Feature Idea: Late-Game Superweapon Systems (Three Variants)
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I would like to suggest a set of three late-game superweapon systems, designed for strategic, large-scale warfare rather than fast or repetitive combat.
These weapons would represent ultimate engineering projects, requiring rare components, massive infrastructure, and significant risk to operate. Each weapon fulfills a different strategic role.
1. “King’s Gaze” – Orbital Kinetic CannonA massive kinetic / railgun-style orbital weapon intended for extreme long-range engagements.
Core Concept
- Fires a single, extremely heavy kinetic projectile
- Fully physics-based (no laser beam)
- Designed for orbital bombardment and capital-scale targets
Gameplay Characteristics
- Extremely high power consumption
- Long charge and cooldown times
- Requires rare late-game components
- Strong recoil forces requiring structural reinforcement
- Very long effective range
Impact Behavior
- Deep penetration through multiple layers
- Damage unfolds progressively instead of instant destruction
- Impact creates a slow-motion shockwave, similar to a nuclear-style energy release, without becoming an arcade weapon
- Causes cascading structural failures rather than a single explosion
2. Laser-Guided Strategic Missile SystemA long-range laser-designated missile platform designed for precision strikes.
Core Concept
- Missiles are guided by a continuous laser designation
- Requires line-of-sight and active targeting
- Targeting ship or satellite must remain exposed during guidance
Gameplay Characteristics
- High logistical cost (missile production, guidance systems)
- Vulnerable to countermeasures and point-defense
- Encourages coordinated multi-ship or satellite gameplay
- Missiles can be intercepted or misdirected if the laser is disrupted
Tactical Role
- Precision destruction of specific systems (reactors, weapons, engines)
- Strong counterplay and risk-reward balance
- Ideal for coordinated fleet operations
3. Energy Wave Cannon (Malevolence-Style Weapon)A large-scale energy wave emitter, inspired by the shockwave weapon seen on the Malevolence in Star Wars: The Clone Wars.
Core Concept
- Emits a wide-area directional energy wave
- Does not instantly destroy targets
- Temporarily disrupts or damages systems over a large area
Effects
- Power systems destabilization
- Thrusters and gyros temporarily disabled or weakened
- Shields or defensive systems (if present) overloaded
- Structural damage increases over distance and exposure time
Gameplay Characteristics
- Massive energy requirement
- Long cooldown
- Requires specialized capacitors and rare components
- Primarily a control and suppression weapon, not a one-shot kill tool
Shared Design Philosophy
- Late-game only
- Extremely expensive and resource-intensive
- Clear counterplay options
- Strategic, not spam-able
- Physics-based and industrial in nature
- Designed to create cinematic but balanced moments
Why This Fits Space Engineers
- Emphasizes engineering, logistics, and preparation
- Encourages orbital gameplay and large-scale construction
- Avoids arcade or fantasy combat
- Supports modular design and future modding
- Creates meaningful late-game goals for players and factions
Even if these weapons are not implemented directly, a framework for late-game superweapon systems would give the community and modders powerful tools to expand Space Engineers 2 in creative and balanced ways.
Thank you for considering this idea.
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