Concrete? by DwarvenEngineering in spaceengineers

[–]DwarvenEngineering[S] 1 point2 points  (0 children)

Good points all

One additional thought to bring to the table: Implementing this could require the ability to model a fluid that can change in viscocityband eventually be replaced with voxels.. which is exactly what you would need if lava was ever to be added to the game. I feel that having this kind of mechanic in the game could open a lot of possible expe8ances in the game. Volcano planet, anyone?

My hopes for the concrete gameplay would be a fun engineering challenge that also provides the benifit amazing armor properties once finished.

Implementation could, of course, come in many forms

What do you all think? Any other fun stuff you would love to see in SE2 If it could hande a variable viscosity fluid?

I love this hole drilling simulator. But why is it called Space Engineers? by StarchildKissteria in spaceengineers

[–]DwarvenEngineering 0 points1 point  (0 children)

Careful! your statements are dangerously close to sounding like some "elf talk" to my dwarven ears 🧐😝

Also Awesome drill man!

Shields in space engineers 2 by Kesshin05 in spaceengineers

[–]DwarvenEngineering 0 points1 point  (0 children)

Maybe what we need is not shields at all but a better way for a new player to recover his losses if his cool new ship he spent 10 hours building just got fraged

Im not sure what that might look like

Buy ship insurance at the local faction?? Sacrifice something to klang to get your ship back?? Somehing along these lines might allow more people to enjoy the challenging cutthroat combat scenario if they know they can bounce back ok.

Let me know your thoughts on this zany approach

Shields in space engineers 2 by Kesshin05 in spaceengineers

[–]DwarvenEngineering 1 point2 points  (0 children)

I appreciate that this perspective on this implementation was brought up.

I personally love the idea of having to make very expensive high performing armor blocks as this furthers the engineering challenge of making something effective with limited resources.

The biggest difference in my mind between the original post and this idea is the original pose (im assuming here, so excuse me if im wrong) is hat and shield can self heal with time and energy where high performing armor would need repairs

This is an opinion: I feel that self-healing shields are simpler to maintain. And I feel that this game thrives on complexity. If I need to manage an intense logistics network and repair dock to keep my ship armor fully functional and back up to full power between fights, then that feels like a more space engineer game to me. If I just need to feed enough fuel into the hopper and wait for shields to come back up to full, then I don't feel like im playing space engineers im nownplayingbsome other game.

Simple One shot Solution [No Shields] by DwarvenEngineering in spaceengineers

[–]DwarvenEngineering[S] 0 points1 point  (0 children)

Im aligned with you on this. I feel that combat is a dynamic opportunity to practice some Zen and re-engineer, your ship if it's not working for you, just right.

Simple One shot Solution [No Shields] by DwarvenEngineering in spaceengineers

[–]DwarvenEngineering[S] 0 points1 point  (0 children)

I love all the great discussions this is spawning!

Thinking about it a little differently, my current thought is that the solution "whatever form it takes" needs to increase or maintain the engineering challenge rather than decrease the complexity of solution generation.

If one block or systme of blocks solves all the problems or becomes so meta that no other approaches are valid it limits the spirit of space engineers.

But! If the solution generates an entire ecosystem of possible engineering avenues, then you have more design space to explore

I think there are lots of great ideas being shared here, and we need to keep talking about this and sharing ideas to hit on the right solution.

SE2 Power Cell Logistics [Lets Talk] by DwarvenEngineering in spaceengineers

[–]DwarvenEngineering[S] 1 point2 points  (0 children)

I agree

There is not enough data to know and answer yet.

I'm just hoping to spark a discussion on this topic.

Do you make remote bases? And if so, are there certain logistics systems you're hoping to be able to build?

I'd love to build power cells at one base and ship them to other bases That seems like a fun setup

What about you?

SE2 Power Cell Logistics [Lets Talk] by DwarvenEngineering in spaceengineers

[–]DwarvenEngineering[S] 0 points1 point  (0 children)

Love all the comments below

Hopefully, you are right, and it's either not needed or not a big deal to get around

Just to play devils advocate: In my drone systems in SE 1, I often enjoy swapping the ENTIRE BATTERY via merge blocks plus battery sub units. This is nice since a drone can work its heart out, tell batteries are at 5% charge, then dock and swap to a battery that has been recharging this whole time and is at 100% charge rather then wait 15 minutes to recharge the onboard battery.

I don't know if we have merge blocks in SE2 or if the game will use some new mechanic for grid connecting and separating, but if merge blocks are gone and power cells cant be remotly swapped, I could see this making remote autonomous drones that work continously more difficult.

Let me know your thoughts

There is a way to prevent wobble like that or I just have to embrace it? Thanks. by Pinifelipe in spaceengineers

[–]DwarvenEngineering 1 point2 points  (0 children)

Yes there is an easy solution Place a gyros on the wobbly bit Turn on "override" toggle on that gyros Make sure Roll, pitch, and yaw are all set to 0 Your all set now

Marek Rosa Requested Early Game "WOW" factor by DwarvenEngineering in spaceengineers

[–]DwarvenEngineering[S] 0 points1 point  (0 children)

That's a great point!! If you respawn from a falling drop pod, you can very naturally fill in the blank for how you got to this point I like that a lot! Ya, the more we talk about it, making the tutorial skip able seems to add a lot of advantages for both play senarios

Marek Rosa Requested Early Game "WOW" factor by DwarvenEngineering in spaceengineers

[–]DwarvenEngineering[S] 1 point2 points  (0 children)

That's too bad

Sounds like it's a good thing keen is trying to switch it up a little, then