Grid AI seems to be my first update i would want, then the encounters update and the block(s) i would like to see would be 1x3 and 1x4 slope, still don't understand why they aren't ingame already...
If they could make AI mine, build, react to players, and react to factions then this game will become so alive it will be one of the best games out there
Ye, I tried doing this with AI script mods but damn, you get like 5-10 minutes until a ship comes by and wreck your base, then every time you build a power generator or something it comes back with a vengeance. If the devs can pull this off, as in make the AI actually do something other than being extremely, vengefully, recklessly violent like the AI scripts mods I used, it would be great.
With AI I can finally build the one thing I’ve always had a shortage of in space engineers : Friends to play, fight with and fly around with in space engineers
This is a good idea IMHO, especially if it also includes a form of stealth to counter it. That way, you have to choose to use space/PCU for stealth (which will limit other things) or just build big and loud.
I would love radars, because the whole classic “go dark” idea of fully powering down a ship or powering only absolutely necessary systems, all in the goal of minimizing your radar signature from others would add some more depth to combat and even stealth fighters
I know exploration was barebone when Keen first implanted it like 8 years ago, but I loved it. Coming across a wreck or an abandon object in the middle of nowhere is just so bone chilling, especially when you mod in a darker skybox so you can't see what's in front of you in until you're on top of it. It really brings out that sense of isolation I adore about space.
@@Zer0sLegion There was a method I used to consistently find derelicts every 10/30 minutes. It involved jumping every 10KM and if something spawned there'd be a little jerk, then I'd open the draw info(f11 I believe,) and look at the nearby astroids and if there was a jump in "model triangles" it meant there was something out there. That was years ago of course, so they might have changed something.
I think they ruined exploration by changing everything into a pirate trap. As prevalent as they are, you'd expect to see great, massive fleets of pirates roving about.
Oh, I thought of something else: creating folders in the blueprints, coordinates and ship components lists. Ship components kinda sorta has this with creating groups and hiding the original items but folders would be nice too. I mean, that can't be too hard, right?
I feel like a goal could maybe be implemented with the clan system; like perhaps a planet overrun with a militaristic type of clan, it would give a large scale goal for the player to achieve as well as adding more pve.
I understand the use of the hotbar, but having a way to favorite one's most used blocks (or categorize by build type) would be very useful! I also think a more in-depth electrical system to match conveyors would be pretty cool, too. Pylons, wires, and a way to manage them would be pretty neat (Rust does this very well, and in an intuitive way). A less clang hazard way of rails could be useful for cranes, etc.. The list goes on and on!
There's actually a plugin I always play with that lets you name, save, and load/merge entire toolbar sets. Super useful when you meticulously setup all 9 bars, then want the same setup in the copilot seat and/or the remote control block. I also have a custom toolbar saved so when I start a new game, instead of redoing all 9 toolbars for my block organization, I simply press "G," click "Load," then click the saved profile and confirm the load. Boom. Takes less than 5 seconds, and my toolbar is instantly set the way I like it. Makes building so much faster. Also works in servers without the mod, because it's a client side plugin. Absolute must-have feature.
@@targard.quantumfrack6854 It's called "Toolbar Manager," by Viktor. He makes some bangin' plugins, such as "Performance Improvements," and "Multigrid Projector" (lets you load subgrids in the projector).
Thing I'd like to see would be more vehicle options like train tracks/monorails, and a actual hovercraft engine/thruster. Also, I'd love to see a multi-directional thruster block, but that's probably impossible for the game
I've seen multi-directional thruster mods in the past but not recently. They used a single block and had very low thrust, mostly for docking and tight maneuvers at low fuel/power costs.
Stuff I'd really like to see in the next few updates: 1) More environmental hazards. When we first got weather, I was thrilled. The snowy mission was really creepy at night because visibility was terrible and driving was dangerous. Now, I want more. Sandstorms that can actually degrade exposed equipment (doesn't hurt armor so you have to build inside). Radiation. High-velocity dust in space (similar to on a planet). Actual heat damage from lava and fires. A better meteor system (the current one is not good). Give the solo Survival players challenges that they have to design a solution for. 2) A decent food/water system for Survival play. Optional, of course. 3) Powered tracks for ground vehicles like tanks and heavy construction equipment. Slow but with lots of HP and maximum load. 4) Actual train wheels and tracks. 5) More curved armor blocks because I want to make more round stuff.
I need: - Homing missiles (ballistic missile defense we already have) - Much more aiming distance for guns and turrets (even WWII cruisers could shoot for tens of kilometers) - More ammo types for guns (high explosive/armor-piercing) - More velocity in space (Less asteroids - less collisions - more speed) - Effect from thrusters placement relative to the center of mass
I would definitely like for them to add more creature models or AI for NPC interactions with other hostile or neutral engineers. The modding community for this game is fantastic and anything they add that can make enemies or interactions with the world would do wonders for gameplay.
I'd like more vanilla customization options for the player character. And an option to take off your space suit(which could also make survival more engaging and make temperature and O2 a bigger issue than just if your helmet is open or closed). Also apropos of nothing I've been watching your videos for a while and I literally just noticed that you use the female engineer model.
@@Sorinoir I tend to use bright pink for my engineer and for gps markers that I want to find easily if for no other reason than it's basically the only bright color that isn't used in the rest of the game.
If we got another list wanted I’d want to see a camera screen or have the ability to assign camera feeds to differnt LCD screens and text pannels, also a 1x1 connector for small grids. And an aesthetic redesign for the handheld rifles or new classes of rifles
An "official" small head for a large hinge would be nice, so we don't need to fly in a small hinge head into it and "cheat-connect" it. Maybe as kind of a bar that runs between the two sides of the hinge. Of course it should include a connection for ammunition transfer..
I wonder if they will ever add NPCs to the vanilla game. Something like the mods that already exist for it. When I've spoken to my friends who quite SE the #1 thing they all say would bring them back is NPCs. I'm more thrilled about the AI update, but when I tell them about it they're disapointed AI doesn't mean NPCs.
Anything that makes SE more challenging I am in. The list of mods I use to do this is long but I still do not have a big challenging in the later game. Can you do a show on what mods work well together to make life in SE more challenging later in the game.
I've said it before, an exploration update would be a great time to update the look of the jump drive, perhaps an updated O2H2 Generator because they don't fit in with the new industrial and warfare versions of functional blocks. for a most wanted two, updated Gatling and missile turret designs for large and small grid since again, they current ones don't match with the warfare version.
Space Engineers wishlist for the future: - a better and vanilla version of the frameship drive - a radar system which detects ships (so you dont need antennas) - a live 3d map of the world you are playing in - a cloaking device - the possibility to jump in a planets gravity - bigger hangar doors -more window block shapes - the ability to color blocks only from one side - a creative mode in which you are killable I know some of these exist as mods but a vanilla version would feel better.
The only thing I disagree with is the cloaking device. Knowing the style of Space Engineers, it doesn't really fit in with the rest of the technology that's available, so to speak
One feature that I really want for space engineers is a block the works similar to the timer block, but through antenna connections. A possible way it could work is to have a Sender mode/block and a receiver mode/block. Both modes/blocks would require a code to be written down in its terminal menu, The sender, when activated, would send a signal to all receivers connected to an antenna in range, and if the codes match the receiver would trigger an action. This could lead to some much more convenient but simple remote control options. It would also mesh really well with AI allowing for communication stations that allow you to change the mode/objectives of the AI with a click of a button.
Most Wanted 2: Alternate antenna versions to make use of large (2x1x5) and small (2x1x1) antenna for large and small grids. A door on the DLC bathroom/toilet block. A vertical hatch with built in ladder. Allowing controls and camera orientations for turret blocks to be modified to allow for different mounting angles (upside down, left and right side, etc.) Larger versions of airtight hangar doors.
A new most wanted update should be inspired by the game : Starship Evo with amazing building technics ramp/corner/..., Small grid attached to large without physics and 1x1 piston. This game need a war between 3 differents planets. There is 3 Alliances (one per planet). When the player join a server or a new solo game, he must choice one alliance. There is a war area located between the 3 main base of the 3 alliances. The player is free to go inside the war zone to find ship scrap or fights. Each 4 hours, there is a big event. Each player can join as a pilot inside alliance's fighters or can register his own ship for the fight. The player is free to ignore this system and go outside the war zone. A ladder board is showed during the loading. Even for a Solo Game, it can be a challenge to meet the #1 IA Ship.
