A Combat System Proposal: The Weapons of SE2

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Combat System Proposal: The Weapons of Space Engineers 2

--TLDR -- new weapons and mechanics to use them, weapons need roles that they fill with obvious pros and cons of using them, more dynamic weapon systems like adding capacitors so that railguns can fire and if the capacitors die the ship suffers a momentary emp, add secondary blocks to large weapons that are explody, add guided weapons,bombs,and drones. and a bunch of other stuff.--

In Space Engineers 1, weapons were gradually expanded over time. We eventually received more weapon variety, more ammunition types, and more combat blocks, but for a long time there was not enough meaningful content to use those weapons against. For many years, combat mostly depended on player-made ships, player-made scenarios, or basic pirate encounters.


That started to change much later, especially with the more advanced encounters and Prototech-style content added in recent years. Those additions gave players a stronger reason to build armed ships, improve defenses, prepare for combat, and progress beyond simple resource gathering.


With that in mind, it is worth asking the most important question:


Why do weapons need to be in Space Engineers 2 in the first place?


The answer is not simply “because combat is fun.” Weapons are important because they can support progression, create new gameplay loops, enable missions, give encounters real stakes, and push players to build with purpose.


Without weapons, progression can become too simple: gather resources, build larger machines, gather resources faster, then repeat. Weapons change that. They create pressure. They create risk. They create reasons to design better ships, better armor, better bases, better logistics, and better utility systems.


A good combat system gives the player a reason to build something.


Not just a bigger miner.

Not just a larger cargo ship.

Not just a decorative capital ship.


A real combat system gives the player a reason to build a ship with armor, sensors, weapons, countermeasures, interior defenses, boarding access, redundancy, and a clear tactical role.


That is what made the Prototech concept in Space Engineers 1 interesting. It was not only about finding rare parts. It gave players a reason to go somewhere dangerous, fight something stronger than normal, recover valuable technology, and build around that goal.


Space Engineers 2 has the potential to take that much further.


One of the most important future possibilities is NPC behavior. If Space Engineers 2 includes proper first-person NPC pathing, that is a much bigger deal than it may sound at first.


Most games handle AI movement by manually creating something called a navigation mesh. A navigation mesh tells NPCs where they are allowed to walk. In most games, developers build those paths by hand inside fixed levels.


But Space Engineers is not a normal fixed-level game. Players build the world. Players build the ships. Players build the stations, outposts, corridors, doors, stairways, hangars, and rooms.


So if NPCs in Space Engineers 2 can pathfind across player-built blocks, that means the game either has navigation data built into blocks, generates navigation procedurally, or uses a dynamic system similar to how movement can be handled across voxel terrain.


That is huge.


Because it means NPCs may not be limited to scripted arenas or hand-made buildings. They could potentially move through ships and stations that players designed themselves.


That changes everything.


Hostile NPCs could board your ship.

You could board an enemy ship.

Crew compartments could matter.

Doors could matter.

Interior turrets could matter.

Corridor layouts could matter.

Airlocks could matter.

Ship interiors could become part of combat instead of just decoration.


Now combine that with a deeper combat system: radar, scanning, signatures, stealth, armor behavior, weapon roles, countermeasures, and more realistic damage mechanics.


In that kind of system, combat stops being a simple question of:


“Can I out-DPS this enemy?”

Instead, it becomes:

“How do I fight this in the smartest way possible?”

That is the goal.


A good Space Engineers 2 weapon system should not just be about adding more guns. It should be about adding weapons with clear roles, strengths, weaknesses, and tactical purpose.

For example, a heavily armored Prototech cruiser should not be defeated the same way every time. Depending on how it is built, you might need to approach the fight differently.


You might use railguns or artillery to penetrate armor.

You might use repeating cannons to strip exposed systems.

You might use missiles or torpedoes to overwhelm defenses.

You might use flak and Gatling CIWS to defend against drones or incoming munitions.

You might use stealth and low signature to approach without being detected.

You might disable engines instead of destroying the whole ship.

You might board it, clear out hostile NPCs, and capture it from the inside.


That is where the weapon system becomes important.


Weapons affect how players build.

Weapons affect how players fight.

