Suggestion for potential endgame content.

michael horner shared this feedback 25 hours ago
Not Enough Votes

The absolute core of the suggestion/tldr. [Giving the various story factions a fortified major outpost and some form of powerful unique tech (one thats theft would carry far reaching diplomatic consequences {decreased reputation, hunting fleets and a bounty on the player}) would be an excellent way to have in built goals and interesting design challenges depending on the location of these fortified outposts.]

{Example1}-What if the new ocean world that is slated to be added had a large under water stronghold that had some better gas technology's such as improved oxygen farms and more efficient solar. Having to engineer a attack submarine for a hard to reach fortified target would be a fun ship designing challenge with a noteworthy and helpful reward.


{Example2}-What if some factions could make use of natural hazards? lets say pirates have set up a specially Armour drone hub that is able to survive in the atmosphere of a gas giant and many factions have a bounty for its destruction. engineering a ship that could survive long enough to effectively attack such a target would have lucrative payout in the form of credits and nearby faction reputation, while also presenting an interesting design challenge.

{Example3}- Giving these technology's to factions that are not expressly meant to be hostile could also play into the players decision making having a powerful yet vicious neutral faction poses a easy to steal technology could present an interesting quandary.

{Example4}-What if a illusive nomadic fleet based faction had jump drive tech, Requiring the player to make fast moving boarding craft in order to capture and recover a jump capable ship, Making use of the upcoming npc engineers.

I also think reverse engineering these advanced technology's by having to carefully salvage and retrieve them for later study could build upon some of the proposed design challenges listed above while still having a limited number of these new block immediately available for building (assuming the engineer took care in the retrieval.)

While i have mostly kept my personal excitement for this idea out of its presentation i feel the potential fun to be had deserves a mention.( isn't that what games are for after all :D )

designing ships with a specific goal can be very liberating and depending on where and what its use case is it can be very satisfying to see something made for a purpose do said purpose well!

I typically take pride in a well set out plan and there is defiantly something to be said about the potential fun to be had in methodically plotting a heist for these technology's.

Not to mention the potential multiplayer chaos, grabbing your buddies to execute a boarding action or base assault would be a blast! Shinny reward or not (but especially with shiny reward).

Ultimately people are gremlins (myself included) and having a hard to get and potentially lucrative mcguffin is a very good way of giving players a satisfying goal to engineer around and design for!

Ultimately there is noting wrong with an economy focused endgame BUT the creative potential for a salvaging focused progression and endgame is at the least very interesting to think about.

If only the bones of this suggestion where made available to future modders great and wacky things could be done with it.

thank you for reading my ramblings:)

Replies (1)

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I’ve actually been thinking along similar lines regarding the idea of acquiring technology from other factions. In my own proposal, I focused on an AI research and technology progression system, where access to advanced technologies could be tied to discovery, analysis, and reverse engineering.

However, after reading your examples, I’m starting to think that technology acquisition alone may not be enough to create compelling endgame gameplay. The scenarios you described—specialized enemy strongholds, environmental challenges, boarding operations, and faction-specific technologies—could provide the kind of objectives that give those research systems a meaningful purpose.

Your post gave me a few new ideas about how these concepts could complement each other. If you're interested, I'd appreciate your thoughts on my proposal as well:

https://support.keenswh.com/spaceengineers2/pc/topic/54702-proposal-for-a-4-core-levels-ai-research-system

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