Ship Combat

BigglesVII shared this feedback 21 days ago
Not Enough Votes

At the moment it seems the ship combat is lack luster. The target was the renegade vessel with 2 auto turrets. I was moving while the other ship was stationary. As you can see in my footage I took a fair amount of damage where as the target ship was still capable of firing back at me. Normally in those circumstances a stationary ship should take way more damage than a moving ship.


The only real way to deal with this ship is to go on foot and grind the turrets down which defeats the purpose of ship combat. I have always found in SE that the enemies targeting is too quick and precise, I rarely use normal guns as I can barely do any damage before damage is done to my ship, I always stick to auto turrets. I know stopping in a turret blind spot would be the best course of action in this situation but I just wanted to demonstrate the current ship combat in the game.


I know in SE1 we had targeting systems, i.e. Engines, Weapons etc. Looking forward to us having those added to SE2. Being able to target sub-systems like weapons would make this a much better conflict.


I saw a really long post about a space combat system, having some sort of stealth to be able to get some shots off before the enemy would be a game changer, something like while stationary the player ship would go invisible for 5-10 second and the enemy would eventually locate where the firing in is coming from and start targeting back, with any movement breaking the cloaking. Multiple build/play types with a features that appeal to each class like a tank with a ship repair drones or small fighters with deflector shields or anti-targeting arrays to improve survival in long engagements. Auto turret ship with drone bays so they can deploy drones to fight, for those that lack the skill or willingness for space combat. It wouldn't be like the player would pick a lane at the beginning and be locked into the class. More like a device would be attached to the ship to enable certain abilities with power being used to limit the use of more than one or two of the abilities so it doesn't get abused.


I just remember trying to take on the proto-tech locations in SE1 with the heaviest armored ship i could make and getting wrecked within a minute or two with combat feeling very borg like, where once you attack one they would all know where you are and lock on immediately. Even then I just found myself falling back to me, myself and a grinder to get through everything.

Replies (4)

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I created a post HERE suggesting a mechanic in ship detection. Someone in that thread shared the idea of turrets moving slower when pointing to a target. I think that should also help with surviving longer in a fast moving ship.

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I notice from the video the turrets on your ship seem to be idling most the of the encounter. There seem to be large blindspots for the turrets; they physically can shoot but they don't. From what I seen from vids on youtube, I think they are bugged and won't trigger when they have a clear shot and often shoot when terrain or our ship are in the way.

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Yeah i was aware of the turrets blind spot and where to position my ship to avoid being hit. But it was more of a presentation to showcase how the turrets are currently working in the game.

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There is no point in ship combat as it is atm, because Gatling Turrets or missiles will cut any ship of any size in half and multiple parts simply because the turrets are overpowered and won't miss the target. On other hand currently the light armor and any other item their resistance is too low to the amount of damage a turret does... so balancing is a necessity in the game prior AI becomes mobile and hunt players... So... nerf turrets damage output and biff-up the damage resistance of every other block is a necessity

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There is a distinct and notable difference between "going fast" and actual "evasion".

-Going fast makes it hard for a human to hit you because they need to eyeball your distance, velocity, and trajectory, then take in to account their velocity and trajectory, and the velocity of their projectiles, and then they need to work out/guess at a trigonometry equation to figure out where to point their gun such that their bullets and their target end up in the same place at the same time. People aren't good at trig like that, but we've had machines capable of taking radar data and easily doing the math for us since before most (or possibly all) of the people on this forum were born, hence why you keep getting shot by turrets in spite of "going fast".

-"Evasion" is like going fast, except that the target is also changing direction and speed either at short but essentially random intervals, or in response to seeing where projectiles aimed at it are going. Shooting at an evading target is like trying to not only do all the trig for a target going fast, but also preemptively predict how the target will randomly decide to move. At long ranges with relatively slow projectiles neither people nor machines are good at this.

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Your video was a good representation of going fast without actually evading against turrets. You also appear to be rather poorly armored (you have armor on the ship, but it appears to be thin enough to effectively be superficial), and your turrets stopped shooting fairly quickly (suggesting you either ran out of ammo or the feed from the cargo was cut).


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Arbitrary invisibility, shields, or ship classifications that somehow add features you didn't engineer in to a grid in a game about engineering things is fairly nonsensical. You can absolutely anything you want in your own worlds, but such features shouldn't be part of the default vanilla gameplay.

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The Factorum encounters are meant to be the most difficult non-pvp thing in the game, but they still operate within the same set of rules as every other encounter, and the limited number of Factorum scenarios makes it fairly easy to know each how each of them goes.

-AI doesn't share targeting data between grids without custom scripts or complex logic-systems Keen hasn't added to anything, if all of a site's defenders all see you then it's because you flew in to all of their individual detection-ranges.

-If you are losing fights to the point of being forced to play the infinitely respawning grinder-monkey against Factorum encounters while other people are running them in ships just fine then you should probably re-examine your designs and strategies (I am willing to help as time allows).

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SE isn't a participation-award game, you aren't supposed to "win" whatever scenario you find yourself in in whatever way you feel like playing just because you felt like playing that way. SE is an engineering game, in it you find a problem, and if you can't solve it with what you currently have then you take what is available to you and engineer a new solution to effectively solve that problem.

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Valid points made, although I fing your nonsensical approach regarding having modules with abilities rather disingenuous as we already have AI blocks in SE1 with various abilities.


I have always played the game primarily from an engineering point of view, that said the ship combat in SE has always seemed excessively difficult, I've played Eve and elite dangerous and coped fine in those games with the ship combat. I've tried making heavy armor ships, which just result in worse maneuverability and faster destruction, I usually just end up using AI drones and auto turrets.