Weapons affect how players defend.

Weapons affect how encounters are designed.

Weapons affect how missions work.

Weapons affect how ships are captured, disabled, repaired, or destroyed.


A ship with only exterior weapons fights differently from a ship with internal security.

A ship with heavy armor fights differently from a ship relying on stealth.

A ship with missiles needs logistics and countermeasure planning.

A ship with railguns needs precision and power support.

A ship with large cannons needs recoil management, ammunition storage, and armor protection.

A boarding-focused encounter needs interiors that are worth fighting through.


This is why weapon flexibility matters.


The weapons in Space Engineers 2 should not all overlap. Each weapon should have a job. Each weapon should push players toward different design choices.


A Gatling CIWS turret should not do the same job as an artillery turret.

A flak turret should not do the same job as a railgun.

A repeating cannon should not do the same job as a battlecannon.

A rocket turret should not do the same job as a guided missile launcher.

A laser defense turret should not replace every other point-defense system.

A heavy battlecannon should feel like a major ship or station weapon, not just a slightly larger turret.


The purpose of this proposal is to create a weapon ecosystem where each weapon changes how the player approaches a problem.


The best version of Space Engineers 2 combat is not just bigger guns and stronger armor. It is a system where players ask:


What am I fighting?

How is it armored?

What is its signature?

Can it detect me?

Can it board me?

Can I disable it instead of destroying it?

Can I capture it?

What weapons counter its defenses?

What armor and utilities do I need to survive?


That is the real value of weapons in Space Engineers 2.


They are not just tools for destruction. They are tools for progression, mission design, encounter variety, ship specialization, tactical decision-making, and player creativity.


If Space Engineers 2 eventually includes stronger encounters, smarter NPCs, boarding combat, radar systems, stealth mechanics, better armor, and more detailed weapon behavior, then weapons become one of the central pillars of the game.


They give players a reason to build intelligently.

They give hostile ships a reason to exist.

They make missions more than simple resource runs.

They allow combat to become a design problem, not just a damage race.


And that is what Space Engineers does best: it gives players a problem, then lets them engineer the solution.


Basic Weapon Type List

This list is based on the proposed Space Engineers 2 weapon system. It removes small turrets entirely and keeps only:

Small fixed weapons

Small turreted weapons

Large fixed weapons

Large turreted weapons


The purpose is to keep the weapon ecosystem readable while still giving every weapon a clear role.


Small Fixed Weapons


Small fixed weapons are intended for fighters, interceptors, drones, rovers, bombers, gunships, and compact player-made combat vehicles. These weapons reward pilot skill and ship orientation because they require the player to aim the craft itself.





Weapon

Munition

ROF

Accuracy

Role
Gatling Cannon / Gatling Gun
30 mm1,800 rpmAccurateLight fixed kinetic weapon
Decoy / Chaff Launcher
Chaff / flare cartridgeN/AN/ACountermeasure launcher
Flechette / Canister Cannon
Flechette / canister shotTBDInaccurateClose-range scatter weapon
Rocket Launcher
70 mm rocket200 rpmInaccurateUnguided explosive attack
Autocannon
50 mm450 rpmAccurateMedium fixed cannon
Recoilless Cannon
Heavy shellTBDAccurateCompact heavy direct-fire weapon
Reloadable Rocket Launcher
70 mm rocket200 rpmInaccurateSustained rocket weapon
Bomb RackBomb payloadN/AInaccuratePlanetary or station attack payload
Guided Missile Rack70 mm guided missile200 rpmAccurate after launchPrecision strike weapon
Small RailgunRailgun sabotTBDAccurateLong-range precision penetrator
Drone Munition RackExpendable droneN/AAccurate after launchLoitering attack munition
Assault Cannon90 mm600 rpmInaccurateHeavy small-grid cannon
Light Torpedo RackLight torpedoTBDAccurate after launchSmall-grid anti-ship payload


Weapon type
Purpose
Gatling CannonBasic light weapon for fighters, drones, and small combat craft.
AutocannonMore accurate medium weapon for light armor and exposed systems.
Rocket LauncherCheap explosive option for close-range attacks and saturation fire.
Guided Missile RackMore expensive but more reliable precision strike weapon.
Assault CannonHeavy small-craft weapon for gunships and attack rovers.
Small RailgunPrecision kinetic weapon for specialized small-grid craft.
Bomb RackGives atmospheric or gravity-based attack craft a dedicated bombing role.
Drone Munition RackAllows small craft to deploy expendable attack drones.
Decoy / Chaff LauncherDefensive utility against guided missiles and torpedoes.


