Let the physics engine shine (flight and character movement)
Ships:
flying ships has always felt like piloting a brick, this is really understandable for space engineers 1, since it was originally released without atmospheric flight, but as you go into a planet, things should naturally get more complex, right now a ship's handling depends only on how it was built, if you look at many games with acclaimed flight models, part of the fun is to learn how the ship behaves because of it's mass, shape and weight distribution, none of these things matter in space engineers 1 and 2 as long as you have enough thrusters and gyros, it's understandable to not have completely simulated thrust because of how hard it would be to balance the weight, but this could easily be fixed by allowing thrusters to compensate but spend a little more fuel, this way the player has the option to fly normally, but still has an incentive to make sure the ship is properly balanced
Character movement:
This is even more important than ship handling because on foot movement is the most basic way a player interacts with the world, and in SE2 the player character walks and moves as if it had no mass, changes speed in an instant, and does not seem to be affected by changes in movement either. if as a player you are standing in a spaceship that is not moving, the character will move the same as if you were in a ship spinning out of control in deep space.
I like this feedback
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