SE2 Progression IDEAs
SE2 Progression IDEAs
Colonization of space:
Colonists 10,000 lightyears away face survival challenges of immense difficulty. Resource management, manufacturing, industry, construction, defense all effect the success of the mission, it would be like the Oregon train but in space,(But hopefully we don’t all die from space dysentery). SE2 Colonists take on all types of roles, Miners, Shipwrights, Warriors, Courier, Salvager and maybe some new ones if we invent them. Botanical Chemist keeping the colonists alive and healthy or Cartographer mapping the new system.
SE1 was all sandbox, but SE2 I have heard wants to have more content towards colonization and a living environment without forgetting the sandbox. That being the case, and without making it rely too heavily on "Crafting" to get ahead, I think some aspects of crafting can be used to implement a progression that makes some sense in integrating other blocks into an overall system. Maybe the higher up the advancement ladder you go the more interdependent the functional systems are and rely on each other to keep working.
Before we get to much further, a disclaimer: These are JUST IDEAs to spark conversation not to trigger. This is for a game and not every process listed here is 100% accurate to IRL, it is here for thought and conversation. And all credit to the artists who made the images used as examples that I found online.
For example Starting from basics and with progression unlocking advancement what could that look like for Power?
Solar and H2 are obvious but what about advanced power? Lets consider a scientific process to achieve it from nuclear and beyond and what off shoots could be created from it in relation to progression.
Refineries: Refine Uranium but then that is it no other steps of interest.
What if after refining then a uranium centrifuge takes it to process items for further specificity.
Uranium Centrifuge use Ur and make:
- Enriched Ur pellets (for fuel rods, maybe its Enriched pellets+ steel tube= Fuel Rod)
- Depleted Ur powder (for armor, munitions and medical)
- Uranium hexafluoride gas to fill (UF6 Tanks, That process can set up the next progression and unlock Chemical fabricators and Bioreactors.)
Centrifuge Upgrade modules could increase productivity for power
- Laser forge - make more Ur dioxide pellets for Fuel Rods faster (Yield & Speed)
- HexF compressor - make more chemical reactants for chemistry (Progression to Biochemistry)
- Ur Recycler module - reduces material loss due to Fuel rod consumption.(efficiency)
Nuclear Reactors use,
- Ur Fuel Rods
- Water for cooling
- but outputs Neutrons & Gamma radiation
That process can set up the next progression and make (Deuterium)
Nuclear Upgrade modules could unlock the next progression stage
- Tritium(L-6) extractor (Lithium + Neutron fission)(Progression to Deuterium)(maybe a branch of this opens up advanced Spectrometry using a ⁃ Deuterium Arc Lamp)
- Deuterium Extraction- Girdler sulfide processor (Hydrogen sulfide exchanger)(Yield)
- Electrolysis module- (Speed)
Deuterium Fusion Reactor,
(Higher power needed for powerful weapons or higher energy consumption)
- Deuterium tank (D2O Heavy water)
- Needs Hydrogen Tritium(L-6)
- Needs Neutron shielding (Maybe its made in a chemical fabricator)
- Makes Helium-3 & Tritium(H-isotope) (Imagine some other next step here IDK)
The progression process can integrate other scientific fields in order to make a rational jump to the next levels like a Chemical fabricator or Bioreactor. These could open new gateways to specialized parts or unique tech for the colony. Anything else we want to imagine for advanced components or ability (for lack of a better description) can be created with advanced materials for better concepts of armor like in a chemical fabricator.
Chemical Fabricator:
Advanced parts, metallurgy, manufacturing more components.
- Uranium hexafluoride gas (UF6) from making Fuel rods can be used to make -(Teflon, refrigerants, pharmaceuticals, aluminum, plastics, electrical components)
- Hydrogen sulfide (H2S) from Deuterium Extraction - can be used to support the BioReactor farms
- Ceramic Plating, EMShielded/ Plating, Kevlar Plating, Thermal Plating, Signal Reflecting,
- Bioreactor PH buffers Organic Chemistry in this circumstance could loop back into materials development in the chemical fabricator, Medbay or any other functional block or idea.
