As a huge SE fan, after playing about 30 hours of SE2 I wanted to give feedback
Obviously, bug fixes like blocks not recognizing i'm using a welder on them, trees must be destroyed every single time I load my save even though they're invisible you can still hit them with your ship and crash. You cant build a conveyor if the truss is already in place because the gaps in the truss arent real it seems. I think the scenario is if you have 2 drills going into a cargo container, when the cargo container gets full it pushes it back to the drill and just causes inventory to freak the fk out and the ship just pushes the inventory back and forth between drills and cargo containers and never settles, which makes the unloading process of ships require spamming right click to dump the stone onto the ground to then put into the base which kinda blows. It'll pull inventory if you use an assembler or smelter but the inventory wont stay still so I can move it off the mining ship.
Features that SE1 had that SE2 doesnt yet and i'm 2 lazy to look up so i'll assume they're on the docket: No calculator of distance to ground, no horizon/level indicator when flying ships, external light bars on conveyors dont indicate if the connection is complete or working.
Also, my fk'n smelter keeps disappearing when I load my save sometimes. Only block that seems to do this. Hilarious but one time I was short on iron and had to go mine some to rebuild it when I loaded back in.
We should be able to make batteries without a battery included, for when we loot power cells and it should save us a few resources.
But as a player who plays exclusively survival, I just wanna say that, if you dont start players or give the option to start on a planet and have a progression system that keeps them planetside for a while, why on earth would anyone ever go to a planet?
Planets are inefficient, you need constant power to not crash and getting out is expensive.
My biggest complaint right now for my survival playthrough, that i'm sure ya'll will address but i NEED to raise to ya'll, is variety and interest in ore deposits.
Ya'll need to go hard. we need to be able to find big veins, and the veins dont even need to be solid but having a reason to build an ACTUAL MINE literally ever would be awesome. Currently, drilling down 50 feet for 100 silicone or nickel is dogwater. Atmospheric mining ships literally only make sense for iron deposits right now because they're always big.
Uranium indicators from ore detectors aren't real, there's nothing there.
Might I also recommend for your cave system, having big vertical shafts so horizontal mining ships could in theory make sense literally ever for planet gameplay?
But yeah, after 30 hours and two mining ships, realizing that making a basic cargo ship and manually mining is literally the best planetside strategy is a bummer. This game is about cool ships and buildings and the way resources are distributed on the planet NEEDS to encourage problem solving and actually using ships.
So, make deposits rarer, bigger, varied, accessible through caves or some other process and planetside gameplay will benefit greatly. I figure the current system is placeholder, but I felt compelled to give input on what would encourage more fun in SE2.
Also, the 'safe speed' setting is a lifesaver. I love not having a quarter of my ship blow tf up because it touched some dirt at 2 m/s.
Keep up the good work ya'll!
I like this feedback
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