u/Away_Weekend_469

▲ 1 r/story

Crews of the Almagest [ fiction ] chapter 1

let me know what you guys think its a little project im working on for some short novels/stories

if you know the setting this is in you know ball

writing done by me and only formatted by gpt all sections written line by line by me

Chapter 1 — The Shipyard

During the early years of Almagest exploration, HEI personnel were granted the time and resources by the Colonial Authority to pursue a variety of research and development projects. Many of these initiatives had been planned before humanity’s departure from Earth, while others emerged during the Almagest mission itself. Ten thousand years is a long time for research to continue.

Unfortunately, the absence of new data and real-world experimentation meant there was no miraculous technological revolution waiting on the other side of the journey. Progress had continued, but mostly in small increments. There had been a handful of major breakthroughs in specialized fields, but nothing that fundamentally transformed civilization. One of the projects approved by the Colonial Authority was the establishment of an independent HEI shipbuilding program. To support this effort, HEI Shipyards—Almagest Division—was authorized to construct a small orbital shipyard and begin testing in-house spacecraft production.

HEI still had thousands of specialists sleeping in cryogenic storage, waiting to be awakened during the next phase of humanity’s expansion.

Among them was Captain James Bell.

James had spent most of his life commanding ships. Now in his mid-fifties, he was a seasoned officer who had volunteered for the Almagest mission decades earlier. He had also brought along a trusted crew, all volunteers. His weapons officer was Valencia Doolittle.

His co-pilot was Jack “Oh Fuck” Daniels.

His senior engineer was Bella Thomas.

And his junior engineer was Marcus “Tropic” Adams.

These were the people James trusted most.

James was the first member of his crew to be awakened. As consciousness slowly returned, he found himself groggy, lightheaded, and weak. Ten thousand years of cryogenic sleep would do that to a person.

A middle-aged woman approached from the corridor outside his chamber, her heels clicking against the metal deck as she walked. Still disoriented, James looked around and realized he was aboard a ship. The woman checked his vitals, nodded with approval, and simply told him to follow her.

They passed through airlocks and corridors, rode escalators and several vertical lifts, and eventually arrived on the bridge. For the first time since leaving Earth, James saw the Almagest system with his own eyes. He stepped toward the forward windows and stared into the darkness.

There was Verdure.

And there was her moon.

The sight stole his breath.

For several moments he simply stood there in silence. A man in a formal Colonial Authority uniform eventually approached and gave him a reassuring pat on the shoulder.

“Captain Bell,” the man said. “Welcome to Almagest. I’m Governor Princeton.”

James nodded slowly.

Princeton remembered his own awakening and recognized the distant look in James’s eyes. Everyone who came out of cryo carried it for a little while. The governor gestured toward two individuals standing near one of the command consoles.

“This is Captain Ferguson,” he said. “And Vice Admiral Bishop.”

The admiral looked up from his console with a grin.

“How was your nap?”

Still struggling through the haze of cryo recovery, James turned toward him.

Then his eyes widened.

“Daniel?” he asked in disbelief. “When the hell did you get put on the Almagest mission?”

Bishop laughed.

“Not long after you went to sleep. There was an opening after a casualty, and I decided to volunteer for the position.”

He crossed his arms.

“I saw your name in the personnel logs years ago, but nobody ever told me why you were coming out here.”

His grin widened.

“I’m glad to know you’re still taking the fun jobs.”

For the first time since waking, James smiled. In a place as distant and unfamiliar as Almagest, familiarity was a rare commodity.

Bishop motioned toward the nearby console.

“Take a look.”

Displayed above it was the HEI logo alongside a holographic model of a shipyard.

James studied it carefully.

He knew the original project. It was supposed to be a small manufacturing facility intended to produce shuttles and light transport craft for the growing colonies.

But this design was different.

Larger.

More capable.

Built to support the construction of medium-sized ships and industrial vehicles.

James looked over at Bishop.

“So everything gets bigger in Almagest?”

His sarcasm was impossible to miss.

Bishop raised an eyebrow.

“You do realize you’re still an officer, right?”

The two men exchanged smirks.

The smirk of two friends who had known each other nearly their entire lives.

James reached out for a handshake.

Instead, Bishop pulled him into a hug.

The two spent the next several hours catching up. Years had passed between James entering cryo and Bishop boarding the mission.

They had grown up together.

Same neighborhood.

Same schools.

Same college.

