Keen Supported Mods: Shields, Jump Interdiction, and More
There are several great ideas for things people want on this thread that can’t or shouldn’t be implemented as part of SE2’s vanilla gameplay, either because they don’t fit the setting (plasma-weapons, solar-sails, structural-fabrication-nanites, ect…), or because they are difficult or impossible to balance (shields, jump-interdiction, cloaking, ect…). As most of these will be modded in sooner or later anyways by a large amount of people, I ask: why not have the mods be Keen-supported mods?
Simply put I’d ask that the Keen team create and support these items as they would any other blocks/features, but leave them stored away in a file that disables their use in a vanilla-game. People that then wanted these features in their game would then need only write a mod that enables them. This would have multiple benefits:
-The game could include tutorials for aspiring modders that involve enabling and tweaking these features to help them get started and learn the basics of modding,
-New players would have a balanced vanilla experience and all the options that entails to allow them to get to know what they like doing,
-Hard-sci/purist players could generally assume that mod-less servers wouldn’t have otherwise out of place features that break their immersion,
-Players that want some or all of these features would easily have them, and could trust that updates wont leave them broken for weeks or months while they wait for a modder to create an update of their own.
So, any thoughts or things to add to the list?
The current list of stuff:
-Shields,
-Jump/FTL Interdiction,
-Nanites,
-Plasma Weapons,
-Laser Weapons
-Cloaking Devices,
-Tractor-Beams/Grappling Cannons,
-Cable as a Grappling Hook,
-Solar Sails,
-Heat-Management,
-EMP Weapons,
-Alternate Damage Types,
-Nukes
-Long-Range Radar would probably also be well suited for this list.
-Long-Range Radar would probably also be well suited for this list.
Data as a resource, chemistry, extended progression for tiered thingies, character stats, multiple star systems accessed via hyperdrives, a functioning system wide commodity market, and faction territories, though I think that some of these should be core.
Data as a resource, chemistry, extended progression for tiered thingies, character stats, multiple star systems accessed via hyperdrives, a functioning system wide commodity market, and faction territories, though I think that some of these should be core.
Maybe something like AI boarders? Imagine NPCs rushing your ship and trying to get to important components. It never felt worth it in SE1 to have interior turrets except in hangars, so this would definitely change a lot.
Alternate cargo transport. Stuff like teleportation, cargo elevators, conveyers (rolling ones, for factory oriented players), and cargo cannons (shoots a box of something into space towards a static point, like the laser antennas from SE1 except for cargo).
Maybe something like AI boarders? Imagine NPCs rushing your ship and trying to get to important components. It never felt worth it in SE1 to have interior turrets except in hangars, so this would definitely change a lot.
Alternate cargo transport. Stuff like teleportation, cargo elevators, conveyers (rolling ones, for factory oriented players), and cargo cannons (shoots a box of something into space towards a static point, like the laser antennas from SE1 except for cargo).
Well I was thinking of a "balanced" way for shield to work.
First would be the logic behind it, based on SE1 technologies there are 2 techs that exist in the world that we don't have IRL: gravity manipulation and Cryo/cloning with transfer of memory (aka respawn).
Gravity manipulation include all the gravity gens and artificial mass, and the jump drive (bending the space time). So why not a gravity field that would deflect incoming projectiles around, it shouldn't stop all projectiles but slow them down (aka lower damage taken) based on projectile mass & speed (aka railgun are good at piercing shield).
That mean the development of energy weapon became a thing to bypass said shielding, but pure energy weapon should have a ramp up effect making if harder to be effective but could be devastating on smaller ship if you can focus it on one point.
That also mean that hybrid weapon tech (plasma) would be a compromise.
This also would explain some other suggestions like tractor beam (focused gravity field) jump interdiction (making a noisy gravity field to jam the jump drive).
Emp weapon I'm not sure where they would land but I think it could be a lowering of some random, close to the exterior, system like thrusters/weapons...
Visual cloaking device could be explained as having screen on armor and camera, but if there are such an effective way to cloak against a target (multiple target would be harder with this explanation) radar (that already exist) wouldn't make it viable
Nanites... Well not sure how viable this idea would be logically, but with some really precise micro gravity field moving stuff around as well as perfect mirror redirecting welding laser (or cutting laser for grinding) it could be explained in some way...
As for last comment suggestion about teleport, well you can easily explain using the same tech as the respawn, you just allow a respawn an another location, as for your inventory... well that I don't know how it would move :p
I also have other ideas but need to be though some more before posting...
Well I was thinking of a "balanced" way for shield to work.
First would be the logic behind it, based on SE1 technologies there are 2 techs that exist in the world that we don't have IRL: gravity manipulation and Cryo/cloning with transfer of memory (aka respawn).
Gravity manipulation include all the gravity gens and artificial mass, and the jump drive (bending the space time). So why not a gravity field that would deflect incoming projectiles around, it shouldn't stop all projectiles but slow them down (aka lower damage taken) based on projectile mass & speed (aka railgun are good at piercing shield).
That mean the development of energy weapon became a thing to bypass said shielding, but pure energy weapon should have a ramp up effect making if harder to be effective but could be devastating on smaller ship if you can focus it on one point.
That also mean that hybrid weapon tech (plasma) would be a compromise.
This also would explain some other suggestions like tractor beam (focused gravity field) jump interdiction (making a noisy gravity field to jam the jump drive).
Emp weapon I'm not sure where they would land but I think it could be a lowering of some random, close to the exterior, system like thrusters/weapons...
Visual cloaking device could be explained as having screen on armor and camera, but if there are such an effective way to cloak against a target (multiple target would be harder with this explanation) radar (that already exist) wouldn't make it viable
Nanites... Well not sure how viable this idea would be logically, but with some really precise micro gravity field moving stuff around as well as perfect mirror redirecting welding laser (or cutting laser for grinding) it could be explained in some way...
As for last comment suggestion about teleport, well you can easily explain using the same tech as the respawn, you just allow a respawn an another location, as for your inventory... well that I don't know how it would move :p
I also have other ideas but need to be though some more before posting...
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