VS2.3 Feedback: Creating an Emergent Engineering World

Dirk shared this feedback 3 hours ago
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For the TL;DR folks: The Thesis

Space Engineers already gives players some of the most incredible tools in gaming to build almost anything.

From my perspective as a player, one of the biggest opportunities for SE2 is not simply adding more blocks, more terrain, or more locations, it is creating a world that continuously gives players meaningful reasons to use those tools.

I would love to see planets and space become collections of regional engineering challenges rather than simply collections of terrain.

Not: "What can I build?"

But: "What should we build for this?"

The magic of Space Engineers has always been that the game gives us the tools and lets us solve problems our own way.

I don't think the future is turning SE2 into a traditional mission-based game.

I think one of the most exciting opportunities for SE2 is creating a universe that generates problems, opportunities, and changing world states (defined below) — while still allowing players the freedom to decide what matters to them.

Not a traditional mission-based game. Not a checklist. A sandbox where the world creates situations, and engineers decide how (or if) they respond.




The Feeling I Think Is Missing (as of VS2.3)

One of my favorite things to do in SE1 was build something with a purpose.

I built a large rover. Then I built a trailer that became a mobile base. I explored half a planet with it and had an incredible time designing and improving it.

Eventually, though, I reached a point where the engineering challenge was over.

The rover worked. The trailer worked. The problem was solved. There was no longer anything in the environment asking me new questions.

That is the feeling I hope SE2 can solve. Not because the building is bad — the building is amazing, but because the best part of Space Engineers is when the world gives engineers a reason to innovate.




This Is Not About More Vehicles. It Is About More Reasons To Build Them.

I love the idea of building ground vehicles, aircraft, ships, drones, and bases.

The engineering systems are already fantastic.

The game does something extremely important by not telling players exactly how to solve problems. That freedom is what makes Space Engineers special.

The opportunity I see is creating more situations where players naturally start asking:

  • "Should we bring the rover or build a walker?"
  • "Do we need drones for this?"
  • "Can we automate this?"
  • "Should we build artillery instead?"
  • "Do we need a convoy?"
  • "Should we attack now, or prepare first?"

Those conversations are the heart of Space Engineers for me.

The question then becomes: how does the game create those situations while preserving the freedom that makes SE2 special?




Planets and Space Should Have “Engineering Identities”

The: "Why would I design/build different things?"

I would love to see planets, moons, and regions of space encourage different styles of engineering. Not because the game tells us: "You need this vehicle." but because the environment naturally creates problems that require different solutions.

Example: Sandstorm Region

Constant extreme winds make aircraft unreliable.

Visibility is poor.

Long-range operations become difficult.

Players naturally begin designing:

  • Rovers
  • Walkers
  • Sensor towers
  • Mobile repair vehicles
  • Ground-based logistics systems

(From the recent showcases, it looks like wind and sandstorm mechanics are already being explored. This is exactly the kind of system that can create meaningful engineering decisions!)

Example: Electrical Storm Region

Frequent lightning creates infrastructure challenges.

Large ships may require:

  • Redundant power systems
  • Protected infrastructure
  • Backup grids
  • Decoy systems
  • Or just ground vehicles for if you get disabled.

While ground-based operations may become more reliable, the important part is not the storm itself.

The important part is that the storm makes players ask: "What do we build to survive here?"




Regional States and World Pressure Create Engineering Opportunities

The: "Why would those problems continue to matter after I encounter them?"

"I think a pressure system could create incredible emergent opportunities.

---Quick Clarification:----

One important clarification: when I say "pressure," I do not mean constant urgency or a system that forces players into a checklist of objectives.

The pressure should primarily affect the world, not the player.

A threat, environmental challenge, or faction conflict should change the state of a region. Ignoring an infestation might reduce productivity in that area. Ignoring pirates might make trade routes less reliable and generate more encounters. Ignoring a faction conflict might change who controls a region, prices at stations goes up.

However, these situations should reach some form of equilibrium rather than endlessly escalating until the player is forced to respond.

The goal is not punishment.

The goal is creating a universe where player choices have meaning.

