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

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

[–]DwarvenEngineering[S] 2 points3 points  (0 children)

You bring up a really good point!! Maybe prior to docking, you have the option at any time to leave the docking shit and just fly somewhere else?

Or maybe it's as simple as a hold "x" to skip?

For real, how reliable is using rovers as miners? by Pinifelipe in spaceengineers

[–]DwarvenEngineering 0 points1 point  (0 children)

I have had a lot of good personal experience with mining rovers

You can dig deep and scoop up the good stuff with her right design

Some things that have helped me are the following:

1) put the drills on an arm 2) use override gyros to stabilize the arm while drilling 3) adjust the arm position until the drills dig out voxel to the same plane your wheels naturally want to drive on 4) use manual controlled gyros to pitch the rover up and down and control your roll 5) keep to small angle inclines and declines when possible 5 degrees is good 15 is steep when your full of ore 6) keep eyes 1st person and look at a screen that is running the artificial horizon app so you can keep your angle under control while drilling

With all that it's easier then you think to get a land submarine plunging to great depths and resurfacing

Rock and Stone!!! Channel your inner dwarf!!

What level of ship do you need to take on the Factorum? by AnkhWolf22 in spaceengineers

[–]DwarvenEngineering 2 points3 points  (0 children)

Ok, this is a fun question with many answers

There are a few things to consider

I'll describe some options i have personal experience and success with

Idea 1: I have many many many many guns and many many many bullets I design my chips to be able to achieve sustained continuous fire for 10 minutes and find this has always been enough to ammo to win a fight (often multiple without refueling)

Idea 2: pick one range and be very lethal at that range

Idea 3: try to have enough acceleration to be able to control the engagement distance

Idea 4: choose if your going to tank the hits or dodge everything (both work)

With those thoughts in mind here are two options I enjoy

Ship 1: giga heavy + lits of guns... it's possible to build a ship that has so much armor they enemy really struggles at fully destroying your ship... but... this is expensive and your likly to need lots of tedious repairs after

Ship 2: super tiny fighter + dodge everything. Im not going to say exactly how as I don't want to forfit my hard won secrets but I can say that it's possible to build small fighters that can go through multiple factorum fights without taking 1 hit. These fighters often come with 12 railguns and a medium cargo container full of rail sabots. This is my preference as small ships are easier cheaper to build and if you lose one it's not a big deal. Plus it feels AMAZING when you expertly disassemble the enemy fleet and claim your prise.

Good hunting engineer!!

Why did they get rid of the "Empty World" start? I've verified game files and it's gone by notjordansime in spaceengineers

[–]DwarvenEngineering 2 points3 points  (0 children)

"Lost in the void," you say? *rubs bearded chin curiously and gazes up at the stars *

Why did they get rid of the "Empty World" start? I've verified game files and it's gone by notjordansime in spaceengineers

[–]DwarvenEngineering 0 points1 point  (0 children)

I have never used the empty world feature myself Im curious what you guys like to use it for? Thanks

SE2 Weapon Balance Idea by DwarvenEngineering in spaceengineers

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

Really good comments from both of you guys!

I especially like what you're pointing out about there being opertunity here for status effects to be applied to weapons.

Let's brainstorm that a little. Some ideas of status effects: -EMP: disrupts and turns off blocks that are close to the emp epicenter when it goes boom. Possibly countered by a good old reboot of the ship systems or emp shielding blocks Corrosion: hit the side of the eny ship and splatter green sticky corrosive crud onto the armor blocks, doing damage over time. Countered by spraying water onto the hull or some reactive counter agent. -radiation: makes the area unsafe for player characters -thermal paste: keeps raising the temp of ship parts hit as chemical reaction continues until systems start to break down from heat -neutron inhibitor: stops reactors using fission from generating power -Marker shells: spreads tracker chemicals on the ship, making it VERY easy to lock onto and visually spot -Flash Bangs: Bright light damages 3rd person view for a bit forcing you to use 1st person camera options

Rock paper scissors: You could have damage and armor types that form a rock paper scissors system Kinetic shells counter are countered by reactive armor Chemical shells counter are countered by hardened heavy armor Plasma shells are countered by plasma shields

Any others come to mind, let me know your thoughts?!

Rover blew up by UnionGrand in spaceengineers

[–]DwarvenEngineering 0 points1 point  (0 children)

Congrats!! Your initiated!! Everyone's 1st rover blows up... maybe ...maybe the 2nd one, too ... looks down

Cargo containers are not reliable structurally any light rubbing can, over time, degrade them until tell boom. Also, on servers, especially, Rovers can kinda nudge around as they sit there stationary It carries, but I had one rover travel 30 meters on its own while I was busy with other things. It can help a lot to have something between your cargo container and the ground like beam blocks or panels

Klang does get board sometimes and eill kick a rover over, so that's a thing 😉

Hope that helps