They also need some changes/fixes revolving around the creation of larger Custom Turrets. I want a “mega rotor/hinge” that is capable of smoothly moving a massive custom turret with 3 Capital Railguns (might be part of a mod I have) or something similar plus the weight of the necessary armor that we have to add to prevent one shot destruction of the small and ridiculously fragile rotors/ hinges we have now
The problem usually isn't the rotors, you can actually build pretty massive turrets on a rotor. I'm guessing you have the armour attached to the guns. The physics is quite unstable when you have a lightweight grid transmitting forces between 2 heavy ones. A beefier rotor won't actually help with that. To see this in action try putting a cargo container on the middle grid, and then see how the stability changes when you add or remove ballast. I have to confess to being more experienced with cranes than turrets, but I've found ballast to be the biggest thing I can do to keep things stable. Wanting them to fix that issue is very reasonable, but beefier rotors won't help as much as you might think. A composite rotor hinge would be extremely helpful, because that could avoid the intermediate subgrid that causes the problem. Of course, complaining about the lack of stock rotors for your modded giant guns is a little wierd, as large modded rotors do exist.
@@agsystems8220 noted about the ballast, I knew the game tracked grid weight and applied it to the physics but I wasn’t sure how in depth it was. I will definitely give it another try when the updates come out. As for mods I am on console and while some modded rotors and hinges exist, the mods aren’t always kept up to date as reliably as PC mods
* 1x1x1 short piston * More/better wheels for landing gear * Single block airlock * A programmable block which can run several programs. They are huge blocks and it's a pain to have small programs on a subgrid (just make subgrids printable and stable :))
What i would REALLY want in regard to Encounters is an AI that DOES something. If an AI lands on a planet near me, i want it to start building and mining resources, running ships between bases and other tasks. Just finding a ship becomes boring and I've built bases without needing to mine simply from salvaging parts from dead ships.
I've been saying it from literally the first days of Space Engineers, what this game needs is some means to detect other players/grids. Space Engineers is HUGE. You make a base in space and there is zero chance of someone finding you. The true fun of this game is PvP, and without some form of radar/sensors, good luck finding anyone to fight. Super excited about AI blocks though, as someone that's always struggled with scripting. I can already forsee a printer shitting out AI drones to cause absolute chaos.
I can't think of a good way to balance detecting other player's bases. Rather, it would be cool if there were world events or special mining locations that everyone was incentivized to go to and you could just trail players back to their base from there.
I’m excited for all the coming updates, A.I. most of all but as for something I would like in a Most Wanted 2: the ability to change the damage output of weapons and turrets, and the health of specific blocks. Making ball turrets with rotors and hinges is great, but it doesn’t make sense for them to be so fragile in that context. Going into the build menu and editing the damage/health values of blocks and then being able to save those block settings as “Gatling Turret Custom” or “Heavy Armor Custom” would be a great asset to the game, and I assume not horribly difficult to implement. This would allow us to make ships/grids tougher without adding crazy layers of armor, and be able to say “I want the railgun to damage this block, but not be an instant kill”
My Space Engineers feature wish list: Cables and winches, for various operations from mining and construction, to planetary freight transport. (if Medieval engineers has ropes, why doesn't SE have a futuristic equivalent?) Rails for trains, either maglev or steel rails and wheels for trains. For hauling huge amounts of cargo around. (Maglevs would require superconductors.) Radiator panels for either decoration or possible heat management. 1x1 square solar panels for both large and small grids for custom solar arrays. RCS thrusters because gyros suck for large ships. Guided Missiles as either their own weapons, or controller blocks, as well as a target designator block. Fusion Reactors, with dedicated ports for fuel, and exhaust ports specifically for fusion drives. Fusion Drives, would use plasma from Fusion Reactors as propellant. (Both would require superconductors.) The small drive would be the same size as a large hydrogen thruster, and more expensive to build, but also more efficient. Atmospheric entry effects, and much higher speed limit. 10x Larger planets, and/or planetary gravity falloff similar to Real Orbits mod. Airtight centrifuge rotors for making habitable rotational sections of ships and stations. Damage model states that show damage on blocks according to a blocks health level, and would become a damage model if a block is damaged by anything other than a grinder. Welding would convert the damage models to construction models.
It looks as though we're finally getting the small ejector redone as a small connector, which by itself should change lots of things. No 3x3 connector required just to refuel and rearm things. Look at the ore delivery drone teaser and ask yourself how that drone docks and drops off ore while the dropped ore is in small ejector chunks. What I want for another Most Wanted? Well, here's some offhand, some are available as mods: - 3x3 small grid piston - small grid alternate piston head (3x3 port) for large grid piston - large grid alternate piston head for 3x3 small grid piston - short (half height) pistons for 1x1 small grid, 3x3 small grid and large grid - the ability for large grid hinges and (advanced) rotors to additionally spawn both 1x1 and 3x3 small grid heads - the ability for 3x3 small grid hinges and (advanced) rotors to additionally spawn both 1x1 small grid and large grid heads - more decorative blocks with integrated lights. Shower, kitchen, desk, door, whatever. - The triangular and sloped sides of the half slope block as armor panels. - A 1x3x3 small grid conveyor frame with mounting points. Currently only the 3x3 conveyor sorter has both that size and can mount things (cameras, lights) - A 3x3 small grid conveyor frame with the ports offset one block to one side. If I were to spend some time on it I could likely come up with lots more.
I for my part need a clang safe large to small grid and vice versa linking block. A simple LG-plate which is one half SG-block thick with the usual 25 SG-attatchements as the other half of this SG half block. The workaround with hinges and rotors is bread and butter nowadays but it would be great to have an even thinner solution with no moving parts. The rest of the LG-volume of 4x5x5 SG-blocks is then our start to build from. With such a link we could for example put SG-timer and LCDs onto our bridges or engineering bays without suffering all the issues of clang, because the Link should'nt be a moving part. For as long as our PCU can handle more and more multigrid stuff And just think of all the beautiful small grid furniture ideas!
SE always has been "find your own fun" but making an optional simple goal like making "Alien Invasion" style goal could be beneficial. Placing an AI controlled stronghold on Alien Planet somewhere. The stronghold periodically adds more buildings around itself and sends large and small ships towards players. Player goal is to visit all planets and find special kind of beacons in them to disable main stronghold's safe zone bubble to finally attack it. I know thats what scenarios are for but making it an always looming threat and a goal (can be disabled in options of course) could make game a bit more interesting.
Idk if im the only one, but I feel like we really need a better way to print/construct ships - something like a construction yard. Setting up ship printers is very difficult, especially due to welder/performance limitations on multiplayer. Maybe we’ll be able to have welding ai? That would be really cool
I'd love to see Tank Tracks added in game and the ability to paint selected sides of a block but have it only paint that one side, not the entire block.... also motorcycle wheels and proper air craft wheels, oh and wings or wing parts rather than having a mod for it. water integration is another one i'd like to see in game, with story missions which include those
@@Zer0sLegion or they may just do what 7 days to die devs did and do an update which gives the new engine and replaces the old one instead of releasing SE2 which i think may be more possible
@@shaneedwards596 I don't think it will be that easy from what it looks like keen are planning. It's not like they're moving from v5 to v6 of unreal, the new engine is so much more advanced it looks like everything would have to be remade from scratch for it.
I don't really play with anyone else, but from what I've noticed, the lock system pretty much defeats the purpose of stealth ships; unless you've got a whole fleet or you sneak up from behind, you may as well fly a disco ball, since you'll have a large circle around you anyway. If Encounters adds more varied enemies, I'd love for at least a few to be stealthy, in which case they'd have to add a way to un-target ships. So perhaps a block that does that could work well. As said I'm not playing pvp, so I don't know how to balance it properly, but restricting it to small grids could be plenty. You can still focus on the main ship and base, but the tiny fighters which usually get destroyed in 1 or 2 hits can hope to not get hit. Another downside could be a large power cost, so you'd have to increase the power storage if you want to use it for a whole fight. Similar to the Energy Shield mod's ship shield controller, it could also require exposure, so it's an easy target. If the exposure is a thing, I could see bases being able to use it. Put a range limit on it, and you'll have people trying to look for the block. That aside, since Most Wanted gave us more armor blocks, I'd love that to be done for MW2 as well. Whenever I do unorthodox shapes, I run into the problem of needing blocks which I just don't have, though this was much better after the MW update. I don't recall how many blocks were added off the top of my head, but I'm sure around that many blocks would fill all the holes on my ships and bases. There's also some missing Railings, such as one that fits the small ramp (the corner block that's a half block high), I love using it but I can never put railings there.
