One of the biggest problems with Space Engineers in my opinion is a lack of objectives. There may be some implied objectives in the game like surviving and killing pirates, and the player may be able to come up with their own objectives like visiting every planet or building a huge ship, but that still leaves players wondering what to do next. Many worlds of mine have been abandoned because of this, plus there are so ...more »
I have a few suggestions. 1. Airlock force field for ships crew. There are large cargo bay doors. I was thinking for small doorways, buildings or ships for O2 atmo. No doors or sensors to wait. Just walk through. Maybe panels for ship walls in construction. 2. In Space Engineers it is a process to create a scenario and add mods. Is there anyway to check the mods before you launch the game to test to see if they are ...more »
Minecraft and Rust are very popular survival sandbox games. They have something Space Engineers desperately lacks: living blocks! Beds, rugs, paintings, food, clothes etc... The workshop has some living blocks that players desperately lack the most, but they still only serve as decoration and have no game-play value to them like a comfort or a hunger mechanic. In the latest live-stream I was reminded of this problem when ...more »
Not really sure how viable this idea is, but something I've noticed is that wheels can be freaky when dealing with mass ammounts. Basically could you add a actual display for how much strength the wheels have vs. the weight they can hold and / or move. I've had a few builds (on non-local dedicated) that they worked untill I full loaded them with cargo, and they freaked out. So a simple solution would be to have a check ...more »
When building on a planet it would be great to have a function in the game to allow the player to place a block that is perfectly flat so that it is not placed at an angle. Therefore when building a large platform it is perfectly level.
Are you using mods? Then please read and leave the comment. With increasing number of good mods, I begin to feel lack some management possibilities for mods in world options. There are some features I personally miss the most: Create and save lists of mods - There are hundreds of 'must have' mods, but you usually need to pick just a few of them, when starting a new world. Example: You want to design a capital ship in ...more »
Currently if you build anything with pistons or rotors, the other side of the moving part counts as a subgrid. And when you try to build a design like this in survival from a projector, the projector doesn't show the subgrids. The way I'd implement this: when you save the blueprint it does have the subgrids, so the data is there, you could paste in creative. When you work with a projector, things start out as normal, ...more »
There would be a single on / off switch with the sensor menu. When it's off, the sensors behave exactly as they do now: when the object gets in range the sensor triggers the desired action. When you enable this feature however, the sensor would trigger the desired action when the object leaves the sensor area.
This behavior can be simulated with programming, but it's more effort.
The basic idea is to look at a map and give orders to your ships by clicking, like move here, or attack this ship. See From the Depths game for the correct implementation.
This feature would have better AI as a prerequisite.
Customisable weapons would make this more enjoyable. (also see From the Depths, although they overcomplicated it)
As an indication of what I mean, you could look at the From the Depths AI. It has options like whether to go broadside, or straight on, what distance to keep, should it stay in short range or have attack runs etc. Some of these are more useful only with advanced weapons. I'd also like to see good dogfighting drones, as that would be more fun. (ie the whole ship would need to face you, so heavily armored drones would ...more »
Sensors can accurately detect if there's a bit of asteroid right in front, with planets however they seem to only trigger based on the approximate radius of the planet. They should detect if there's planet material in range (ie things you can collide with), that is not removed with mining.
This could primarily be useful for some automated miners (eg move when bit ahead is mined already)
Currently there's that problem that when you try to build a walker (ie something that moves by moving blocks through pistons and rotors) they seem to break very easily when the legs touch the ground even by looking at it, it seems like the force shouldn't be big.
I've seen this on small ships, I'm not sure about large ones.