At a point, the situation will create an equilibrium. By equilibrium, I mean that problems should reach a stable state where they continue influencing the world without endlessly escalating until the player is forced to respond.

  • Pressure is on the world, not the player.
  • Consequences are regional, not game-ending.
  • Problems create choices, not obligations.
  • Equilibrium prevents endless escalation.

---End Clarification---

I think this distinction is important. I do not want SE2 to become a game where players are constantly completing objectives from a checklist.

The magic is allowing players to choose. A problem should exist in the world, but the player should decide:

  • Ignore it.
  • Solve it immediately.
  • Prepare first.
  • Return later.
  • Approach it in a completely unexpected way.

The goal is not to force players into every encounter. The goal is to create a universe where there are always interesting problems available for players who want them.


These systems could also create some of the most memorable multiplayer experiences. Not every problem should be something one engineer solves alone (though they could with some clever engineering). A regional challenge should naturally create moments where players say:

  • "Anyone want to help us clear this infestation?"
  • "We need engineers to build defenses before the next storm."
  • "We need a fleet to retake this sector."

With the goal not being requiring multiplayer. The goal is creating situations where cooperation naturally emerges.




Example: Regional Challenges and Pressure Mechanic

Infested Region

An infestation exists in a region.

If ignored, it becomes more established and begins affecting the surrounding area.

  • Small nests may expand or become larger. Mining operations may become less productive.
  • Travel becomes more dangerous.
  • Nearby colonies may struggle.

However, the infestation should not endlessly grow until the player is forced to stop everything else. Instead, it reaches a new regional state.

The area becomes more difficult and less productive, but it remains a problem the player can return to whenever they choose.

The player can decide:

Do we eliminate it early?

Do we fortify nearby colonies first?

Do we build automated defenses?

Do we bring drones?

Do we build a heavily armored assault vehicle?

Do we wait until enough engineers can tackle it together?

The interesting part is not the creature itself.

The interesting part is the engineering decisions leading up to the encounter.

A small digression: this also opens up boss battle type stuff where if left too long it can spawn a big monster that could take REALLY clever engineers or just multiple engineers to deal with. I want to watch youtube videos of Engineers taking on some big battle, their plan of attack, and how they fared.




Example: Rogue AI Mining Complex

An automated mining operation has gone rogue.

Mining drones gather resources. Transport drones feed factories. Defense drones protect the operation.

The player could attack directly.

Or:

  • Destroy logistics first.
  • Disable resource gathering.
  • Build an infiltration vehicle.
  • Create a drone counterforce.

Engineering, automation, logistics, and strategy become equally important.




Example: Faction Conflict / Civil War

Two factions are fighting over territory.

The player decides how involved they want to become.

Do they:

  • Support one side?
  • Remain neutral?
  • Become a contractor?
  • Trade with both?
  • Take advantage of the conflict?
  • Eliminate everyone?

A conflict like this creates reasons for:

  • Defense construction
  • Vehicle design
  • Logistics
  • Escort missions
  • Base expansion

Again, the game does not tell the player the answer.

It creates the situation, the engineer creates the solution.




Unknown Signals Could Become Opportunities, Not Just Locations

Unknown Signals are one of the biggest opportunities for emergent gameplay.

Instead of always being locations to loot, they could represent situations:

  • A colony needing help
  • A stranded engineer
  • A failed automation system
  • A damaged communications network
  • A hidden enemy base
  • An opportunity waiting to be discovered

Example:

You discover a small farming outpost. The farmer needs water delivered from a nearby lake.

The player could:

  • Build a water transport drone
  • Build a rover tanker
  • Create a pipeline
  • Automate the entire process

The reward is not just a container of resources.

The reward is that the player changed the region/area. More or less is on the devs for how they think the reward should be weighted, given the challenge.




Persistent Problems Create Engineering

Engineering games thrive on pressure. Pressure creates innovation.

A regional problem should not simply be:

"Clear the hive. Done forever."

It could become:

"Clear the hive before it grows."

Or:

"Ignore it, and now the problem is larger."

Examples:

Malcontents left unchecked:

→ Establish stronger bases.

→ Trade routes become unsafe.

→ Colonies struggle because supplies stop arriving.

