating the reactors would reduce power, up to "emergency shutdown". As would overheating the engines. Overheating weapons would reduce the rate of fire (each shot generates heat and increases the temperature of the weapon). Similarly the operation of gravity generators and defensive force fields - they generate heat when they operate, each trapped projectile transfers its kinetic energy to the shield and this is converted to heat...
It's just that debugging such a system in the game engine to make it work logically and correctly will be quite a challenge... It would have to work realistically, physically correct... And this is a problem not only for many players.
Translated with DeepL.com (free version)
interesting idea...
Cooling radiators would be just as important as solar panels. And they could work on a similar principle (but they "must not see" the sun or other parts of the structure).
The ice could act as a temporary reservoir of excess heat, releasing superheated steam (or gases) into the space would take the heat out of the ship... (Although such an approach leads to at least three new material sources - ice, water and steam, superheated gases - and the need for additional management).
Overheating the reactors would reduce power, up to "emergency shutdown". As would overheating the engines. Overheating weapons would reduce the rate of fire (each shot generates heat and increases the temperature of the weapon). Similarly the operation of gravity generators and defensive force fields - they generate heat when they operate, each trapped projectile transfers its kinetic energy to the shield and this is converted to heat...
It's just that debugging such a system in the game engine to make it work logically and correctly will be quite a challenge... It would have to work realistically, physically correct... And this is a problem not only for many players.
Translated with DeepL.com (free version)
It would not be necessary for basic heat management but I would like use of compressed gas (nitrogen, helium) for quick cooling.
It would not be necessary for basic heat management but I would like use of compressed gas (nitrogen, helium) for quick cooling.
I would like a general heat-mechanic, it would make for an interesting way to balance things, though I recognize it would take a good bit of work to get right... I don't know that it would push things to be smaller though...
-Small ships would have greater surface area relative to volume to dissipate heat with, but those larger ships would have a greater volume to store the heat with. Smalls can also gun-spam just as hard as larges, they just have a harder time fitting grav-drives that let them out-fly fighters. If you're having trouble with sneaky xmas-trees made of guns then I might advise the use of AI radars and missiles.
-Stealth would be an interesting feature, though we'll likely have to set some kind of minimum range to avoid grinder-monkey-abuse...
-The game's interface would definitely need some way to warn new players of heat before they melted their ships... and not in Keen's "Your player is within 1km of the invisible deletion-barrier at the edge of the limited world, hope your breaks are good." kind of way. We would want heat to be a reasonable balance mechanic, not something that annoys the new players in to quitting early because they melted the controls trying to run from and shoot at pirates at the same time and then crashed in a survival world.
I would like a general heat-mechanic, it would make for an interesting way to balance things, though I recognize it would take a good bit of work to get right... I don't know that it would push things to be smaller though...
-Small ships would have greater surface area relative to volume to dissipate heat with, but those larger ships would have a greater volume to store the heat with. Smalls can also gun-spam just as hard as larges, they just have a harder time fitting grav-drives that let them out-fly fighters. If you're having trouble with sneaky xmas-trees made of guns then I might advise the use of AI radars and missiles.
-Stealth would be an interesting feature, though we'll likely have to set some kind of minimum range to avoid grinder-monkey-abuse...
-The game's interface would definitely need some way to warn new players of heat before they melted their ships... and not in Keen's "Your player is within 1km of the invisible deletion-barrier at the edge of the limited world, hope your breaks are good." kind of way. We would want heat to be a reasonable balance mechanic, not something that annoys the new players in to quitting early because they melted the controls trying to run from and shoot at pirates at the same time and then crashed in a survival world.
Relevant duplicate that's older with more votes on heat buildup not only from energy use but also reentry: https://support.keenswh.com/spaceengineers2/pc/topic/46041-thermal-mechanics-reentry-detection-heat-management
Relevant duplicate that's older with more votes on heat buildup not only from energy use but also reentry: https://support.keenswh.com/spaceengineers2/pc/topic/46041-thermal-mechanics-reentry-detection-heat-management
The only thing I will agree with here is that folks have wanted better detection methods for certain things for some time and this is nothing new.
As for a heat mechanic I'm going to ask you the same thing I asked the other guy that suggested heat. What are the potential benefits to interacting with such a system? If for example my reactor gets too hot obviously it would be less efficient. However if I'm able to keep the reactor even cooler than the normal standard, would I potentially see an increase in efficiency? Because I don't consider having stats to manage purely to have stats to manage to be a fun thing. If you want me to interact with a heat feature, give me reasons to want to do it other than "use it or else."
"Have you ever been playing a space engineer's server and have been rolled over by a ship with 50 artillery turrets all stagger firing through yours?"
I've been on both sides of this. I've been the one firing a ton of guns at someone or something, and been the one being fired at. So long as they did the proper engineering to make that build work I don't see an issue.
"The first issue mentioned is what people consider as gun-spam. Essentially with practically no limitations on the amount and type of weapons. A ship covered by guns (and is decently agile) is determined to be the META for combat"
"This generated heat if not properly dealt with could potentially lead to catastrophic damage hence enforcing a base limit on the amount of weapons a single craft can carry."
"All of this more dynamic and engaging combat is enabled just through a mechanic that adds a limit on the weaponry a craft can wield."
And what is "gun spam" exactly? We talking 5 guns? What about 20? Or what about 100 for a sufficiently large enough ship? I see alot of people talk about the "problem with gun spam" yet never give a definitive definition of what that entails.