Can someone please help me out with this game? When I play Space Engineers, I start on a planet, moon, or asteroid. You have to gather stone to build your first assembler, refinery, and related things, then start mining iron, nickle, silicon, and hopefully when you find it cobalt, as cobalt is essential for the better buildings. Eventually you also can find silver and gold. When you build a big enough base, and can refine tons of gear, you can build a spaceship. This spaceship is used to take you to the nearby asteroid fields, where you can mine the most valuable resources - platinum and uranium - which can be used to build even bigger and better bases and spaceships. You can also, when you find a trade beacon, trade with other races to obtain gear faster. To me, that is the game Space Engineers. However, whenever people make videos about the game, they always seem to show space battles - giant ships trading missiles and other kinetic merryment with each other, blowing parts off each other, lots of shooting, and the like. Now in all the times I have played through the game, I have never seen one enemy ship - let alone a fleet of them. I can build turrets and missile launchers, but they are purely decoration as there is nothing to fire at. Please someone tell me what I am doing wrong? Is it the same game we are talking about?
It'll either be one of two things, either mods or they're creating scenarios where other player play the enemy fleets that attack them. There are enemy NPCs in the game but they're so few and far in between you'll very rarely encounter them.
About those bookmarks appearing everywhere. I'd like to be able to set a max range on them, that's overridden if I specifically target (or adjust its range back to everywhere). I might have a long range to a mining field area, but I don't need to see everything there until I get close. The way those stack at long range kinda does this but it also merges things I don't want it to with things I do. Also only works at really long range so if you're mid to close its still a mess.
Due to the way the planets are created in SE, I don't think caves are possible as they're generated via height map. That doesn't mean it won't be possible in the new engine though.
tank tracks of different lengths and heights have more surface friction, are slower and take up more space, but by having more suspensions, they can cross the ground better. They resist more weight and have more traction Although I don't know if there are technical limitations that make it impossible to implement mainly because of the suspension
Cameras. In two flavors. 1) Useful ones. and 2) Cinematographic ones. Use like ALL connectors have a built in docking camera. ones that are NOT fisheyed. also ability to route cameras to LCD Panels. 2) Lights Camera Action. We need the equivalent to Steve. Cameras that are invisible which can be controlled (timelapse, smooth motion and aim at object or aim at motion, etc.)
I would LOVE an encounters update. The game could benefit from it soo much! It could even create a new gameplay loop with fighting or pirating which would liberate the player from the somewhat boring current mining gameplay loop.
It'd be nice if we just felt the presence of the factions properly, like actual large industrial undertakings and turn most stations into just halfway points better meant to facilitate refuel, supply, and coordinate transport to/ from their industrial undertakings. Mining companies export resources, ship building companies buy them and sell ships. Pirates set up raids on high vallue transports... heck I'd love to see an anti jump field block pirates could use to force transports into fights. I'd like an actual shipyard I can go to to buy a ship, even scale the ships you can buy to the resources moving through the faction, so if you boost the economy of a faction by doing transport missions, resource collection missions, buying ships and or resources they can afford to build bigger and better ships to sell you.
@@Zer0sLegion only if you find the right station by random chance that looks nothing like a shipyard, has no scaling, sells mediocre/ bad ships, and your ship just pops into existence in a random space around you, leaving you in complete disappointment for what it could have been... They could at least let it pop out of hyperspace attached to a tow ship just for the tow ship to jump again after a minute.
Most Wanted... I've always wanted to make walking battlemechs. I'm hoping the "auto align to GravityP" will help with some of that. But having your arm-weapons align to where I'm pointing is beyond me.
Grid AI. I really hope the shield AI block can detect incoming fire, so your drones can dodge it or you can feed the signal into an event controller to make reactive armour or intercepting missiles. Also it'd be nice if it could detect what type of shot, since Gatling fire and railgun fire would need to be dodged from different ranges because of their different speeds, and once again an event controller could be used to make sure the interceptors don't waste themselves on weaker fire like autocannons.
More reasons to go out and explore each of the preset maps, as so far it feels so empty. My normal single player runs have been nothing but a waiting game until a RUST freighter spawns then just use that as a mobile base.
The econ and mission system could use an update to make it more used aside from buying zone chips to have an invulnerable shield. One thought is to change bounty missions from a player only thing to a pve mission also if there is no players the npc is pissed at. And have the bounty mission come in different difficulty and pay out so you can select one to suit your ships capabilities. But basically they just spawn certain ships that are always pirates or other red factions that are owned by a "named person" that is the target. Or the bounty could just be on the ship itself and the ships while using a hull from a NPC ship list might spawn with a special name like "The Nemesis."
Here's my list of things I'd love: -Armored hinges/rotors/pistons that puts out multitudes more force -Bigger slopes like 1x3 or 1x5 so that we can make more scifi ships that are typically angular -Bigger hangar doors and gates -Blocks with dummies or NPCs to make your ships/bases feel lived in -New jump drive block -Updated gatling turret because it always looked terrible and now looks even worse in comparison to warfare 2 turrets (queue boomers coming with with the muh ugly naval turrets hurr hurr) -More window blocks -Performance friendly grinders/welders. For real, I'd rather have a welder that light up like a simple light or not light up at all and be able to have 50 on servers with no performance degradation than to have the seizure inducing flashes that 20 welders will tank a server with. Aside from that, I look forward to an exploration update. SE is way too barren. I'd even be down with them putting large scenario assets on every planet.
I am looking forward to having my drone fleet vs ai drone fleets. As for a feature i want to see added. Improved placement. Puring down big blocks in survival is a pain in the butt.
If the AI Blocks can be used alongside And Or blocks for certain things like. “Reach certain distance from antenna[build antenna station] (likely using a 3d printer on a massive rover or ship). Well. I’ll like to say my plans to conquer planets via an ever expanding drone fleet, that uses feedback loops. Causing it to snowball? This my friends is how we make Space Engineers to become Factorio. And I desire it ever so. To have an automated planet (or planet bases like space elevators) is my dream
things i would like is npc foes like what crew enabled does dynamic faction interaction as it is its basicly just heres a store go buy or go shoot if its the pirates, what would like to see is war's break out, territory disputes, "privateer/bandit" hunting (quotes are there as i was hoping if the player is weak enough they will try to capture and cash the player in), reasons for trade ships to go to and from faction hubs (perhaps trade agreements or aid to fix damage), and a faction specialty of sorts be it a really good ship design or a semi unique service and an expansion on pirates to make them less a constent nuscence and have reasons to want to ally/ peace them. like being able to call them in to support a raid in exchange for credits or salvage rights, have them help set up a trap or provide intel on cargo ship routes, to even providing a service simalr to a faction they just raided... also i would like factions to have actual bases (and expansions) not these outpost things, with each faction having a style of some sort. with pirates being well pirates starting out mobile and fragile to gradually stealing bits from other factions to make them slightly stronger... with a chance of backfire and weakening them instead, with other factions choosing from a list of presets would also like the player to be able to build a faction too. sorry for the wall o text.
Know what would be really cool? If when SE2 comes out, our SE blueprints can be transferred over, as well as any subscribed BPs on the Workshop. Maybe they won't be totally compatible, but it's still better than starting from scratch.
@@MediumRareOpinions I'd imagine we'll still have small and large blocks, they'll just but on the same grid rather than needing to hack it with rotors and hinges
Of all the updates I'm most looking forward to Grid AI. But I'm suspecting that is down more to the anticipation and the fact that it is the one we know the most about. In terms of stuff I'd love to see added there are 3. Number 1, indirect fire weapons, a ship mounted mortar or some such. Number 2, radar, it is such a key component in any and all aerial and maritime vehicles in real life as well as in scifi that it feels odd not to have any such system in SE. And finally number 3, functional wings. Simply because building smalls ships that function in both space and within atmospheres would be vastly simplified by this
The problem with indirect fire in SE is that all weapons (except for missiles, as those could feasibly have some kind of control) have to go in a straight line to make sense in space, otherwise it would require impossible phantom forces.