Bioreactor:
If a goal of Colonists is to support a population, then there needs to be some biomass to draw from right? Food. Now before some get all heated about food and water and such, the idea mentioned by keen is colonization and a mission/campaign of some sort, not just sandbox. This is just a plausible suggestion to use. So, IF NPC's can populate your colony and become ship crew then it would be somewhat reasonable that your supply of available crew depends on if you can feed them and heal them if they get shot up in battles.
- Organics Composter (for Hydrogen sulfide) "An actual use for the Toilet!"
- Algae farm (for O2, AND organic food) there are some nice models in some mods out there (makes Spirulina, super food.)
- Fungi farm (Mushroom varieties can make "Quorn", a meat substitute, from Fusarium venenatu)
- Mold farm (makes organic food maybe "space cheese" the moon is made of cheese , pharmaceuticals and Stim-Pack meds)
So by taking all the parts made from different fabricators and extractors, an assembler can do just that assemble. Allowing different systems to be more inter-dependent may reduce the one stop shop of an assembler and create interest in system management.(It’s an Idea and suggestion)
These are just a few ideas and not everyone is going to like them. That’s okay, feel how you want but give some constructive ideas of what might work better not just complaining. This was meant to get more ideas out there and give Keen some insight as to what we might want to see on this topic. Some modders out there have had some really neat mechanics and models that lend to incredible gameplay, what mods like this have impacted you the most?
The community wants to see a richer development of progression but as not too complex as to become tedious.
"To engineers new blocks are like buttons, we all want more, but they need to do different things in an interesting way."
While looking at all the other threads in the topics for feedback there are common themes. Many are asking for progression variety, desiring multiple ways to adapt to situations of gameplay when encountering different playstyles. This is a challenge when the progression is developed in a linear manner. Instead of thinking in concepts of Levels or Tiers like buildings, re-frame the idea as Branches like a tree. Fitting with the concept of core gameplay as expressed by Keen, the central part of the "Core" game experience will support branches that come later as the game grows. Our community has many styles of play, (Thank you Darian Wolf for the outline) Each play style will have different needs at different times but all are building something to fit the purpose of survival.
Base Builder: This player wants to make an outpost, a station that is nice, fulfills all needs he has to build.
Factory Builder: This player basically wants to play Factorio in 3D, or Satisfactory with more flexibility.
Freelancer: this player wants to upgrade ships, take on contracts and doing trade as well as combat.
Explorer: This player wants to wander around planets and asteroids to see what they can find.
Engineer: This player wants to build cool contraptions to achieve tasks.
Commander: This player wants to make high command decisions over fleets.
Raider: Somebody who gets a kick out of destroying things.
The principal of First Survival- "Getting started" quickly is important to feeling instant gratification, without this engineers desiccate in the hot sun and become Clone-Jerky. This initial core gameplay is to be simple and hopefully intuitive for the new engineer and hopefully palatable and not to spicy.
The principal of Second Expedition-"Getting Outta Here" beyond this point in SE1 has been linear and players could follow one path. Obviously when SE1 began there was no lore or storyline for this sandbox requiring a more logical progression. As SE2 is being developed, the community has been asking for reconciliation of this pathway and there are a few key points common across the feedback.
1) Richness- Each advancement has a rational meaning as to why it is there, call it the "lore of importance".
2) Variety- More branches to follow for technology development without redundance.
However, knowing this provides a multifaceted opportunity for variety by "not putting all our eggs in one basket". Think of assemblers more like component fabricators. If simple components and advanced components have diverging paths of discovery and manufacturing why lump them all in one block? The ability to integrate them into the core build and upgrade them in different ways supports innovation. Some components need Milling in a CNC machine, others Injection molding, and still others need advanced metallurgy and chemistry to make. Players always ask for more blocks, this provides the artists at Keen the opportunity to make cool new blocks each with their own important function. Not to make block spam but give the players what they want in an interesting way that has a purpose and function.
3) Logical- The steps to the next advancement support the core theme and goal of the engineers direction of play.
The next leap in variety could be upgrading the various blocks created but not with just speed yield or power consumption modules but with new types of modules or new components.