Large Fixed Weapons Large fixed weapons are for corvettes, frigates, destroyers, stations, heavy rovers, and purpose-built combat ships. These weapons reward ship layout, forward armor design, power routing, ammunition storage, and ship orientation.


Weapon
Munition
ROF
Accuracy
Role





Large Decoy / Chaff LauncherChaff / flare cartridgeN/AN/ACountermeasure launcher
Rocket Launcher70 mm rocket200 rpmInaccurateFixed unguided explosive weapon
Fixed Autocannon50 mm450 rpmAccurateMedium fixed ship cannon
Guided Missile Launcher70 mm guided missile200 rpmAccurate after launchPrecision missile strike
Fixed Assault Cannon90 mm600 rpmInaccurateHeavy fixed cannon
Artillery Cannon120 mm AP3 rpmAccurateFixed armor-piercing cannon
Bomb BayBomb payloadN/AInaccurateInternal bombing payload system
Drone Munition LauncherExpendable droneN/AAccurate after launchLarge loitering munition launcher
Heavy Torpedo LauncherHeavy torpedoTBDAccurate after launchCapital anti-ship launcher
Large RailgunRailgun sabotTBDAccurateSpinal kinetic penetrator
Large Laser CannonNo physical ammoN/AAccurateSpinal directed-energy weapon


Weapon type
Purpose


Fixed AutocannonMedium direct-fire cannon for corvettes, gunships, and armored rovers.
Fixed Assault CannonHeavy forward cannon for anti-ship work at closer ranges.
Artillery CannonAccurate long-range AP weapon for armor penetration.
Large RailgunSpinal hypervelocity weapon for deep armor penetration.
Large Laser CannonHard sci-fi precision energy weapon for exposed systems and subsystem damage.
Guided Missile LauncherLong-range precision explosive strike weapon.
Heavy Torpedo LauncherLarge guided ship-killer weapon, powerful but interceptable.
Bomb BayDedicated planetary or station attack payload.
Drone Munition LauncherDeploys loitering attack munitions for harassment or precision strikes.
Large Decoy / Chaff LauncherDefensive countermeasure against guided threats.


Large Turreted Weapons Large turrets are the main defensive and offensive weapons for large ships and stations. They allow a ship to engage targets without always pointing the entire hull at the enemy, but they should not completely replace fixed weapons. Fixed weapons should remain stronger in their role. Turrets should offer flexibility, coverage, tracking, and layered defense.


Weapon
Munition
ROF
Accuracy
Role
Interior Turret7.62 mm800 rpmInaccurateAnti-personnel / interior defense
Gatling CIWS Turret30 mm1,800 rpmAccuratePoint defense/ area defence
Autocannon Turret50 mm450 rpmAccurateAnti-fighter / medium defense
Flak Turret40 mm flak600 rpmInaccurateAirburst area defense
Laser Defense TurretNo physical ammoN/AAccurateSHORT RANGE Precision point defense
Assault Cannon Turret90 mm600 rpmInaccurateHeavy medium anti-ship turret
Rocket Turret70 mm rocket200 rpmInaccurateExplosive saturation
Repeating Cannon Turret105 mm HE120 rpmInaccurateHE suppression / exterior stripping
Artillery Turret120 mm AP3 rpmAccurateLong-range armor penetration
Railgun TurretRailgun sabot60 rpmAccurateTurreted kinetic precision weapon 4 light railguns mounted to a turret
Battlecannon Turret200 mm AP / APHE2 rpmAccurateCapital anti-ship turret
Heavy Battlecannon Turret350 mm AP / APHE1 rpmAccurateSuper-heavy battleship / station weapon