@@nikkiofthevalley of course they would go in a strait line in space? The point of indirect fire is to function on planets and the system for that is already in place since natural gravity affects shells in flight. They would just need to make a weapon with really long possible flight time and a slow shell velocity. Hell if they made the range long enough they could function as orbital bombarded weapons in space ships. Giving them a function in space as well but for balance the shells would be too slow to be effective ship to ship weapons over such long distances in space
Im on console so i would like the ability to have my LCDs display USEFUL info like Jump Drive Charge, Cargo Capacity, maybe some other things i can't think of right now.
I would like to see better turret control. Currently, if you want to build a turret (like on a tank), and control it, you can't do it while driving (unless you use a wonky script). Currently, I am redesigning my tanks to be two player (driver and gunner). But I would love for them to single player functional.
Wheels need some rework, I think. Rovers seem to have too much trouble going over bumps and up slopes. I saw a UA-cam video testing APCs and wheeled tanks and boy did they struggle with small obstacles. It's just not realistic enough. That's an item I'd like in the next update. That idea about radar is also great. I'd love to see that also.
I really want to see items to build tanks like catapiller tracks and 75mm to 155mm cannons. With that they can build artillery that can fire a shell that can drop.
It would be nice to see one particular thing they removed from the game put back in as part of a story: The obelisks. I seem to remember that one was on the north pole of the moon, and there were supposed to be several others. I'd like to see just plain abandoned, derelict structures added to planets. Not like the mod that, in my opinion, ruins it by placing functioning turrets in these supposedly old, abandoned settlements, but just having some abandoned structures dotting the landscape. Give it the feeling that someone was once there. And not some careless idiot who left a bunch of automated turrets powered and loaded when they departed.
I don't think food will ever be added to the game, that's more that likely going to stay as a mod. They said Grid AI was there first look at AI though, so who knows, we could get npcs in the future.
I'd like to see some new game modes to use the AI, like tower defense mode or invasion mode. I want an AI that cheats so hard you literally can't survive it because it spawns too many enemies and you have to build at least fifty turrets just to hold ground unless you retreat. The AI should print missiles with warheads just like players would, and it should also drop bombs in gravity environments like players would. There should also be rammers and tunneling griefers to bypass your defenses on the ground. They could also implement the shields mod, I mean they already suspended disbelief with the jump drive so may as well add shields. Also, the removal of safe zones that protect offline and online grids would be great. They didn't implement safe zones correctly in my opinion. The only safe zones should be available to server admins for world creation, like spawning areas etc, but players should not be safe from other players in general.
I wounder if thier trying to make it more like a mainstream space game so it can appeal to a larger audiance when it releases on PS ( ie - more random encounters and faction based combat ) . In the livestream they said the PS version would come with a dlc embeded , but refused to say which one - my guess it's the survival/encounters/end-game dlc yet to release . Could be a huge year for SE
These updates were already on the roadmap for SE as far as I'm aware, they just keen the Xbox and PS version up to date with the PC version for Crossplay. I don't recall them saying there was a DLC imbedded, they said that you'd get a DLC for free if you preordered.
I agree that the GPS system needs a rework but its current iteration is beneficial for players in some ways. Being able to plop a point down where ever you want without building a beacon/antenna is super great. On the inverse though, that means that beacons and antenna really have no use except to broadcast ore locations. So a rework would likely brake one of the conveniences that the current system has but in the end, it would probably be for the best
I have an idea, but it would probably have to be a completely new game, the point would be that the player would start in prehistoric times and gradually explore until he gets to what we have in space engineers and more 🤔
One of the things about blocks such as scripting blocks is that they get quite large on large grid and take a lot of space. Sure, you can use a rotor and just put all of those blocks on a small grid, but that does not work with blueprints. It would be really nice if a single large grid block could have more than one functionality. I can definitely see large grids needing to be rather large to accommodate all of those AI blocks. That's another clunky system that needs to be reviewed.
I don't really use scripts so I've never ran into the problem personally with not having enough space for my programable blocks but I definitely have enough space to put put dozens of timers and AI blocks on all my large grid ships. Unless you're building as small as possible, I don't see how this could be an issue.
If they make a meaningful update like encounters/planetary bases ill not only come back but I'll never leave n they can have all my money! I have so many vehicles meticulous built that have no real use in the game so I never get to use them it really bums me out
Ngl ngl I am damn well *Keen* 'crappy drum set mp.3' on the event controller same as I am with grid ai primarily because of the uses it would have like automatically turning off engines once your ship is connected or when landing gear activates turn off thrusters etc etc
Which of these updates are you most excited for and what feature would you most like to get added to Space engineers?
The encounters update for sure
For some reason the grid AI is the one I love, like imagine having a drone releasing ship that can fix it self ENTIRELY?! Wow I'm excited for that!
The survival update
Grid AI seems to be my first update i would want, then the encounters update
and the block(s) i would like to see would be 1x3 and 1x4 slope, still don't understand why they aren't ingame already...
The slopes aren't in the game because each slope would require an exponential number of transition slope blocks
If they could make AI mine, build, react to players, and react to factions then this game will become so alive it will be one of the best games out there
Imagine being able to make mining drones to go out and gather materials either raw(through mining) or from scavenging ruined structures/grids
Ye, I tried doing this with AI script mods but damn, you get like 5-10 minutes until a ship comes by and wreck your base, then every time you build a power generator or something it comes back with a vengeance.
If the devs can pull this off, as in make the AI actually do something other than being extremely, vengefully, recklessly violent like the AI scripts mods I used, it would be great.
@@jamiehughes5573 There already is the ability to make mining drones, just get one of the autominer scripts. they only work on pc though, not console.
Grid ai had already been demonstrated to mine...
@@jpnrndr7983iirc it hasnt
With AI I can finally build the one thing I’ve always had a shortage of in space engineers
: Friends to play, fight with and fly around with in space engineers
Friends, who needs those 😅
Introverts: "Why make friends when you can literally make friends?"
As an introvert myself, this is the way.
I will do a epic garmiliann empire againts hordes of spaceships in Star Blazer honor
I know a good SE server that’s active and I’d be happy to play with you :D
@@oliverdickens3219 thanks for the offer though I’m not at the place where my SE is right now so I will get back to you on that tomorrow
I'd like to see a radar/sensor system that uses ship PCU to determine detection range.
The more systems a ship has the more "noise" it puts out.
This is a good idea IMHO, especially if it also includes a form of stealth to counter it. That way, you have to choose to use space/PCU for stealth (which will limit other things) or just build big and loud.
I would love radars, because the whole classic “go dark” idea of fully powering down a ship or powering only absolutely necessary systems, all in the goal of minimizing your radar signature from others would add some more depth to combat and even stealth fighters
I know exploration was barebone when Keen first implanted it like 8 years ago, but I loved it.
Coming across a wreck or an abandon object in the middle of nowhere is just so bone chilling, especially when you mod in a darker skybox so you can't see what's in front of you in until you're on top of it.
It really brings out that sense of isolation I adore about space.
True but they're just very rare
Yep
@@Zer0sLegion thats where some sort of radar would be a good thing.
@@Zer0sLegion There was a method I used to consistently find derelicts every 10/30 minutes.
It involved jumping every 10KM and if something spawned there'd be a little jerk, then I'd open the draw info(f11 I believe,) and look at the nearby astroids and if there was a jump in "model triangles" it meant there was something out there.
That was years ago of course, so they might have changed something.
I think they ruined exploration by changing everything into a pirate trap. As prevalent as they are, you'd expect to see great, massive fleets of pirates roving about.
I'd like a stable, native way to include subgrids into blueprints to build them in survival mode.
They have been looking at it so who knows
@@Zer0sLegion Fingers crossed.
Oh, I thought of something else: creating folders in the blueprints, coordinates and ship components lists.
Ship components kinda sorta has this with creating groups and hiding the original items but folders would be nice too.
I mean, that can't be too hard, right?
Radar also solves part of the size problem. "3D graphical map" script comes very close to what you're looking for to fix GPS.
I'm sure there's a couple of modded and scripted solutions but they all have their own drawbacks. I'd be nice to have a base game solution.
I feel like a goal could maybe be implemented with the clan system; like perhaps a planet overrun with a militaristic type of clan, it would give a large scale goal for the player to achieve as well as adding more pve.