4) Interdependence- Eventually the outputs from each branch of progression effects the efficiency of the players build system.
What if what an advanced fabricator builds, (i.e. better components) effects the downstream product but also unlocks the next branch of tech dependent on that component. Ships need power to the batteries or they don’t run, all systems are dependent on it. If there is no Uranium in a reactor power isn't generated, same with H2 engines and Ice. Right now in SE1 we just make more batteries or reactors.
Thinking this way is unique and turns linear progression more into a web of progression and by looking at the process as a method to help resolve each player types problems in unique and interesting ways. Upgrades and inheritance could be used to reduce ship weight for the freelancer instead of just putting on 100 more batteries to the build. It could also reduce time spent on bulk resource mining and processing steps for the raider and engineer. It could also challenge the base and factory builder to make efficient streamlined systems and the explorer the chance to find all the resources to make it happen. And give a commander better tools to help oversee the missions success.
Again these are ideas please add to them, if there is a specific or different way this could be executed.
The community wants to see a richer development of progression but as not too complex as to become tedious.
"To engineers new blocks are like buttons, we all want more, but they need to do different things in an interesting way."
While looking at all the other threads in the topics for feedback there are common themes. Many are asking for progression variety, desiring multiple ways to adapt to situations of gameplay when encountering different playstyles. This is a challenge when the progression is developed in a linear manner. Instead of thinking in concepts of Levels or Tiers like buildings, re-frame the idea as Branches like a tree. Fitting with the concept of core gameplay as expressed by Keen, the central part of the "Core" game experience will support branches that come later as the game grows. Our community has many styles of play, (Thank you Darian Wolf for the outline) Each play style will have different needs at different times but all are building something to fit the purpose of survival.
Base Builder: This player wants to make an outpost, a station that is nice, fulfills all needs he has to build.
Factory Builder: This player basically wants to play Factorio in 3D, or Satisfactory with more flexibility.
Freelancer: this player wants to upgrade ships, take on contracts and doing trade as well as combat.
Explorer: This player wants to wander around planets and asteroids to see what they can find.
Engineer: This player wants to build cool contraptions to achieve tasks.
Commander: This player wants to make high command decisions over fleets.
Raider: Somebody who gets a kick out of destroying things.
The principal of First Survival- "Getting started" quickly is important to feeling instant gratification, without this engineers desiccate in the hot sun and become Clone-Jerky. This initial core gameplay is to be simple and hopefully intuitive for the new engineer and hopefully palatable and not to spicy.
The principal of Second Expedition-"Getting Outta Here" beyond this point in SE1 has been linear and players could follow one path. Obviously when SE1 began there was no lore or storyline for this sandbox requiring a more logical progression. As SE2 is being developed, the community has been asking for reconciliation of this pathway and there are a few key points common across the feedback.
1) Richness- Each advancement has a rational meaning as to why it is there, call it the "lore of importance".
2) Variety- More branches to follow for technology development without redundance.
However, knowing this provides a multifaceted opportunity for variety by "not putting all our eggs in one basket". Think of assemblers more like component fabricators. If simple components and advanced components have diverging paths of discovery and manufacturing why lump them all in one block? The ability to integrate them into the core build and upgrade them in different ways supports innovation. Some components need Milling in a CNC machine, others Injection molding, and still others need advanced metallurgy and chemistry to make. Players always ask for more blocks, this provides the artists at Keen the opportunity to make cool new blocks each with their own important function. Not to make block spam but give the players what they want in an interesting way that has a purpose and function.
3) Logical- The steps to the next advancement support the core theme and goal of the engineers direction of play.
The next leap in variety could be upgrading the various blocks created but not with just speed yield or power consumption modules but with new types of modules or new components.
4) Interdependence- Eventually the outputs from each branch of progression effects the efficiency of the players build system.
What if what an advanced fabricator builds, (i.e. better components) effects the downstream product but also unlocks the next branch of tech dependent on that component. Ships need power to the batteries or they don’t run, all systems are dependent on it. If there is no Uranium in a reactor power isn't generated, same with H2 engines and Ice. Right now in SE1 we just make more batteries or reactors.