Large Turret Roles


Weapon type
Purpose
Interior TurretProtects ships and stations from boarding NPCs or players.
Gatling CIWS TurretCombines light defense and missile defense into one point-defense turret.
Autocannon TurretAccurate medium turret for fighters, drones, gunships, and exposed systems.
Flak TurretInaccurate airburst weapon for area defense against swarms and fast targets.
Laser Defense TurretPower-based point defense for missiles, drones, and precision interception.
Assault Cannon TurretHeavy but inaccurate shell turret for medium anti-ship combat.
Rocket TurretUnguided explosive saturation weapon.
Repeating Cannon TurretHigh-rate 105 mm HE turret for stripping armor, turrets, thrusters, and exterior systems.
Artillery TurretSlow, accurate 120 mm AP weapon for armor penetration.
Railgun TurretAccurate .5 rpm sabot weapon for turreted precision penetration.
Battlecannon Turret200 mm capital turret for anti-ship fire.
Heavy Battlecannon Turret350 mm super-heavy turret for battleships, stations, and siege platforms.


Simplified Weapon Progression


Tier
Weapon
Purpose
LightGatling CannonBasic fighter weapon
MediumAutocannonAccurate medium cannon
ExplosiveRocket LauncherUnguided explosive attack
PrecisionGuided Missile RackGuided strike weapon
HeavyAssault CannonHeavy small-grid cannon
SpecialistSmall RailgunPrecision penetrator
PayloadBomb Rack / Torpedo Rack / Drone RackSpecialized mission weapons
Defensive utilityDecoy / Chaff LauncherCountermeasure system


Tier
Weapon
Purpose
LightFixed Gatling CannonLight forward weapon
MediumFixed AutocannonMedium forward cannon
HeavyFixed Assault CannonHeavy direct-fire cannon
Long-range APArtillery CannonArmor-piercing cannon
Precision kineticLarge RailgunSpinal penetrator
Precision energyLarge Laser CannonSpinal energy weapon
ExplosiveRocket / Missile LauncherUnguided or guided explosive strike
Capital payloadHeavy Torpedo LauncherShip-killer munition
Mission payloadBomb Bay / Drone LauncherBombing or loitering attack role
Defensive utilityLarge Decoy / Chaff LauncherCountermeasure system


Tier
Weapon
Purpose
InteriorInterior TurretAnti-boarding defense
Point defenseGatling CIWS TurretMissile, drone, and light craft defense
MediumAutocannon TurretAnti-fighter and anti-gunship
Area defenseFlak TurretAirburst defense
Energy defenseLaser Defense TurretPrecision point defense
Heavy mediumAssault Cannon TurretHeavy direct fire
ExplosiveRocket TurretRocket saturation
Heavy HERepeating Cannon TurretExterior stripping and suppression
Heavy APArtillery TurretArmor penetration
Precision kineticRailgun TurretTurreted sabot penetration
CapitalBattlecannon TurretHeavy anti-ship fire
Super-capitalHeavy Battlecannon TurretSiege and battleship fire


Balancing Capital and Specialized Weapons Balancing capital and specialized weapons should require more than simply adjusting damage numbers. Weapons like torpedo launchers, railguns, battlecannon turrets, heavy battlecannon turrets, and large beam lasers should be powerful, but they should also require serious design commitment from the player.A large weapon should not just be a bigger gun. It should be a system.That means the balance should come from multiple factors:


Balance factorPurpose
SignaturePowerful weapons should make a ship easier to detect or track.
Rate of fireLarger weapons should have slower firing cycles or longer reloads.
Shell velocityLower-velocity weapons give targets more time to dodge at long range.
Weapon dispersionSome weapons should become unreliable outside their optimal range.
Tracking speedHeavy turrets should not easily track small or fast targets.
Required support blocksSpecialized weapons may need loaders, capacitors, cooling systems, or ammunition feed blocks.
Internal riskSupport systems can create weak points if they are damaged.
Power demandRailguns, lasers, and advanced weapons should strain ship power systems.
Heat generationEnergy weapons and rapid-fire systems should need cooling or downtime.

