Singleplayer SE 2 will need more goals/things to do

Jakub Wołkowksi shared this feedback 16 days ago
Not Enough Votes

SE 1 is a good sandbox survival game, but everytime i was introducing new friends to the game i was faced with same question "so what is there to do other than building" and tbh, there isn't much to be done in SE 1, the only goal you could really set for yourself was to build something and then maybe use that ro fight some pirates, then they added prototech and you had a new goal: to raid their bases/ships for unique blocks and i think that's a step in good direction. We know that we will be getting campaign and NPC's so that's a great opportunity to add more things to do that players could set as goals.

Now I'm not gonna request any things specifically in here, because people might want thing X but not thing Y, this is simply to say "we've build cool base/ships to fly, we need something to do with those ships".

I will however make a comment listing different things that could be added cuz' I want to know what are people's opinions on them.

Replies (4)

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So here is what i personally would like to see in SE2:

1. More in-depth trading, where certain stations sell and buy goods at different prices based on supply and demand, for instance you could buy ingots from refineries and sell them to factories for profit.

2. Piracy, since we'll be getting npc, i hope we can engage in piracy against NPC ships, maybe even targeting specific cargo ships so we can create a demant at certain station to then sell to them for more.

3. Exploration, by it wrecks of ships or some long forgotten ruins, it would be nice if they would offer some rewards more important than just grinding down the whole thing.

4. Bounty Hunting, self explanatory

5. Faction Missions and Faction standing, at the start they could give you simple missions like "transport this for us" or "sell us those resources" but with more standing they could give harder missions like "Capture Ship" or "Destroy Space Station".


None of those features have to be super deep, because then SE 2 will turn into 4X not a sandbox, but those things just give you reasons to keep playing, to do stuff with the ship you build or downloaded from the workshop, it helps you create *your* story, for example made you wanted to do a bounty but in the fight, your ship got heavily damaged and you don't have materials on hand to repair it because your cargo container blew up, so you go to visit a station to buy supplies for repair or decide to disable lightly armed civilian ship and scrap it for resources, or you find some wreckadge you can go and explore hoping to find what you need etc etc.

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Need NPCs for good story telling, it gives a context to the things you do.

Even NPCs via video messages would work for now.

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We don't just need goals we’d like to achieve — we also need interesting mechanics to reach them. You're absolutely right: building just for the sake of building isn’t enough. We need proper survival mechanics and meaningful potential for growth — something we have to earn, whether through technology or other means.

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Prototech update really showed me it’s simple to fix this gameplay issue, i wish they introduced some story/lore path, similar to terraria - we have actual opponents to attack/defend from and things to progress and an actual reason why to build ships in the first place.

Terraria boss fighting and item mining/searching is the progression method and here faction killing, looting, building, trading, doing missions, exploring and mining could be the way. Limitless potential. First we could defend from small drones, then attack smaller outposts, doing missions for factions to destroy others as a progression mission, more in depth alliance and wars with factions - you can go with an allied faction to attack and conquer others. Those factions which are enemies could attack us back. After some battles game progresses and we have even harder battles to win and ships to destroy.

If this was wrapped in some sort of lore and was more sophisticated, that game would be a banger just from survival standpoint. Potential and tools are there, I never understood why it wasn’t implemented in the first game. Imho this was the main reason why the game was liked only by a certain group of people and could never find its way to a bigger public. It was boring unless you forced yourself to have an imaginary goal to pursue in survival. Playing it never felt rewarding, more like a creative mode with extra steps such as a chore of welding. I may write an entry here about this since i’ve got more ideas on how it could be done. But good entry, i agree with all u said

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