Thinking this way is unique and turns linear progression more into a web of progression and by looking at the process as a method to help resolve each player types problems in unique and interesting ways. Upgrades and inheritance could be used to reduce ship weight for the freelancer instead of just putting on 100 more batteries to the build. It could also reduce time spent on bulk resource mining and processing steps for the raider and engineer. It could also challenge the base and factory builder to make efficient streamlined systems and the explorer the chance to find all the resources to make it happen. And give a commander better tools to help oversee the missions success.
Again these are ideas please add to them, if there is a specific or different way this could be executed.
Do we want a little bit of crafting to make an improved progression mechanic?
Do we want a little bit of crafting to make an improved progression mechanic?
The community wants to see a richer development of progression but as not too complex as to become tedious.
"To engineers new blocks are like buttons, we all want more, but they need to do different things in an interesting way."
While looking at all the other threads in the topics for feedback there are common themes. Many are asking for progression variety, desiring multiple ways to adapt to situations of gameplay when encountering different playstyles. This is a challenge when the progression is developed in a linear manner. Instead of thinking in concepts of Levels or Tiers like buildings, re-frame the idea as Branches like a tree. Fitting with the concept of core gameplay as expressed by Keen, the central part of the "Core" game experience will support branches that come later as the game grows. Our community has many styles of play, (Thank you Darian Wolf for the outline) Each play style will have different needs at different times but all are building something to fit the purpose of survival.
Base Builder: This player wants to make an outpost, a station that is nice, fulfills all needs he has to build.
Factory Builder: This player basically wants to play Factorio in 3D, or Satisfactory with more flexibility.
Freelancer: this player wants to upgrade ships, take on contracts and doing trade as well as combat.
Explorer: This player wants to wander around planets and asteroids to see what they can find.
Engineer: This player wants to build cool contraptions to achieve tasks.
Commander: This player wants to make high command decisions over fleets.
Raider: Somebody who gets a kick out of destroying things.
The principal of First Survival- "Getting started" quickly is important to feeling instant gratification, without this engineers desiccate in the hot sun and become Clone-Jerky. This initial core gameplay is to be simple and hopefully intuitive for the new engineer and hopefully palatable and not to spicy.
The principal of Second Expedition-"Getting Outta Here" beyond this point in SE1 has been linear and players could follow one path. Obviously when SE1 began there was no lore or storyline for this sandbox requiring a more logical progression. As SE2 is being developed, the community has been asking for reconciliation of this pathway and there are a few key points common across the feedback.
1) Richness- Each advancement has a rational meaning as to why it is there, call it the "lore of importance".
2) Variety- More branches to follow for technology development without redundance.
However, knowing this provides a multifaceted opportunity for variety by "not putting all our eggs in one basket". Think of assemblers more like component fabricators. If simple components and advanced components have diverging paths of discovery and manufacturing why lump them all in one block? The ability to integrate them into the core build and upgrade them in different ways supports innovation. Some components need Milling in a CNC machine, others Injection molding, and still others need advanced metallurgy and chemistry to make. Players always ask for more blocks, this provides the artists at Keen the opportunity to make cool new blocks each with their own important function. Not to make block spam but give the players what they want in an interesting way that has a purpose and function.
3) Logical- The steps to the next advancement support the core theme and goal of the engineers direction of play.
The next leap in variety could be upgrading the various blocks created but not with just speed yield or power consumption modules but with new types of modules or new components.
4) Interdependence- Eventually the outputs from each branch of progression effects the efficiency of the players build system.
What if what an advanced fabricator builds, (i.e. better components) effects the downstream product but also unlocks the next branch of tech dependent on that component. Ships need power to the batteries or they don’t run, all systems are dependent on it. If there is no Uranium in a reactor power isn't generated, same with H2 engines and Ice. Right now in SE1 we just make more batteries or reactors.