This creates a much healthier combat system because the player is not just asking:“How many guns can I fit?”They are asking:“Can my ship actually support this weapon safely?”Specialized Weapons Should Require Infrastructure some of the best ideas for balancing large weapons come from making them require internal support systems.For example, a large battlecannon turret could require a separate autoloader block. The turret itself would aim and fire, but the autoloader would feed heavy shells into the weapon.That creates a design tradeoff.


Support blockUsed byFunctionRisk
Autoloader BlockBattlecannons, artillery, heavy turretsFeeds large shells into the weaponExplosive if destroyed
Capacitor BankRailguns, laser cannonsStores energy before firingCan discharge violently if destroyed
Cooling SystemLasers, railguns, high-rate weaponsManages heat buildupWeapon overheats if damaged
Ammunition Feed BlockCannon and missile systemsMoves munitions to the weaponCan detonate or disable reloads
Targeting / Fire-Control BlockPrecision weaponsImproves accuracy and trackingWeapon loses precision if destroyed

This would make large weapons feel more like real ship systems rather than simple blocks placed on armor.A small ship could mount a large weapon, but if it does not have the support systems to use it properly, it becomes vulnerable, inefficient, or dangerous.

Autoloaders as a Balance Mechanic An autoloader block is a strong example of how to balance capital cannons.A battlecannon turret should not magically fire huge shells just because it is bolted to the hull. It should need a protected internal ammunition system.The autoloader could be required for:


Weapon
Autoloader requirement
Repeating Cannon TurretRequired or strongly recommended
Artillery TurretRequired
Battlecannon TurretRequired
Heavy Battlecannon TurretRequired
Heavy Torpedo LauncherRequired or integrated
Large RailgunNot shell autoloader, but may need capacitor support

The autoloader creates several useful design consequences:

  1. The weapon takes more internal volume.
    A capital turret now affects the inside of the ship, not just the outside.
  2. The weapon creates a vulnerable magazine area.
    If the autoloader is hit, it can explode or disable the turret.
  3. Armor layout matters.
    Players need to protect the loader, ammunition path, and turret base.
  4. Boarding matters.
    Hostile NPCs or players could disable a weapon by attacking the loader room.
  5. Ship class matters.
    A corvette may be able to carry one large cannon system, while a battleship can support several.

That is exactly the kind of engineering tradeoff Space Engineers is good at.

Capacitors as Railgun and Laser Balance Railguns and large laser cannons should not be balanced only with ammunition or reload time. They should require stored energy.

A railgun could require one or more capacitor blocks to charge before firing. A laser cannon could use similar capacitor banks or dedicated power modules.

This creates another powerful balance layer.


Weapon
Required system
Risk
Large RailgunCapacitor bankDetonation or EMP discharge if destroyed
Railgun TurretCapacitor bankLocalized power surge or EMP effect
Large Laser CannonCapacitor bank + coolingHeat overload or power discharge
Laser Defense TurretSmaller capacitor / power bufferTemporary shutdown if overloaded


Capacitor failure effect
Gameplay result
Local EMP pulseNearby blocks shut down briefly
Grid power disruptionShip systems flicker or go offline for a short time
Weapon lockoutRailguns / lasers lose charge
Heat spikeNearby systems take damage
Battery damagePower systems become vulnerable

Range Should Not Be Balanced Only by Hard Limits Range is one of the most important combat balance issues.If the developers want close-range combat, the solution does not have to be artificially short weapon ranges. A better solution is to allow longer engagement ranges, but make most weapons less reliable outside their optimal envelope.That can be done with:


MechanicEffect
Low projectile velocityTargets have time to dodge at long range.
DispersionRounds spread out over distance.
Tracking limitsTurrets struggle to follow fast targets.
Lock qualityMissiles become less reliable against low-signature targets.
Signature bloomFiring large weapons makes the attacker easier to detect.
Sensor accuracyLong-range shots depend on target detection quality.

This preserves long-range combat without turning every fight into instant hitscan sniping.A weapon could technically reach far, but if the target is maneuvering outside the weapon’s optimal range, the rounds may simply miss.That creates a better combat question:“Can I hit this target from here?”not just:“Is the target inside the maximum range number?”Optimal Range vs Maximum Range Weapons should have both an optimal range and a maximum range.


