feedback

Squeaky shared this feedback 5 days ago
Not Enough Votes

Se is a great and and I love it to death but it has some problems I don't really want to see in Se2.

In server survival gameplay which is the meat and potatos of Se mainly in official keen servers or without mods. Players start and do what ever they want, but this is only fun game play if you are very creative ie. you had lego's as a kid and know how to use your imagination, However many players lack any direction/ innate imagination or player motivation, they play for an hour and then leave the game. I feel like this problem has been letting down new players for too long and I really hope keen does something about it in se2 or s2 will play like an directionless Se Clone.


My suggestion to keen to fix this problem is as follows.

In se2 when players start in survival they are limited too one starting planet (all random spawns on that same planet) and there is no other starting locations at all certainly not space!!

Players start with only the most basic blocks needed, survival kit basic assembler, refinery conveyors, small cargo, windmill, and basic light blocks, basic wheels and batteries, h2/o2 gen, h2 engine and a cockpit.

Meaning the only things a player could build at this point are a starter base or a wheeled vehicle.

To progress players have to go to the station bookmark issued to them in the data pad inside the drop pod. Then do missions at the stations and gain reputation. With reputation and money you can unlock new plans at the vendors. After a while players receive/find their first story mission to help a mad scientist fix his prototech jump drive, this acts as players introduction to finding prototech at a later date. Once they complete the mission they do a cutscene jumping to another planet and crash land. You then unlock hydrogen thrusters and jump drives. At this point you can go back to the first planet, stay where you are or travel to another planet continuing on to do missions and unlocking new engineering plans around space.


The idea here is:

1. Slow players progression at the start so they can enjoy wheeled vehicles.

2. Keep players motivated to progress.

3. Make traveling and doing missions a relevant gameplay loop.

4. Cater to different player types and make the community lagers and more diverse.


consider renaming bullet proof glass to glass laminate.


stall/flameout mechanics for thrusters. id like to see hydrogen, atmos, engines stall or flameout when in water. atmos stall when in space and ion thrust stall in atmosphere. and a mechanic for stalling/over heat and flameout. so for example

your engine stalls because of environmental change or weight factors you hear a sound arming asking you to shut them down. if you fail to shut them down within a minute, they flameout catch on fire and slowly take damage until they stop working. a thruster that has stalled and been turned off should need a cool down before being turned back on of 3-5 minutes. why? for one thing it makes parachutes useful in the game, but mostly because space engineers lack a sense of realism in terms of thruster damage and use. thrusters in real life are extremely high tech and need to be maintained constantly, a lot of effort by pilots goes into using them within safe and realistic margins of use in terms of output/heat run time. space engineers 1 sort of trivialised this by allowing players to slap thrusters on everything and never working about them again unless they were damaged.

my suggestion here is to add a bit of realism, and increase the difficulty of flight so that players can appreciate it a little bit more.


id also like to see new materials added to the game, the whole periodic table. sounds dumb and like overkill but engineers need to feel like they are learning something. most of the periodic table metals can be summarised in 31 ores, and some new materials, coal, titanium aluminium bio material (meat) synthetic fibres ect


Cassiterite (tin)Chromite (chromium)Coltan (niobium and tantalum)Columbite (niobium)Hematite (iron)Ilmenite (titanium)Magnetite (iron)Pyrolusite (manganese)Tantalite (tantalum)Uraninite (uranium)


Acanthite (silver)Argentite (silver)Bornite (copper)Chalcopyrite (copper)Chalcocite (copper)Cinnabar (mercury)Cobaltite (cobalt)Galena (lead)Molybdenite (molybdenum)Pyrite (iron)Pentlandite (nickel)Sphalerite (zinc)


Dolomite (magnesium)Magnesite (magnesium)Malachite (copper)


Baryte (barium)Bauxite (aluminium)Beryl (beryllium)Sperrylite (platinum)Scheelite (tungsten)Wolframite (tungsten)


looking for ores in space engineers becomes a chore, but in space engineers 2 to COULD be a treasure hunt.


space engineers lacked a combat log where they could see who who attacking their grids or killed him. id really like to see a combat log so i know who exactly is attacking my base when im asleep. so i can give them hell when i am awake.


id very much like to see the antennas be able to scan for things. for example in se1 they have a range of 50km but what if you could increase the range by focusing the transmission angle so at 180 degrees you double the range all the way up to 15%


lastly id very much like to see some alien tech and npcs. it would be cool if end game players could choose to use for either proto tech or alien tech. id love some alien thrusters that could fly inside the atmosphere and in space but was could only be fuel by alien engine generated by alien reactors. or something XD


p.s my friend wanted me to ask you if you would consider adding an astrometric block that gives players advanced calculation and hud options. power to weight vs gravity calculator so you know if gravity will sink your ship, Turn Coordinator, Attitude, Indicator, Altimeter,

thanks for takin the tight to read my feed back and suggestions keep up the good work

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