Next, all 3 of these quotes of yours just scream "I don't like that I'm constantly getting beat by people with more guns than me, so they shouldn't be allowed to bring so many" or "I don't like that you build differently than me, so you shouldn't be allowed to build differently than me." If Johnny 2x4 is able to engineer a build that brings 200 turrets together and roflstomps little Timmy who didn't bring as many, what's the issue? If Johnny is able to put in the work and make the ship function, who the heck are you or anyone else to say he shouldn't be allowed to do it? If I want to put a build together that's the size of the state of Texas with 10 guns per armor block and I'm able to make it work, who am I hurting? Because if you want limits to weaponry for your individual server or so on, you can already enter into those agreements with people for your world/sever, and even set limits on your server itself. Otherwise nah you don't get to tell me or others who don't play on your server we should be limited in how we can build because you personally don't like it. If you're having trouble countering "gun bricks" then learn how to play around them, or enter into agreements or set rules for your own server.
The only thing I will agree with here is that folks have wanted better detection methods for certain things for some time and this is nothing new.
As for a heat mechanic I'm going to ask you the same thing I asked the other guy that suggested heat. What are the potential benefits to interacting with such a system? If for example my reactor gets too hot obviously it would be less efficient. However if I'm able to keep the reactor even cooler than the normal standard, would I potentially see an increase in efficiency? Because I don't consider having stats to manage purely to have stats to manage to be a fun thing. If you want me to interact with a heat feature, give me reasons to want to do it other than "use it or else."
"Have you ever been playing a space engineer's server and have been rolled over by a ship with 50 artillery turrets all stagger firing through yours?"
I've been on both sides of this. I've been the one firing a ton of guns at someone or something, and been the one being fired at. So long as they did the proper engineering to make that build work I don't see an issue.
"The first issue mentioned is what people consider as gun-spam. Essentially with practically no limitations on the amount and type of weapons. A ship covered by guns (and is decently agile) is determined to be the META for combat"
"This generated heat if not properly dealt with could potentially lead to catastrophic damage hence enforcing a base limit on the amount of weapons a single craft can carry."
"All of this more dynamic and engaging combat is enabled just through a mechanic that adds a limit on the weaponry a craft can wield."
And what is "gun spam" exactly? We talking 5 guns? What about 20? Or what about 100 for a sufficiently large enough ship? I see alot of people talk about the "problem with gun spam" yet never give a definitive definition of what that entails.
Next, all 3 of these quotes of yours just scream "I don't like that I'm constantly getting beat by people with more guns than me, so they shouldn't be allowed to bring so many" or "I don't like that you build differently than me, so you shouldn't be allowed to build differently than me." If Johnny 2x4 is able to engineer a build that brings 200 turrets together and roflstomps little Timmy who didn't bring as many, what's the issue? If Johnny is able to put in the work and make the ship function, who the heck are you or anyone else to say he shouldn't be allowed to do it? If I want to put a build together that's the size of the state of Texas with 10 guns per armor block and I'm able to make it work, who am I hurting? Because if you want limits to weaponry for your individual server or so on, you can already enter into those agreements with people for your world/sever, and even set limits on your server itself. Otherwise nah you don't get to tell me or others who don't play on your server we should be limited in how we can build because you personally don't like it. If you're having trouble countering "gun bricks" then learn how to play around them, or enter into agreements or set rules for your own server.
HMS Victory, 3500 ton 104-gun first-rate ship of the line vs. 60 ton Sparviero-class patrol boat with one OTO Melara 76 mm gun...
Who are you betting on?
HMS Victory, 3500 ton 104-gun first-rate ship of the line vs. 60 ton Sparviero-class patrol boat with one OTO Melara 76 mm gun...
Who are you betting on?
I like it. I'm imagining something like this, let's see if people think it's a good idea or good way of putting it.
Ships have a heat capacity based on how many blocks they have, each cube of occupied or pressurized space gives 1 capacity or something like that. Active blocks generate heat. If heat builds up over capacity, blocks either shut down or take damage (I'm more partial to the shutdown idea). Ships haves some natural cooling, but mostly need either radiators to passively bleed off heat or heatsinks to act as heat batteries and/or consume resources like ice to cool the ship. Ships give off a natural signal based on their current heat, getting visible from farther away based on current heat divided by total capacity, plus something for how hard the radiators are working.
It gives a new engineering thing to engineer around, and of course just like oxygen or pressurization mechanics in SE1 heat could all be a toggle.
I like it. I'm imagining something like this, let's see if people think it's a good idea or good way of putting it.
Ships have a heat capacity based on how many blocks they have, each cube of occupied or pressurized space gives 1 capacity or something like that. Active blocks generate heat. If heat builds up over capacity, blocks either shut down or take damage (I'm more partial to the shutdown idea). Ships haves some natural cooling, but mostly need either radiators to passively bleed off heat or heatsinks to act as heat batteries and/or consume resources like ice to cool the ship. Ships give off a natural signal based on their current heat, getting visible from farther away based on current heat divided by total capacity, plus something for how hard the radiators are working.
It gives a new engineering thing to engineer around, and of course just like oxygen or pressurization mechanics in SE1 heat could all be a toggle.
I think this idea has some merit. Anything that adds further depth and creates variation in builds for PVP will always get a vote from me.
I think this idea has some merit. Anything that adds further depth and creates variation in builds for PVP will always get a vote from me.
Replies have been locked on this page!