New Surival Mode isnt Survival Mode, and my further opinion about the game
I feel like this Survival Mode, wich feels more like a campaign, takes away the Engineer part of Space Engineers. The forced working off contracts to unlock stuff feels a bit boring, since for the first 30 or 60 min you just fly around in that hydro ship and complete tasks, its really missing the incentive to make your first base and ship and discovering other ore you need for making more complexe components and so on. It also takes away a bit of the Space part, because in SE1 Survival, getting out of the Atmosphere was like a tutorial, wich everyone automatically understood and complete themselves (because people notice they arent in space in the game called "Space Engineers" so they try to get to space). Personally I liked the "Learning by doing" aspect of SE1 way better than just this getting Tips thrown at you kinda thing. I am also a bit split about the new building stuff from ore mechanic, its kinda cool, but I feel like it makes the Game to easy, I dont know if it gets better later on, but if it stays this easy its gotta be balanced better. I always believe that Engineering is about creating creative solution for problems, this comes with some constraints, but not an entire roadblock (like the contract system), wich could stay for big things (like jump drives or so) but not for small stuff like production blocks, or getting handed everything (like the" getting a space worthy ship directly at the start"). Space Engineers is a Survival-Sandbox Game (you know like Minecraft) in its Core, and personally, Space Engineers 2 should stay that way.
Now a bit of Positive Feedback:
love the Spaceship controlls, feels nice.
The unified grid system is also extremly nice.
Also getting to this here forum is a bit complicated, maybe put a button into the game wich links to here
I like this feedback
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