Something like Agaris at War?
ores need to be spread out more, especially mars don't really need a mining ship
I'd like certain ores to be limited to certain biomes or planets maybe, that would be cool.
I understand the use of the hotbar, but having a way to favorite one's most used blocks (or categorize by build type) would be very useful! I also think a more in-depth electrical system to match conveyors would be pretty cool, too. Pylons, wires, and a way to manage them would be pretty neat (Rust does this very well, and in an intuitive way). A less clang hazard way of rails could be useful for cranes, etc.. The list goes on and on!
There's actually a plugin I always play with that lets you name, save, and load/merge entire toolbar sets. Super useful when you meticulously setup all 9 bars, then want the same setup in the copilot seat and/or the remote control block.
I also have a custom toolbar saved so when I start a new game, instead of redoing all 9 toolbars for my block organization, I simply press "G," click "Load," then click the saved profile and confirm the load. Boom. Takes less than 5 seconds, and my toolbar is instantly set the way I like it. Makes building so much faster. Also works in servers without the mod, because it's a client side plugin. Absolute must-have feature.
@@Gottaculat What's its name please?
@@targard.quantumfrack6854 It's called "Toolbar Manager," by Viktor. He makes some bangin' plugins, such as "Performance Improvements," and "Multigrid Projector" (lets you load subgrids in the projector).
@@Gottaculat Thanks a lot! I never installed plugins yet but I was interested in those for a "block picker"
@@Gottaculat I just looked up Victor's workshop and I don't see anything but the multi grid projector.
Thing I'd like to see would be more vehicle options like train tracks/monorails, and a actual hovercraft engine/thruster.
Also, I'd love to see a multi-directional thruster block, but that's probably impossible for the game
Train yes, that we can automate, to collect more ressources on planet...
And then spread more distance between ressources patch...
I've seen multi-directional thruster mods in the past but not recently. They used a single block and had very low thrust, mostly for docking and tight maneuvers at low fuel/power costs.
Stuff I'd really like to see in the next few updates:
1) More environmental hazards. When we first got weather, I was thrilled. The snowy mission was really creepy at night because visibility was terrible and driving was dangerous. Now, I want more. Sandstorms that can actually degrade exposed equipment (doesn't hurt armor so you have to build inside). Radiation. High-velocity dust in space (similar to on a planet). Actual heat damage from lava and fires. A better meteor system (the current one is not good). Give the solo Survival players challenges that they have to design a solution for.
2) A decent food/water system for Survival play. Optional, of course.
3) Powered tracks for ground vehicles like tanks and heavy construction equipment. Slow but with lots of HP and maximum load.
4) Actual train wheels and tracks.
5) More curved armor blocks because I want to make more round stuff.
I need:
- Homing missiles (ballistic missile defense we already have)
- Much more aiming distance for guns and turrets (even WWII cruisers could shoot for tens of kilometers)
- More ammo types for guns (high explosive/armor-piercing)
- More velocity in space (Less asteroids - less collisions - more speed)
- Effect from thrusters placement relative to the center of mass
I would definitely like for them to add more creature models or AI for NPC interactions with other hostile or neutral engineers. The modding community for this game is fantastic and anything they add that can make enemies or interactions with the world would do wonders for gameplay.
I'd like more vanilla customization options for the player character. And an option to take off your space suit(which could also make survival more engaging and make temperature and O2 a bigger issue than just if your helmet is open or closed). Also apropos of nothing I've been watching your videos for a while and I literally just noticed that you use the female engineer model.
I don't know if it's a good thing or a bad thing the female character looks so similar to the male.
@@Zer0sLegion well, everyone looks the same in a big and chunky space suit
@@Sorinoir True, true
@@Sorinoir I tend to use bright pink for my engineer and for gps markers that I want to find easily if for no other reason than it's basically the only bright color that isn't used in the rest of the game.
If we got another list wanted I’d want to see a camera screen or have the ability to assign camera feeds to differnt LCD screens and text pannels, also a 1x1 connector for small grids. And an aesthetic redesign for the handheld rifles or new classes of rifles
Camera onto LCDs would be great but it's really resource intensive since the game has to render twice
What Cpt-Cheese said, it'd be very resource intensive.
An "official" small head for a large hinge would be nice, so we don't need to fly in a small hinge head into it and "cheat-connect" it. Maybe as kind of a bar that runs between the two sides of the hinge. Of course it should include a connection for ammunition transfer..
Yeah, that would be cool.
SE with some stealth/radar mechanics would be great
I wonder if they will ever add NPCs to the vanilla game. Something like the mods that already exist for it. When I've spoken to my friends who quite SE the #1 thing they all say would bring them back is NPCs. I'm more thrilled about the AI update, but when I tell them about it they're disapointed AI doesn't mean NPCs.
I sure we'll get something like it eventually.
Anything that makes SE more challenging I am in. The list of mods I use to do this is long but I still do not have a big challenging in the later game. Can you do a show on what mods work well together to make life in SE more challenging later in the game.
I've said it before, an exploration update would be a great time to update the look of the jump drive, perhaps an updated O2H2 Generator because they don't fit in with the new industrial and warfare versions of functional blocks. for a most wanted two, updated Gatling and missile turret designs for large and small grid since again, they current ones don't match with the warfare version.
I would love new Gatling and Missiles turrets, they look so dated compared to all the other new weapons.
Space Engineers wishlist for the future:
- a better and vanilla version of the frameship drive
- a radar system which detects ships (so you dont need antennas)
- a live 3d map of the world you are playing in
- a cloaking device
- the possibility to jump in a planets gravity
- bigger hangar doors
-more window block shapes
- the ability to color blocks only from one side
- a creative mode in which you are killable
I know some of these exist as mods but a vanilla version would feel better.
I feel like bigger hangar doors has to be coming eventually.
The only thing I disagree with is the cloaking device. Knowing the style of Space Engineers, it doesn't really fit in with the rest of the technology that's available, so to speak
One feature that I really want for space engineers is a block the works similar to the timer block, but through antenna connections. A possible way it could work is to have a Sender mode/block and a receiver mode/block. Both modes/blocks would require a code to be written down in its terminal menu, The sender, when activated, would send a signal to all receivers connected to an antenna in range, and if the codes match the receiver would trigger an action. This could lead to some much more convenient but simple remote control options. It would also mesh really well with AI allowing for communication stations that allow you to change the mode/objectives of the AI with a click of a button.
Most Wanted 2:
Alternate antenna versions to make use of large (2x1x5) and small (2x1x1) antenna for large and small grids.
A door on the DLC bathroom/toilet block.
A vertical hatch with built in ladder.
Allowing controls and camera orientations for turret blocks to be modified to allow for different mounting angles (upside down, left and right side, etc.)
Larger versions of airtight hangar doors.
A new most wanted update should be inspired by the game : Starship Evo with amazing building technics ramp/corner/..., Small grid attached to large without physics and 1x1 piston.
This game need a war between 3 differents planets. There is 3 Alliances (one per planet). When the player join a server or a new solo game, he must choice one alliance. There is a war area located between the 3 main base of the 3 alliances.
The player is free to go inside the war zone to find ship scrap or fights. Each 4 hours, there is a big event. Each player can join as a pilot inside alliance's fighters or can register his own ship for the fight.
The player is free to ignore this system and go outside the war zone. A ladder board is showed during the loading. Even for a Solo Game, it can be a challenge to meet the #1 IA Ship.
They also need some changes/fixes revolving around the creation of larger Custom Turrets. I want a “mega rotor/hinge” that is capable of smoothly moving a massive custom turret with 3 Capital Railguns (might be part of a mod I have) or something similar plus the weight of the necessary armor that we have to add to prevent one shot destruction of the small and ridiculously fragile rotors/ hinges we have now
The problem usually isn't the rotors, you can actually build pretty massive turrets on a rotor. I'm guessing you have the armour attached to the guns. The physics is quite unstable when you have a lightweight grid transmitting forces between 2 heavy ones. A beefier rotor won't actually help with that. To see this in action try putting a cargo container on the middle grid, and then see how the stability changes when you add or remove ballast. I have to confess to being more experienced with cranes than turrets, but I've found ballast to be the biggest thing I can do to keep things stable. Wanting them to fix that issue is very reasonable, but beefier rotors won't help as much as you might think.
