Feature Idea: Late-Game Superweapon Systems (Three Variants)

Paul Rieder shared this feedback 5 hours ago
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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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