Thinking this way is unique and turns linear progression more into a web of progression and by looking at the process as a method to help resolve each player types problems in unique and interesting ways. Upgrades and inheritance could be used to reduce ship weight for the freelancer instead of just putting on 100 more batteries to the build. It could also reduce time spent on bulk resource mining and processing steps for the raider and engineer. It could also challenge the base and factory builder to make efficient streamlined systems and the explorer the chance to find all the resources to make it happen. And give a commander better tools to help oversee the missions success.
Again these are ideas please add to them, if there is a specific or different way this could be executed.
The community wants to see a richer development of progression but as not too complex as to become tedious.
"To engineers new blocks are like buttons, we all want more, but they need to do different things in an interesting way."
While looking at all the other threads in the topics for feedback there are common themes. Many are asking for progression variety, desiring multiple ways to adapt to situations of gameplay when encountering different playstyles. This is a challenge when the progression is developed in a linear manner. Instead of thinking in concepts of Levels or Tiers like buildings, re-frame the idea as Branches like a tree. Fitting with the concept of core gameplay as expressed by Keen, the central part of the "Core" game experience will support branches that come later as the game grows. Our community has many styles of play, (Thank you Darian Wolf for the outline) Each play style will have different needs at different times but all are building something to fit the purpose of survival.
Base Builder: This player wants to make an outpost, a station that is nice, fulfills all needs he has to build.
Factory Builder: This player basically wants to play Factorio in 3D, or Satisfactory with more flexibility.
Freelancer: this player wants to upgrade ships, take on contracts and doing trade as well as combat.
Explorer: This player wants to wander around planets and asteroids to see what they can find.
Engineer: This player wants to build cool contraptions to achieve tasks.
Commander: This player wants to make high command decisions over fleets.
Raider: Somebody who gets a kick out of destroying things.
The principal of First Survival- "Getting started" quickly is important to feeling instant gratification, without this engineers desiccate in the hot sun and become Clone-Jerky. This initial core gameplay is to be simple and hopefully intuitive for the new engineer and hopefully palatable and not to spicy.
The principal of Second Expedition-"Getting Outta Here" beyond this point in SE1 has been linear and players could follow one path. Obviously when SE1 began there was no lore or storyline for this sandbox requiring a more logical progression. As SE2 is being developed, the community has been asking for reconciliation of this pathway and there are a few key points common across the feedback.
1) Richness- Each advancement has a rational meaning as to why it is there, call it the "lore of importance".
2) Variety- More branches to follow for technology development without redundance.
However, knowing this provides a multifaceted opportunity for variety by "not putting all our eggs in one basket". Think of assemblers more like component fabricators. If simple components and advanced components have diverging paths of discovery and manufacturing why lump them all in one block? The ability to integrate them into the core build and upgrade them in different ways supports innovation. Some components need Milling in a CNC machine, others Injection molding, and still others need advanced metallurgy and chemistry to make. Players always ask for more blocks, this provides the artists at Keen the opportunity to make cool new blocks each with their own important function. Not to make block spam but give the players what they want in an interesting way that has a purpose and function.
3) Logical- The steps to the next advancement support the core theme and goal of the engineers direction of play.
The next leap in variety could be upgrading the various blocks created but not with just speed yield or power consumption modules but with new types of modules or new components.
4) Interdependence- Eventually the outputs from each branch of progression effects the efficiency of the players build system.
What if what an advanced fabricator builds, (i.e. better components) effects the downstream product but also unlocks the next branch of tech dependent on that component. Ships need power to the batteries or they don’t run, all systems are dependent on it. If there is no Uranium in a reactor power isn't generated, same with H2 engines and Ice. Right now in SE1 we just make more batteries or reactors.
Thinking this way is unique and turns linear progression more into a web of progression and by looking at the process as a method to help resolve each player types problems in unique and interesting ways. Upgrades and inheritance could be used to reduce ship weight for the freelancer instead of just putting on 100 more batteries to the build. It could also reduce time spent on bulk resource mining and processing steps for the raider and engineer. It could also challenge the base and factory builder to make efficient streamlined systems and the explorer the chance to find all the resources to make it happen. And give a commander better tools to help oversee the missions success.
Again these are ideas please add to them, if there is a specific or different way this could be executed.
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