A composite rotor hinge would be extremely helpful, because that could avoid the intermediate subgrid that causes the problem.
Of course, complaining about the lack of stock rotors for your modded giant guns is a little wierd, as large modded rotors do exist.
@@agsystems8220 noted about the ballast, I knew the game tracked grid weight and applied it to the physics but I wasn’t sure how in depth it was. I will definitely give it another try when the updates come out. As for mods I am on console and while some modded rotors and hinges exist, the mods aren’t always kept up to date as reliably as PC mods
* 1x1x1 short piston
* More/better wheels for landing gear
* Single block airlock
* A programmable block which can run several programs. They are huge blocks and it's a pain to have small programs on a subgrid (just make subgrids printable and stable :))
I need Expanse in Space engineers
Remember the Cant
What i would REALLY want in regard to Encounters is an AI that DOES something. If an AI lands on a planet near me, i want it to start building and mining resources, running ships between bases and other tasks. Just finding a ship becomes boring and I've built bases without needing to mine simply from salvaging parts from dead ships.
I've been saying it from literally the first days of Space Engineers, what this game needs is some means to detect other players/grids. Space Engineers is HUGE. You make a base in space and there is zero chance of someone finding you. The true fun of this game is PvP, and without some form of radar/sensors, good luck finding anyone to fight. Super excited about AI blocks though, as someone that's always struggled with scripting. I can already forsee a printer shitting out AI drones to cause absolute chaos.
I can't think of a good way to balance detecting other player's bases. Rather, it would be cool if there were world events or special mining locations that everyone was incentivized to go to and you could just trail players back to their base from there.
Radar would be nice to make the whole gps System better
I’m excited for all the coming updates, A.I. most of all but as for something I would like in a Most Wanted 2: the ability to change the damage output of weapons and turrets, and the health of specific blocks. Making ball turrets with rotors and hinges is great, but it doesn’t make sense for them to be so fragile in that context. Going into the build menu and editing the damage/health values of blocks and then being able to save those block settings as “Gatling Turret Custom” or “Heavy Armor Custom” would be a great asset to the game, and I assume not horribly difficult to implement. This would allow us to make ships/grids tougher without adding crazy layers of armor, and be able to say “I want the railgun to damage this block, but not be an instant kill”
That seems kinda lazy
My Space Engineers feature wish list:
Cables and winches, for various operations from mining and construction, to planetary freight transport.
(if Medieval engineers has ropes, why doesn't SE have a futuristic equivalent?)
Rails for trains, either maglev or steel rails and wheels for trains. For hauling huge amounts of cargo around.
(Maglevs would require superconductors.)
Radiator panels for either decoration or possible heat management.
1x1 square solar panels for both large and small grids for custom solar arrays.
RCS thrusters because gyros suck for large ships.
Guided Missiles as either their own weapons, or controller blocks, as well as a target designator block.
Fusion Reactors, with dedicated ports for fuel, and exhaust ports specifically for fusion drives.
Fusion Drives, would use plasma from Fusion Reactors as propellant. (Both would require superconductors.)
The small drive would be the same size as a large hydrogen thruster, and more expensive to build, but also more efficient.
Atmospheric entry effects, and much higher speed limit.
10x Larger planets, and/or planetary gravity falloff similar to Real Orbits mod.
Airtight centrifuge rotors for making habitable rotational sections of ships and stations.
Damage model states that show damage on blocks according to a blocks health level, and would become a damage model if a block is damaged by anything other than a grinder. Welding would convert the damage models to construction models.
NEW VIDEO!
EDIT: also maybe we can finally have more realistic antennas.
Finally, I've suggested a logic box long before even programming was added to the game.
It looks as though we're finally getting the small ejector redone as a small connector, which by itself should change lots of things. No 3x3 connector required just to refuel and rearm things. Look at the ore delivery drone teaser and ask yourself how that drone docks and drops off ore while the dropped ore is in small ejector chunks.
What I want for another Most Wanted? Well, here's some offhand, some are available as mods:
- 3x3 small grid piston
- small grid alternate piston head (3x3 port) for large grid piston
- large grid alternate piston head for 3x3 small grid piston
- short (half height) pistons for 1x1 small grid, 3x3 small grid and large grid
- the ability for large grid hinges and (advanced) rotors to additionally spawn both 1x1 and 3x3 small grid heads
- the ability for 3x3 small grid hinges and (advanced) rotors to additionally spawn both 1x1 small grid and large grid heads
- more decorative blocks with integrated lights. Shower, kitchen, desk, door, whatever.
- The triangular and sloped sides of the half slope block as armor panels.
- A 1x3x3 small grid conveyor frame with mounting points. Currently only the 3x3 conveyor sorter has both that size and can mount things (cameras, lights)
- A 3x3 small grid conveyor frame with the ports offset one block to one side.
If I were to spend some time on it I could likely come up with lots more.
I for my part need a clang safe large to small grid and vice versa linking block.
A simple LG-plate which is one half SG-block thick with the usual 25 SG-attatchements as the other half of this SG half block.
The workaround with hinges and rotors is bread and butter nowadays but it would be great to have an even thinner solution with no moving parts.
The rest of the LG-volume of 4x5x5 SG-blocks is then our start to build from. With such a link we could for example put SG-timer and LCDs onto our bridges or engineering bays without suffering all the issues of clang, because the Link should'nt be a moving part. For as long as our PCU can handle more and more multigrid stuff
And just think of all the beautiful small grid furniture ideas!
I don't think that'll happen in this version of the game but this is definitely something they're looking into for the next.
3:00 love it, with "if this, then that" (or in scripting ususal called, if and then) you can do complex stuff without scripting, thats realy awesome
SE always has been "find your own fun" but making an optional simple goal like making "Alien Invasion" style goal could be beneficial. Placing an AI controlled stronghold on Alien Planet somewhere. The stronghold periodically adds more buildings around itself and sends large and small ships towards players. Player goal is to visit all planets and find special kind of beacons in them to disable main stronghold's safe zone bubble to finally attack it.
I know thats what scenarios are for but making it an always looming threat and a goal (can be disabled in options of course) could make game a bit more interesting.
Idk if im the only one, but I feel like we really need a better way to print/construct ships - something like a construction yard.
Setting up ship printers is very difficult, especially due to welder/performance limitations on multiplayer. Maybe we’ll be able to have welding ai? That would be really cool
Radars would be great to take up more space in ships and stations.
But that would push you to design larger ships that can handle the size and power requirements of a radar dish and the associated systems
Cosmetic/Functional blocks I'd like added is motorcycle tires or enclosed tire axles.
I'm hoping that will be coming in the next update with the bike cockpit
I absolutely love that event controller, most important block in the entire game, I have always said it should of been part of the game years ago,
I am very much looking forward to it.
I'd love to see Tank Tracks added in game and the ability to paint selected sides of a block but have it only paint that one side, not the entire block....
also motorcycle wheels and proper air craft wheels, oh and wings or wing parts rather than having a mod for it.
water integration is another one i'd like to see in game, with story missions which include those
I'd imagine more wheels are coming soon but the block painting and water are a ways off, maybe even a new game off.
@@Zer0sLegion or they may just do what 7 days to die devs did and do an update which gives the new engine and replaces the old one instead of releasing SE2 which i think may be more possible
@@shaneedwards596 I don't think it will be that easy from what it looks like keen are planning. It's not like they're moving from v5 to v6 of unreal, the new engine is so much more advanced it looks like everything would have to be remade from scratch for it.
Now I’ll be able to build long range surface to air missiles
I don't really play with anyone else, but from what I've noticed, the lock system pretty much defeats the purpose of stealth ships; unless you've got a whole fleet or you sneak up from behind, you may as well fly a disco ball, since you'll have a large circle around you anyway. If Encounters adds more varied enemies, I'd love for at least a few to be stealthy, in which case they'd have to add a way to un-target ships. So perhaps a block that does that could work well. As said I'm not playing pvp, so I don't know how to balance it properly, but restricting it to small grids could be plenty. You can still focus on the main ship and base, but the tiny fighters which usually get destroyed in 1 or 2 hits can hope to not get hit. Another downside could be a large power cost, so you'd have to increase the power storage if you want to use it for a whole fight. Similar to the Energy Shield mod's ship shield controller, it could also require exposure, so it's an easy target. If the exposure is a thing, I could see bases being able to use it. Put a range limit on it, and you'll have people trying to look for the block.
