Feels very weird abandining the crashed ship and brother as a main objective

Wilhelm shared this feedback 20 days ago
Not Enough Votes

Reposting as requested as feedback. Original accidentally posted under bug: https://support.keenswh.com/spaceengineers2/pc/topic/51089-feels-very-weird-abandoning-the-crashed-ship-and-brother-as-a-main-objective#comment-105814

The current setup it feels very much like you're abandoning the ship in distress to go explore. I would suggest that your first radial missions in space would be tied to finding the ship, making sure it's stable (missions from the ship to find parts of the ship that broke off, for example and salvage to repair critical systems). Once the ship is stable, then go do your explory stuff.

Replies (7)

photo
3

Yeah, I found that really odd too. You're only in this system due to the colonization mission. You go down to the planet to gather resources to help, but then when you get back into space you decide to just abandon the crashed colony ship, putting the whole mission (and your brother) at risk to do some random missions. It makes no sense.

Also, after crash-landing on the planet with your pod, you shouldn't just be handed everything (you're literally given a practically finished hydrogen ship), otherwise there's not much point in even starting on a planet. It should be difficult to get back into space, it should take you some time and it should be part of the story. There could be some on-planet missions that you have to do to eventually unlock ship parts such as the hydrogen thrusters to even be able to get back into space and help the colony ship. Getting into space for the first time should be a really big achievement for you. The colony ship creating a sense of urgency the entire time you're stuck on the planet, a reason to do things, because what if you take too long and more colonists die or even your brother. That would be a much better early game story-line.

The colonization of the Almagast system should then only start after you get back into space and help the colony ship. The first colonization missions could be about setting up some initial temporary colony, before you go off into space to make sure the rest of the Almgast system is ready and safe for further colonization.

photo
1

Agreed. There needs to be some more dialogue and possibly less complaining from Miro's brother (can't remember his name) for being laid up. Someone mentioned making his brother (that's injured) the older brother who talks him through the tutorial. Is sort of a mentor. Could be a good angle that adds the ability to talk to them. Also the crashed ship could be things like "you need to come back with an engine. So you have points at which you come back and visit to help with some repairs. Run ore to the brother so he can fix things... I dunno. I'm spitballing but otherwise it sounds like the crashing if the ship was just a convenient plot device.

photo
3

Yeah the whole “I'm going to go help all these small outpost with their little repairs and colonize the star system rather than rescuing the crashed ship I am responsible for” is very disjointed. It basically makes you the bad guy lol.

photo
3

Yeah, i could see it if your first objective is to bring a payload of resources back to the crashed ship, and then your goal is to go out and prepare for the remaining colonists to spread out and your brother is complaining because he is too injured to go with you, broken legs or something. Would need the crashed ship to be a station that you can go to like validation station, maybe it even builds up as you do missions there, that would be a cool feedback topic evolving stations as you complete missions. You could even tie in the loss of ship component blueprints to the central computer was destroyed in the crash so you have to balance missions that help the colonists with missions that help the other factions/existing residents of the system to recover component schematics. Totally need to flesh out the introduction missions on planet before you get back to space, introducing factions and existing residents and there problems to counterbalance the urgency of your annoyed brother back at the crashed ship.

photo
2

I don't understand why the brother refused to abandon a dying ship, then complains about being stuck on it, it makes no sense get in the other escape pod and head to the planet. but given that's what happened, your primary objective should defiantly be to get resources back to the ship and make basic repairs so it's stable. THEN go explore.

photo
2

Fully agree, the first objective should be to stabilize the situation on the colony ship. My suggestion in broad strokes:

-Rework the early part of the FTUE to collect resources rather than repairing some outposts. Then a mission to the stricken colony ship follows, repairing life support and getting the fires under control. The repair part of the tutorial can happen there.

-Drop the hint to Miro that for a full repair, some resources are needed that you don't find on Verdure. Time to head to Kemik.

-Miro needs to gather more resources and maybe make some refinery repairs on Kemik Station to refine exotic ores.

-Return to Verdure, make further repairs to the colony ship. Tutorial ends with a dramatic reunion with Ivan and the start of a new civilization...

photo
2

In Radio Range but cannot Triangulate to Bro? Do you (Keen) even HAM?

seriously ...having Space Engineers act as training for basic radio operation would be nice.

photo
1

Haha, yeah I made a similar comment in another thread. I would say one of the goals would be to make a battery and (base) antenna to do exactly that. You might not have the right antenna in the spacesuit? But any serious antenna should be able to do exactly that.

photo
1

I also found this very very weird. I mean i get it someone should look after the colonists. But as soon as you have a spacecapable vessel you could technically go for it. From the current game system it would make sense to reveil the location after you repaired the antenna as you had no antenna on your ship.

Ofcourse you can keep the tutorial intact by saying the crashed ship needs parts and stuff.. so you still have to teach how to gather ore and stuff.

Whats currently missing as a tutorial is base building in general.

So once you have resqued the colonists they need a place to settle down.

So build a base. Maybe do parts with the holograms already in place (including the npc spawners so it feels like you actually saved the colonists).


----- still what crept me out in the current missions was that basically we would be interacting with a terminal that was handing out missions. Now we saw pre-build stations but everyone was gone except the ai in the space station remained with scattered wreckage in space here and there. So apparently it wasnt the resources (else the bases would have been dismantled and or would be occupied by a different force) so they where a: killed to keep the surroundings clean (if so.. why not demolish the bases 2 ? ). or b: abducted.

photo
Leave a Comment
 
Attach a file