Range typeMeaning
Optimal rangeThe range where the weapon is expected to hit reliably.
Maximum rangeThe farthest the projectile can travel or remain dangerous.


Weapon typeOptimal behavior
Gatling CIWSShort-range, highly accurate against missiles and drones.
AutocannonMedium-range accurate fire against fighters and light armor.
FlakMedium-range area defense with airburst spread.
Assault CannonClose-to-medium heavy fire with noticeable dispersion.
Repeating CannonMedium-range HE suppression, unreliable at long range.
Rocket TurretShort-to-medium explosive saturation, poor long-range accuracy.
ArtilleryLong-range accurate AP fire, slow cycle.
BattlecannonLong-range heavy precision fire, extremely slow cycle.
RailgunLong-range precision kinetic weapon.
Large Laser CannonLong-range precision line-of-sight energy weapon.


Weapon typeOptimal behavior
Gatling CIWSShort-range, highly accurate against missiles and drones.
AutocannonMedium-range accurate fire against fighters and light armor.
FlakMedium-range area defense with airburst spread.
Assault CannonClose-to-medium heavy fire with noticeable dispersion.
Repeating CannonMedium-range HE suppression, unreliable at long range.
Rocket TurretShort-to-medium explosive saturation, poor long-range accuracy.
ArtilleryLong-range accurate AP fire, slow cycle.
BattlecannonLong-range heavy precision fire, extremely slow cycle.
RailgunLong-range precision kinetic weapon.
Large Laser CannonLong-range precision line-of-sight energy weapon.

This allows most weapons to have longer maximum ranges while still encouraging closer combat.A repeating cannon may technically fire far, but with low shell velocity and dispersion, a maneuvering target outside optimal range may avoid most of the incoming fire.That is a much better balance model than forcing every weapon into tiny ranges.Specialized Weapons Should Break the General Rule Most weapons should lose reliability at long range due to velocity, spread, tracking limits, or target movement.However, specialized weapons should be exceptions.Weapons like:

  • Railguns
  • Railgun Turrets
  • Large Laser Cannons
  • Battlecannon Turrets
  • Heavy Battlecannon Turrets
  • Heavy Torpedo Launchers

should be designed specifically for long-range or high-value engagements.They should not become inaccurate in the same way as ordinary cannons. Instead, they should be balanced through other costs.


Specialized weaponShould remain accurate?Main balancing method
RailgunYesPower, capacitors, reload time, heat, signature
Railgun TurretYesLower output than fixed railgun, capacitor demand, tracking limits
Large Laser CannonYesPower, heat, atmosphere/dust penalty, line of sight
Battlecannon TurretYesSlow reload, large size, autoloader risk, tracking speed
Heavy Battlecannon TurretYesHuge size, very slow reload, massive signature, internal risk
Heavy Torpedo LauncherYes after launchInterceptable, expensive, detectable, requires reload system

These weapons are supposed to be precise and dangerous. Their balance should come from the fact that they are expensive, slow, vulnerable, power-hungry, or tactically limited.A heavy battlecannon should not miss because of random spread. It should miss because the target maneuvered, the turret could not track fast enough, the firing solution was poor, or the weapon was used badly.Weapon Signature as a Balancing Tool Large weapons should affect a ship’s signature.A ship preparing to fire a railgun, charging a laser cannon, launching torpedoes, or cycling a battlecannon should become easier to detect.


ActionSignature effect
Charging railgun capacitorsElectrical / thermal spike
Charging laser cannonPower and heat spike
Firing battlecannonThermal, recoil, and muzzle signature
Launching torpedoLaunch plume / guidance emissions
Sustained Gatling fireHeat and muzzle signature
Missile lockRadar or targeting emission
Active radar guidanceIncreased detectability

This ties weapons directly into radar, stealth, and scanning.A stealth ship may be hard to detect while coasting cold, but the moment it charges a railgun or launches a missile, it reveals itself.That creates strong tactical decisions:Do I stay hidden, or do I fire?

Do I charge weapons early, or wait until the last moment?

Do I use passive detection, or active targeting?

Do I risk a large signature spike for a high-damage shot?That is exactly the kind of decision-making a deeper SE2 combat system should encourage.




