A Combat system proposal: AI and Encounters

gruller65 shared this feedback 6 hours ago
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A Combat system proposal: AI and EncountersWith AI likely coming to Space Engineers 2 in the near future, I'd like to make a few suggestions that could help create more dynamic and engaging gameplay.

Keen already has voxel-based pathfinding working, which opens up a lot of interesting possibilities for NPC behavior. Rather than simply placing AI enemies at points of interest, there are several ways they could be used to create more immersive and unpredictable encounters.

Reinforcement SystemsIt is reasonable to assume that FPS AI will appear at mission locations and points of interest, spawning when a mission is generated or accepted.

One feature that would add a lot of depth is a reinforcement system. Instead of all NPCs being present when a player arrives, additional enemies could arrive during the mission through:

  • Planetary drop pods
  • Dropships delivering infantry
  • Small transport craft landing nearby
  • Orbital insertion vehicles

Seeing a dropship fly overhead and deploy a squad of NPCs would make encounters feel significantly more alive and reactive. It would also prevent combat from feeling completely predictable.

NPC Crews on Random EncountersAnother improvement would be placing NPCs aboard random encounter ships.

Keen already creates interiors for many cargo ships and encounter vessels. Having at least one NPC crew member aboard civilian vessels, and larger crews aboard military or pirate ships, would greatly improve these encounters.

This would make boarding actions far more interesting and create meaningful risk when approaching derelicts, cargo ships, or hostile vessels. Players would need to consider how they approach an encounter rather than simply docking and immediately salvaging everything.

Different encounter types could feature different crew sizes and levels of resistance, creating greater variety throughout the game.

Delayed Response EncountersAnother interesting possibility would be encounters that initially appear abandoned.

For example, a player may discover a damaged outpost, mining site, or wreck on an asteroid with no NPCs present. However, once the player lands, enters the facility, or begins interacting with it, nearby hostile forces could be alerted.

These enemies could:

  • Arrive from hidden bases elsewhere on the asteroid
  • Deploy from underground facilities
  • Fly in from nearby stations
  • Call in ship-based reinforcements

This would create tension and uncertainty during exploration. Players would never be completely sure whether an encounter is truly abandoned or simply waiting to react to their presence.

Boarding Actions and Boss EncountersFurther down the line, it would be interesting to see AI integrated into ship-to-ship boarding scenarios.

One example could be special "boss" encounters tied to unique ships, missions, or high-value targets. During combat, hostile NPCs could launch boarding operations against the player rather than simply engaging from a distance.

For example, a Prototype Cruiser or other high-end enemy vessel could deploy assault teams that use breaching pods, boarding craft, or EVA packs to cross the gap between ships and infiltrate the player's vessel during the middle of a battle.

This would create multi-layered engagements where players must simultaneously manage ship combat and interior defense. A damaged ship could suddenly become far more dangerous if enemy forces gain access to critical systems such as reactors, control rooms, weapon bays, or engineering spaces.

These encounters could serve as memorable mission climaxes, requiring players to secure their ship's interior, establish defensive positions, and repel boarders while continuing to fight the enemy vessel outside. They would also provide an additional incentive for players to design defensible interiors, secure airlocks, and consider internal ship layouts as part of their overall combat strategy.

Over time, this system could expand into dedicated boarding-focused missions, pirate raids, military assaults, and special boss encounters that make use of both Space Engineers 2's ship combat and FPS gameplay systems.

Dynamic CommunicationsTo support these systems, NPCs could have simple communication behaviors.

For example:

  • Guards could attempt to call for help when they spot a player.
  • Outposts could send distress signals when attacked.
  • Cargo ships could request military assistance.
  • Pirate forces could coordinate reinforcements.

This would make the game world feel more connected and believable while providing opportunities for players to disrupt communications before additional forces arrive.

ConclusionThe addition of reinforcement systems, crewed encounter ships, delayed-response encounters, boarding actions, and NPC communication networks would make Space Engineers 2 feel significantly more dynamic.

Instead of static encounters where all threats are immediately visible, players would face evolving situations that reward planning, scouting, stealth, and tactical decision-making. These systems would help transform NPC encounters from simple combat scenarios into memorable gameplay experiences that feel like part of a living world. They would also encourage players to think about ship design, internal security, and crew defense in ways that go beyond traditional vehicle combat.

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