That aside, since Most Wanted gave us more armor blocks, I'd love that to be done for MW2 as well. Whenever I do unorthodox shapes, I run into the problem of needing blocks which I just don't have, though this was much better after the MW update. I don't recall how many blocks were added off the top of my head, but I'm sure around that many blocks would fill all the holes on my ships and bases. There's also some missing Railings, such as one that fits the small ramp (the corner block that's a half block high), I love using it but I can never put railings there.
Shields, natural caves and bearings
Can someone please help me out with this game?
When I play Space Engineers, I start on a planet, moon, or asteroid. You have to gather stone to build your first assembler, refinery, and related things, then start mining iron, nickle, silicon, and hopefully when you find it cobalt, as cobalt is essential for the better buildings. Eventually you also can find silver and gold.
When you build a big enough base, and can refine tons of gear, you can build a spaceship. This spaceship is used to take you to the nearby asteroid fields, where you can mine the most valuable resources - platinum and uranium - which can be used to build even bigger and better bases and spaceships. You can also, when you find a trade beacon, trade with other races to obtain gear faster.
To me, that is the game Space Engineers.
However, whenever people make videos about the game, they always seem to show space battles - giant ships trading missiles and other kinetic merryment with each other, blowing parts off each other, lots of shooting, and the like.
Now in all the times I have played through the game, I have never seen one enemy ship - let alone a fleet of them. I can build turrets and missile launchers, but they are purely decoration as there is nothing to fire at.
Please someone tell me what I am doing wrong? Is it the same game we are talking about?
It'll either be one of two things, either mods or they're creating scenarios where other player play the enemy fleets that attack them.
There are enemy NPCs in the game but they're so few and far in between you'll very rarely encounter them.
About those bookmarks appearing everywhere. I'd like to be able to set a max range on them, that's overridden if I specifically target (or adjust its range back to everywhere). I might have a long range to a mining field area, but I don't need to see everything there until I get close. The way those stack at long range kinda does this but it also merges things I don't want it to with things I do. Also only works at really long range so if you're mid to close its still a mess.
Yeah, anything to filter them would be cool. Like, do I need to know there's a ship 20km away?
It would be cool to have the planets in se take a note from minecraft and have caves and cliffs and alot more interesting layout of the planets
Due to the way the planets are created in SE, I don't think caves are possible as they're generated via height map. That doesn't mean it won't be possible in the new engine though.
New AI, logic blocks, that sure takes a load off my shoulders. No need for overcomplicated coding anymore.
tank tracks of different lengths and heights have more surface friction, are slower and take up more space, but by having more suspensions, they can cross the ground better. They resist more weight and have more traction
Although I don't know if there are technical limitations that make it impossible to implement mainly because of the suspension
upgrades to the suit would be a great progression system
I would like a micro grid for custom Suits, Weapons and smaller drones.
Cameras. In two flavors. 1) Useful ones. and 2) Cinematographic ones. Use like ALL connectors have a built in docking camera. ones that are NOT fisheyed. also ability to route cameras to LCD Panels. 2) Lights Camera Action. We need the equivalent to Steve. Cameras that are invisible which can be controlled (timelapse, smooth motion and aim at object or aim at motion, etc.)
I would LOVE an encounters update. The game could benefit from it soo much! It could even create a new gameplay loop with fighting or pirating which would liberate the player from the somewhat boring current mining gameplay loop.
It'd be nice if we just felt the presence of the factions properly, like actual large industrial undertakings and turn most stations into just halfway points better meant to facilitate refuel, supply, and coordinate transport to/ from their industrial undertakings. Mining companies export resources, ship building companies buy them and sell ships. Pirates set up raids on high vallue transports... heck I'd love to see an anti jump field block pirates could use to force transports into fights.
I'd like an actual shipyard I can go to to buy a ship, even scale the ships you can buy to the resources moving through the faction, so if you boost the economy of a faction by doing transport missions, resource collection missions, buying ships and or resources they can afford to build bigger and better ships to sell you.
You can actually buy ships in the base game using the economy system.
@@Zer0sLegion only if you find the right station by random chance that looks nothing like a shipyard, has no scaling, sells mediocre/ bad ships, and your ship just pops into existence in a random space around you, leaving you in complete disappointment for what it could have been...
They could at least let it pop out of hyperspace attached to a tow ship just for the tow ship to jump again after a minute.
Most Wanted... I've always wanted to make walking battlemechs.
I'm hoping the "auto align to GravityP" will help with some of that. But having your arm-weapons align to where I'm pointing is beyond me.
I have a feeling Battlemechs might be a bit beyond a Most Wanted update but maybe Warfare 3 lol
Grid AI. I really hope the shield AI block can detect incoming fire, so your drones can dodge it or you can feed the signal into an event controller to make reactive armour or intercepting missiles. Also it'd be nice if it could detect what type of shot, since Gatling fire and railgun fire would need to be dodged from different ranges because of their different speeds, and once again an event controller could be used to make sure the interceptors don't waste themselves on weaker fire like autocannons.
Maybe, we'll have to wait and see
More reasons to go out and explore each of the preset maps, as so far it feels so empty. My normal single player runs have been nothing but a waiting game until a RUST freighter spawns then just use that as a mobile base.
The econ and mission system could use an update to make it more used aside from buying zone chips to have an invulnerable shield. One thought is to change bounty missions from a player only thing to a pve mission also if there is no players the npc is pissed at. And have the bounty mission come in different difficulty and pay out so you can select one to suit your ships capabilities. But basically they just spawn certain ships that are always pirates or other red factions that are owned by a "named person" that is the target. Or the bounty could just be on the ship itself and the ships while using a hull from a NPC ship list might spawn with a special name like "The Nemesis."
Bruh I was hoping the grid ai will come out this year :(
I know, very sad
@@Zer0sLegion at least I can play crossout with the new helicopter blades
@@Zer0sLegion What exactly is going on with the update? People keep alluding to it being delayed but I have so far not seen what exactly Keen said...
@@tackytrooper It was at the beginning of the PlayStation announcement stream.
I'd want new types of wheels that attach differently, like centered wheels
Here's my list of things I'd love:
-Armored hinges/rotors/pistons that puts out multitudes more force
-Bigger slopes like 1x3 or 1x5 so that we can make more scifi ships that are typically angular
-Bigger hangar doors and gates
-Blocks with dummies or NPCs to make your ships/bases feel lived in
-New jump drive block
-Updated gatling turret because it always looked terrible and now looks even worse in comparison to warfare 2 turrets (queue boomers coming with with the muh ugly naval turrets hurr hurr)
-More window blocks
-Performance friendly grinders/welders. For real, I'd rather have a welder that light up like a simple light or not light up at all and be able to have 50 on servers with no performance degradation than to have the seizure inducing flashes that 20 welders will tank a server with.
Aside from that, I look forward to an exploration update. SE is way too barren. I'd even be down with them putting large scenario assets on every planet.
feature i'd like to be added is a fixed mes to the workshop
True
I am looking forward to having my drone fleet vs ai drone fleets.
As for a feature i want to see added.
Improved placement.
Puring down big blocks in survival is a pain in the butt.
If the AI Blocks can be used alongside And Or blocks for certain things like. “Reach certain distance from antenna[build antenna station] (likely using a 3d printer on a massive rover or ship). Well. I’ll like to say my plans to conquer planets via an ever expanding drone fleet, that uses feedback loops. Causing it to snowball? This my friends is how we make Space Engineers to become Factorio. And I desire it ever so. To have an automated planet (or planet bases like space elevators) is my dream
Conveyor Air Vent should have been added to the game long, long ago!
I remember them mentioning that recently so maybe it's on their radar
Maybe the could add like a huge boss like mech that in order to you would need to do something on each planet then fight it in space!
things i would like is npc foes like what crew enabled does dynamic faction interaction as it is its basicly just heres a store go buy or go shoot if its the pirates, what would like to see is war's break out, territory disputes, "privateer/bandit" hunting (quotes are there as i was hoping if the player is weak enough they will try to capture and cash the player in), reasons for trade ships to go to and from faction hubs (perhaps trade agreements or aid to fix damage), and a faction specialty of sorts be it a really good ship design or a semi unique service and an expansion on pirates to make them less a constent nuscence and have reasons to want to ally/ peace them. like being able to call them in to support a raid in exchange for credits or salvage rights, have them help set up a trap or provide intel on cargo ship routes, to even providing a service simalr to a faction they just raided... also i would like factions to have actual bases (and expansions) not these outpost things, with each faction having a style of some sort. with pirates being well pirates starting out mobile and fragile to gradually stealing bits from other factions to make them slightly stronger... with a chance of backfire and weakening them instead, with other factions choosing from a list of presets would also like the player to be able to build a faction too. sorry for the wall o text.