Tracking Speed as a Counterbalance Heavy turrets should not be able to do everything.A heavy battlecannon turret may be accurate and powerful, but it should not snap onto fighters like a small point-defense gun.Tracking speed should scale with weapon size.


WeaponTracking speed
Gatling CIWS TurretVery fast
Autocannon TurretFast
Flak TurretMedium-fast
Assault Cannon TurretMedium
Rocket TurretMedium
Repeating Cannon TurretMedium-slow
Artillery TurretSlow
Railgun TurretSlow-medium
Battlecannon TurretVery slow
Heavy Battlecannon TurretExtremely slow

This prevents capital weapons from replacing smaller defensive systems.A battleship still needs point defense.

A station still needs medium turrets.

A battlecannon can dominate large targets, but it should struggle against small, fast craft.That gives fighters, drones, and missiles a reason to exist.Ammunition and Internal Damage Large munitions should create internal risk.A ship carrying 200 mm or 350 mm shells should need to protect them. A ship with torpedoes should need safe storage. A ship using railguns should need capacitor protection. A ship using lasers should need heat management.This supports a more realistic dynamic damage system.


Internal systemRisk if damaged
70 mm rocket storageExplosion / fire / chain detonation
105 mm HE autoloaderMajor internal explosion
120 mm AP magazineLower explosive risk, but disables artillery if damaged
200 mm battlecannon autoloaderSevere magazine explosion
350 mm heavy battlecannon loaderCatastrophic internal explosion
Railgun capacitorEMP-like discharge / power shutdown
Laser capacitor/cooling systemHeat spike / power failure
Torpedo storageCatastrophic detonation
Chaff launcherLow risk, defensive utility loss

This gives armor penetration meaningful consequences.If a shell punches into the wrong compartment, it should matter. It may disable a weapon, detonate ammunition, shut down power, or open the ship to boarding.Why This Matters. The point of these systems is not to make combat more complicated for the sake of complexity.The point is to make combat more intelligent.A capital weapon should be powerful, but it should also create a design burden.A railgun should be terrifying, but it should require capacitors, power, and protection.A battlecannon should hit hard, but it should need an autoloader and expose a vulnerable magazine system.A torpedo launcher should threaten capital ships, but it should be detectable, interceptable, and dangerous to store.A laser cannon should be accurate and immediate, but it should demand power, cooling, and line of sight.This makes ship design matter.A player does not simply place the biggest weapon they can afford. They need to ask:Can I power it?

Can I feed it?

Can I cool it?

Can I protect it?

Can I survive if it gets hit?

Can it track the targets I expect to fight?

Does it reveal my ship when I use it?

Is this weapon worth the internal space it consumes?That is the right kind of balance for Space Engineers.Because in Space Engineers, the best combat system is not just about who has the biggest gun.It is about who engineered the better ship.


Core Weapon Design Logic The weapon list should not exist just to add more blocks. It should create decisions.

A player should not ask:

“Which weapon has the highest DPS?”

They should ask:

“What problem am I trying to solve?”

If the problem is missiles, the answer should be Gatling CIWS, Laser Defense, or chaff.

If the problem is drones, the answer should be Gatling CIWS, Autocannon, or Flak.

If the problem is external systems, the answer should be Repeating Cannon, Autocannon, or Laser Cannon.

If the problem is heavy armor, the answer should be Artillery, Railguns, or Battlecannons.

If the problem is a capital ship, the answer should be Heavy Torpedoes, Railguns, Battlecannons, or Heavy Battlecannons.

If the problem is boarding, the answer should be Interior Turrets, corridor design, doors, and security layout.

That is the purpose of the weapon list.

Each weapon should create a different kind of ship, a different kind of fight, and a different kind of solution.

---REFRENCES---

INTERIOR TURRET

GATLING TURRET

AUTOCANNON

FLAK

LASER POINT DEFENCE

ASSAULT CANNON

ROCKET TURRET

REPEATING CANNON TURRET

ARTILLERY TURRET

RAILGUN TURRET - the double barreled one

BATTLECANNON TURRET

HEAVY BATTLECANNON TURRET

torpedo launcher

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