NPC-Operated Gun Stations and Skill-Based Weapon Performance

pielog640 shared this feedback 20 days ago
Not Enough Votes

I would like some ship weapons, particularly larger guns or manned turret stations, to require or benefit significantly from an NPC gunner seated at an actual control station. Smaller defensive weapons could remain automatic.


An assigned gunner could affect accuracy, target detection range, reaction speed and effective engagement distance depending on experience. Beginners would be inexpensive but less effective; veterans would be costly but valuable. As gunners operate weapons in real combat, they would gradually improve. Players could choose between automatic defense and crew-intensive systems, giving a functional reason to design and protect gunner stations inside ships.


The intention is not to remove all automation, but to make staffed weapon systems an attractive and distinct option.

Replies (4)

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Agreed 100%, hell I wouldn't be against making NPC operated weaponry the default, gives a reason to interact with the system & gives you a practical, constant reason to keep NPCs around, would make the world feel more alive, more occupied, also helps negate turret spam.

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This.


And there can be other civil "professions" as well. An NPC assigned to a grid can improve things like production speed and/or energy consumption depending on their "skills".


Going back to combat, instead of having AI blocks, I would prefer NPC piloting ships. Their "skills" will determine how good they are at avoiding enemy fire, only highest skilled pilots can be assigned as wing commanders to form fleet formations.

And, don't forget about assigning NPC to do boring things like grinding down grids or repairing damaged blocks. The last one can be a particularly interesting mechanic if you make welders unable to do so. I would reserve welders to build blocks but not repair them if they are damaged. Only a real engineer or NPC could do that.


This will all make having a real crew rater valuable. And as a consequence, all other features related to maintaining crew on board the ships and stations. They might require pressurized environments for max effectiveness, food, sleeping quarters. You will make all critical systems accessible because if they are damaged, you or NPC should be able to reach it and repair. And you will build your grids in a way to make them as safe as possible. The most important thing in this game should be your life and the life of your crew.

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Thanks to everyone expanding this discussion about staffed weapons, useful NPCs and real crewed ships! I've put together a related suggestion on faction reputation, NPC ethics, loyalty, refusals and long-term crew management. Gunner experience would become even more meaningful if crew members had their own principles and reasons to remain aboard. Full proposal: https://support.keenswh.com/spaceengineers2/pc/topic/57666-faction-reputation-npc-crew-loyalty-ethics-and-meaningful-mission-consequences

Other connected ideas:

- Recruitment and experience: https://support.keenswh.com/spaceengineers2/pc/topic/57380-recruitable-npc-crew-with-individual-skills-and-experience

- Remote NPC pilots and mothership drones: https://support.keenswh.com/spaceengineers2/pc/topic/57382-npc-remote-pilots-operating-drones-from-a-mothership

- Useful NPC jobs: https://support.keenswh.com/spaceengineers2/pc/topic/57384-useful-npc-jobs-on-ships-and-bases-guards-mining-repair-and-logistics

- Physical pilots, boarding and capture: https://support.keenswh.com/spaceengineers2/pc/topic/45667-human-npcs#comment-119725

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Yeah, I like the idea that an NPC 'gunner' at a gunner station could help accuracy or detection range if at a 'radar station', etc. It does make sense being able to recruit these NPC's to you 'faction' ship or base, with some level-ish logic such that having one working for you longer term improves these bonuses (so that it's noticed if one actually dies).

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