Know what would be really cool?
If when SE2 comes out, our SE blueprints can be transferred over, as well as any subscribed BPs on the Workshop. Maybe they won't be totally compatible, but it's still better than starting from scratch.
I have a feeling they won't be for the simple reason that it looks like SE2 isn't going to have small and large grids.
@@Zer0sLegion interesting, are we looking at a whole game of small grid gone large?
@@MediumRareOpinions I'd imagine we'll still have small and large blocks, they'll just but on the same grid rather than needing to hack it with rotors and hinges
@@Zer0sLegion that would be fantastic for interior fittings and greeble
@@Zer0sLegion Okay, I'll start over from scratch if we get that and dynamic water. Keen, shut up and take my space credits!
Really good video. So good in fact, I watched it twice, to get all the information in my brain! Thanks!
Of all the updates I'm most looking forward to Grid AI. But I'm suspecting that is down more to the anticipation and the fact that it is the one we know the most about. In terms of stuff I'd love to see added there are 3. Number 1, indirect fire weapons, a ship mounted mortar or some such. Number 2, radar, it is such a key component in any and all aerial and maritime vehicles in real life as well as in scifi that it feels odd not to have any such system in SE. And finally number 3, functional wings. Simply because building smalls ships that function in both space and within atmospheres would be vastly simplified by this
The problem with indirect fire in SE is that all weapons (except for missiles, as those could feasibly have some kind of control) have to go in a straight line to make sense in space, otherwise it would require impossible phantom forces.
@@nikkiofthevalley of course they would go in a strait line in space? The point of indirect fire is to function on planets and the system for that is already in place since natural gravity affects shells in flight. They would just need to make a weapon with really long possible flight time and a slow shell velocity. Hell if they made the range long enough they could function as orbital bombarded weapons in space ships. Giving them a function in space as well but for balance the shells would be too slow to be effective ship to ship weapons over such long distances in space
Wait, grid AI got delayed??? NOOOOOOOOOOOOOOOO
I know, very sad...😢
@@Zer0sLegion Where are you getting this info from I cant find it anywhere else?
@@thebackround4578 PlayStation announcement stream
Im on console so i would like the ability to have my LCDs display USEFUL info like Jump Drive Charge, Cargo Capacity, maybe some other things i can't think of right now.
I would like to see better turret control. Currently, if you want to build a turret (like on a tank), and control it, you can't do it while driving (unless you use a wonky script). Currently, I am redesigning my tanks to be two player (driver and gunner). But I would love for them to single player functional.
Yes, they need to put cosmic anomalies and wear n tear so the bigger the ship the more the maintenance to encourage crew play.
Wheels need some rework, I think. Rovers seem to have too much trouble going over bumps and up slopes. I saw a UA-cam video testing APCs and wheeled tanks and boy did they struggle with small obstacles. It's just not realistic enough. That's an item I'd like in the next update. That idea about radar is also great. I'd love to see that also.
True, true, we need something to make rovers better. Terrain either needs to be made less rough or wheels better.
I really want to see items to build tanks like catapiller tracks and 75mm to 155mm cannons. With that they can build artillery that can fire a shell that can drop.
Imagine 2x2 wheels, so many cool possibilities...
I'm hoping that's coming in the next update.
I wish they would rework the older block models like Fighter Cockpit and ion thrusters. They do not fit in with the newer blocks
Gatling and missile turrets as well
The old ions are now so out of style that the warfare large and futuristic small ions have totally replaced them in all my builds.
I was introduced to space engineers because of the series the Yogscast did years ago
Same lol
It would be nice to see one particular thing they removed from the game put back in as part of a story: The obelisks. I seem to remember that one was on the north pole of the moon, and there were supposed to be several others.
I'd like to see just plain abandoned, derelict structures added to planets. Not like the mod that, in my opinion, ruins it by placing functioning turrets in these supposedly old, abandoned settlements, but just having some abandoned structures dotting the landscape. Give it the feeling that someone was once there. And not some careless idiot who left a bunch of automated turrets powered and loaded when they departed.
The Monolith and Stereolith are not removed, they're still on the moon and mars.
@@Zer0sLegion I heard they were removed. I should go look for them sometime. Never located them, myself.
Would love to see Food and AIENABLED built into the game.
I don't think food will ever be added to the game, that's more that likely going to stay as a mod. They said Grid AI was there first look at AI though, so who knows, we could get npcs in the future.
great video, it's interesting to see the timeline
I'd like to see some new game modes to use the AI, like tower defense mode or invasion mode. I want an AI that cheats so hard you literally can't survive it because it spawns too many enemies and you have to build at least fifty turrets just to hold ground unless you retreat. The AI should print missiles with warheads just like players would, and it should also drop bombs in gravity environments like players would. There should also be rammers and tunneling griefers to bypass your defenses on the ground. They could also implement the shields mod, I mean they already suspended disbelief with the jump drive so may as well add shields.
Also, the removal of safe zones that protect offline and online grids would be great. They didn't implement safe zones correctly in my opinion. The only safe zones should be available to server admins for world creation, like spawning areas etc, but players should not be safe from other players in general.
i would realy like to see real simple working mech legs so ppl can mod around those too.
I wounder if thier trying to make it more like a mainstream space game so it can appeal to a larger audiance when it releases on PS ( ie - more random encounters and faction based combat ) . In the livestream they said the PS version would come with a dlc embeded , but refused to say which one - my guess it's the survival/encounters/end-game dlc yet to release . Could be a huge year for SE
These updates were already on the roadmap for SE as far as I'm aware, they just keen the Xbox and PS version up to date with the PC version for Crossplay. I don't recall them saying there was a DLC imbedded, they said that you'd get a DLC for free if you preordered.
I agree that the GPS system needs a rework but its current iteration is beneficial for players in some ways. Being able to plop a point down where ever you want without building a beacon/antenna is super great. On the inverse though, that means that beacons and antenna really have no use except to broadcast ore locations. So a rework would likely brake one of the conveniences that the current system has but in the end, it would probably be for the best
"that means that beacons and antenna really have no use except to broadcast ore locations" Remote control?
@Targard .QuantumFrack That's right, I forgot about that use. I don't really use that functionality personally so I didn't think of it
I'm not saying remove the marker current system, I just mean we need a new system for encountering the encounters.
@@Superagent666 You don't use it so you didn't think of therefore it doesn't exists?
I have an idea, but it would probably have to be a completely new game, the point would be that the player would start in prehistoric times and gradually explore until he gets to what we have in space engineers and more 🤔
Ark sweats nervously
@@Zer0sLegion yep
Engineering is about solving problems. What the game lacks the most are these problems. One can only hope...
So... My fixation on radars in SE might have some sense into it then
One of the things about blocks such as scripting blocks is that they get quite large on large grid and take a lot of space. Sure, you can use a rotor and just put all of those blocks on a small grid, but that does not work with blueprints. It would be really nice if a single large grid block could have more than one functionality. I can definitely see large grids needing to be rather large to accommodate all of those AI blocks. That's another clunky system that needs to be reviewed.
I don't really use scripts so I've never ran into the problem personally with not having enough space for my programable blocks but I definitely have enough space to put put dozens of timers and AI blocks on all my large grid ships. Unless you're building as small as possible, I don't see how this could be an issue.
I'd love a better way to be able to sort and organise blueprints. One list can get messy
True that
this is why i love keen
If they make a meaningful update like encounters/planetary bases ill not only come back but I'll never leave n they can have all my money! I have so many vehicles meticulous built that have no real use in the game so I never get to use them it really bums me out
Solar panels that track the sun without a script.
Lets hope!
Ngl ngl I am damn well *Keen* 'crappy drum set mp.3' on the event controller same as I am with grid ai primarily because of the uses it would have like automatically turning off engines once your ship is connected or when landing gear activates turn off thrusters etc etc
Merry christmas
Same to you!