With regard to the prototech engagements, I managed all of them all with barely any ship combat, flying around with my trusty grinder and where needed spam engaging in small ships getting the ships hp down and getting blown up repeatedly until defeated or the timer expires. The prototech items are intended to be end game items so its expected to be difficult to obtain the modules. The issues with ship combat are present in the game before we even get to the prototech engagements.


The game has long had an issue with players staying planet-side for their entire play-through of the game, I wouldn't be surprised if the ship combat has a part to play in their decision process, spending hours building a ship, going into space and getting destroyed is not appealing to a general playerbase.


As mentioned primarily this is an engineering/crafting game, players should be able to build their way around problems including ship combat but the devs decided to include the need of the player base knowing enough about all the weapons and mechanics to react and adapt in realtime to get through multiple ship engagements, any player without a decent build, all the best weapons and AI blocks has very little chance of success.


I may have a look at ship combat properly again in the future, I may take you up on your offer.

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If I guess that the "abilities" ai blocks provide you are referring to were increased turret-lock range and the ability for the AI to target internal blocks on a target, would I be missing any?

-Turrets can fire of their own accord on targets up to the weapon's maximum range without AI if you use the vanilla target-lock feature to lock what you want them to shoot at.


-Turrets have been able to identify targets they didn't have line of sight to since SE1 was limited to only gats and rockets (it was a common way to scan for subterranean bases or figure out where to try and point fixed weapons, and when paired with certain scripts it can allow a player to preemptively generate a map of all the targetable blocks on a grid).

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If I recall, both EVE and ED have decidedly less complicated mechanics in one way or another...

-EVE is like commanding a turret-boat with someone else at the helm, no fear of collisions, and no way for someone to accidentally or intentionally inflict permanent damage to a ship's subsystems short of just entirely destroying their target.

-ED involves a substantial shield-system to provide an hp buffer before anything can take damage (such systems don't do nice things to the pvp-balance in SE), and generally doesn't allow weapons-fire to blow clean through several consecutive important bits at the same time.

-Both EVE and ED make ship repair and replacement easy (if you've got the currency), and involve managing far fewer components than an SE ship does (for instance, all three involve managing weapons, only SE asks you to ensure your ammo-feed lines aren't getting shot).

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You'll find there's often a significant difference between "heavy-armor ships" and "ships with heavy armor on them".

-Small grids shouldn't bother with heavy armor, they live and die on evasion, not tank.

-Large grids with heavy armor on them will typically have it in specific locations to blunt stray medium and small caliber hits, and may make use of a thick heavy-armor nose they can keep between themselves and an opponent, but often rely on evasion, overwhelming fire, or other tricks/gimmicks to win fights against significant foes.

-Large grids running only heavy armor, but only in a single layer, might out-tank lighter ships if both sides choose to just sit and slug it out, but are generally the equivalent of a "medium armor medium speed" ship in a game where defense favors either light-weight high speed evasion or unbreakable mountains of armor.

-"Heavy-armor" large grids are mobile fortresses, boasting several layers of heavy armor such that even the largest weapons fail to penetrate without consecutive hits.

Each style has advantages and drawbacks (some more so than others), and everyone has a personal preference, but learning to build and fly all of them is a good way to learn both what you like, and what works against everything else.

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I've only ever heard of people staying planet-side in SE1 to hide from pvp-players, to play planet-only scenarios, or because they enjoy the extra challenges of gravity and atmosphere. Space is largely the easier place to play as the lack of gravity means a ship doesn't need the thrust to hold itself up, and the concentration of resources in to asteroids means once you get a jump-drive and survey enough rocks to know what is where you can roll yourself in resources fairly easily.

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As for spending hours designing a ship only to lose it, I might suggest you take blueprints of stuff you design, and then make use of a printer should it need to be replaced (the printer and design may require a few tweaks to be compatible with each other).

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It’s always the same problem over and over again—the brave Richthofen against a cruiser. (or Biggles from The Camels Are Coming ? by W. E. Johns ~1932)

And the player who still can’t grasp that in a one-on-one battle, a light ship stands no chance against a heavy ship—as a matter of principle.


In a battle between warships built by designers and piloted by pilots of comparable skill, the weight ratio must be better than 1:10; otherwise, the lighter ship has no realistic chance of victory.


The only option for light ships is numerical superiority. The chance of “success” (a large ship destroyed, at least one small ship surviving) increases roughly with the square of the number of light ships and decreases with the ratio of total masses.

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Are you a combat fanboy or something. I didn't say anything about wanting to beat the big ships in a billy basic one.

Keen have the player data, lets see if anything changes with SE2. I'm not losing sleep if its the similar but there's absolutely nothing wrong with providing feedback trying to improve the game to make it more appealable to a larger portion of the player base instead of a niche of try hards.

Feedback is feedback, Ship combat is the only thing that lets SE down.

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I hope I know at least a little bit about aircraft weapons and missiles. I operated them for quite a days...

No, I’m not a fan of space battles like the ones depicted in video games or most movies.

Even with our civilization’s current level of engineering and technology, a battle between spaceships would likely take place at a distance of thousands of kilometers and would be a clash between automated combat systems, not people or even pilots. Humans are too slow and can’t withstand much...


And yes, in SE1, the Prototech combat drones show exactly what space combat might look like...

It’s very unpleasant—you get within range of its railgun, one shot, one hit—and your ship is ready for a major overhaul.

And as a human, you practically have no chance of hitting the drone; human accuracy and reaction speed just aren’t up to par. Without massive support from automated weapons systems (which the player doesn’t have), it’s nearly impossible to hit a Protech drone.

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I think it's interesting seeing the progression of combat with this and how it mirrors in different ways Military History.

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