The important thing is not necessarily endless combat. The important thing is that the world continues asking new engineering questions. This prevents the: "I built one perfect ship and now I am done." problem.




Different Worlds Could Have Different Levels of Problems

Not every planet or region needs to be equally developed.

That could actually make exploration more interesting.

A moon may focus on:

  • Survival
  • Resource scarcity
  • Extreme environments

A developed planet may have:

  • Trade networks
  • Factions
  • Infrastructure
  • Political conflicts

NPC systems will likely add an enormous amount of depth to this. This is simply the structure I think could create long-term replay-ability.

Level 1: Small Problems (the Unknown Signals?)

A newly discovered region.

Examples:

  • Repair a relay
  • Help a stranded NPC/faction
  • Automate a farm
  • Restore power
  • Build a basic outpost
  • Remove a small threat

Level 2: Regional Challenges

A developed area with larger problems.

Examples:

  • Pirate activity
  • Environmental hazards
  • Resource shortages
  • Faction conflicts
  • Infrastructure failures

Level 3: Civilization-Scale Problems

Established worlds with major stakes.

Examples:

  • Defending trade routes
  • Expanding colonies
  • Maintaining planetary defenses
  • Managing faction relationships




Why This Belongs in the Base Game

Mods will always create amazing scenarios. That is one of Space Engineers' greatest strengths. However, I think the foundation of this gameplay philosophy is valuable enough to consider as part of the base game.

Not because mods should not exist. Quite the opposite.

A built-in framework for:

  • Regional problems
  • Factions
  • Encounters
  • Environmental challenges
  • Persistent world events

would give modders an incredible foundation to build upon.

I’d also advocate that players could enable or disable these systems depending on the experience they want.




Why I Think This Fits Space Engineers

One thing I absolutely love about the new construction contracts is that they already move in this direction. Instead of simply telling me: "Go here and interact with something." They ask me: "Engineer a solution within these constraints." That feels fantastic! It feels like being an engineer instead of completing errands.

The opportunity I see is expanding that philosophy beyond contracts. The world itself should continuously create engineering problems.

A planet.

An asteroid field.

A faction conflict.

A trade route.

An unknown signal.

All of these should make players naturally ask:

"What do we need to build to solve this?"

That is where the endless replay-ability of Space Engineers can come from.


Not simply from having more places to visit (though I'll never complain about that), but from having more situations that challenge players to design, adapt, cooperate, and innovate!

Replies (1)

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you have got a lot going here.


to eventually get se2 to the point where the player base is actively keeping pirates from becoming a colonization threat, where plants might overgrow and cripple trade routes for land vehicles, and where fauna could potentially take over an entire planet because nobody decided that the problem was worth doing anything about.


i very much like the direction you are thinking. and the potential for constant feedback from players doing contracts might eventually bring a completly uninhabitable planet into a less risk more gain scenario sounds brilliant for future game additions.


"The Colonization Authority has been picking up increasing activity from Renegades coming in from sector 13Alpha. Long range sensors detect what may be a dwarf planet they may be using as a base of operations in this sector. The CA has requested you set up a listening post to pick up comm traffic to gauge their numbers and activities."

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Exactly stuff like this. And I threw in the "Equilibrium" in there because if you want to screw around and do nothing but build war ships and grief colonies, you could...


My thought with the Infestation was that it's like Pitch Black where they overwhelm and destroy a bunch of the mining town so the miners come in, rebuild and then get back to work. But if you build robust defenses you could keep it somewhat safe but it will overrun robust defenses. The counterstrike is, during the day, you go into the hive structures and about 80m below the surface there are nests that are suspiciously just under 1-2 warhead blasts in size that you need to destroy to destroy the infestation. Then after you've killed the final one the boss emerges and starts wandering and griefing the mining town. Get your shorts in gear and engineer something!


It'd be a HELL of a compelling reason to engineer some wacky stuff to solve a complex problem. I'd have the monsters either fly or crawl but shoot spines so it's not just dominated by air. I'd play the hell out of that scenario. Just sounds like fun. :).


"actively keeping pirates from becoming a colonization threat" And yeah. Otherwise why have the Colonization %? Is it just a participation trophy.

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