Even after their careers had taken them in different directions, they always found time to return home, visit family, and catch up with one another.

Their friendship ran deep.

Eventually, James was briefed on his assignment. He would command a small freighter loaded with construction materials, food supplies, industrial equipment, and personnel needed to establish the new HEI facility.

His team would accompany him.

Approximately fifty engineers and several scientists had already been assigned to the project.

James made one change.

He kept his personal crew in cryogenic storage.

There was no reason to wake them yet.

He would wait until the station was nearly complete.

One year later, construction of the shipyard had reached approximately fifty percent completion. Most of the critical systems were already operational. Gravity generators hummed throughout the station.

Oxygen production was stable.

Solar arrays stretched across several support trusses. Reactor systems provided reliable baseline power. The facility even included a large recreation dome enclosed by reinforced glass, offering workers a place to relax while surrounded by the stars.

The shipyard itself was located within the Vedere Belt, roughly three hundred kilometers from the orbital waystation positioned above Verdure. For the first time since humanity had arrived in Almagest, HEI was building something entirely its own. ——About a year into the project, James decided it was finally time to wake his crew.

They were still young. He had no desire to waste years of their lives on routine construction work in a distant corner of the galaxy. They had all volunteered for the mission and understood what they were signing up for, but James was their captain. To him, they were family.

In many ways, they were his children.

Every one of them.

He would gladly give his life for any member of his crew, and he knew without question that each of them would do the same for him. One by one, they emerged from cryogenic sleep. The same fogginess that had greeted James struck each of them just as hard.

The cryo bay was located adjacent to the station’s medical wing along one of the primary corridors. As each crew member awakened, medical personnel escorted them through a complete examination to ensure that ten thousand years of sleep had not caused any complications. Jack, being Jack, managed to cause trouble almost immediately. Still disoriented and barely awake, he stepped out of his cryo pod, took three unsteady steps, and promptly fell face-first into the deck.

The impact left a bruise across his forehead that looked suspiciously like the pattern of a metal floor grate.

There was a moment of silence.

Jack slowly pushed himself up onto his elbows.

“Oh… fuck.”

Without missing a beat, both James and Valencia repeated it.

“Oh, fuck.”

Valencia looked over at James.

“He still doesn’t have his sea legs, apparently. How many gunfights have we been through, and he still manages to do this?”

James chuckled.

“Hey, we’re still here, right? Things always work out.”

He pointed toward Jack.

“Even when they start with landing face-first into a metal grate.”

The two of them looked back toward their unfortunate co-pilot.

Jack glared at both of them.

“Go fuck yourselves.”

She and Jack were two peas in a pod. They worked side by side, doing almost everything together.

The attending nurse was far less amused.

They helped Jack back to his feet and she handed him a packet of mild pain medication.

“Try not to fall over anything else.”

Jack looked at her with complete indignation.

Once he was standing again, Valencia  gave him a mild punch to the chest to help wake him up.

It did.

The nurse simply stared back.

She had already decided she didn’t get paid enough for this. A short time later, Jack finally made his way to the bridge, where James, Valencia, and the rest of the crew had gathered. Most of them were already awake and recovering in the station galley with fresh coffee in hand.

The station itself had been designed with a simple philosophy.

If people were going to spend years living and working in deep space, they deserved a view worth looking at. Large observation windows stretched along the habitation sections, all carefully positioned to face Verdure.

The planet dominated the sky.

From the station’s location within the asteroid belt, the view was breathtaking. The asteroids themselves formed a thin cloud of drifting rock and dust that stretched across the horizon. When morning arrived and the local sun began to rise over Verdure’s distant curve, the light scattered through the dust field in brilliant shades of gold and amber.

It looked as if the stars themselves were waking up. For several minutes, the crew stood quietly, staring out the windows.

No one spoke.

Some sights demanded silence.

It had taken humanity only a few thousand people and ten thousand years of travel to witness this moment. For the first time, many of them truly felt that they had arrived.

***

The crew gathered around a small lunch table in the station galley, talking, laughing, and catching up on everything they had missed.

At first, they were a little annoyed.

When James explained that he had been awake for nearly a year, they immediately realized what that meant. The station around them hadn’t appeared overnight.

“You’ve been here a year?” Marcus asked.

James nodded.

“And you didn’t wake us?”

Several members of the crew gave him the same look.

James shrugged.

“Would you rather spend a year doing paperwork and welding in a spacesuit while boiling your ass off? Or would you rather take a slightly longer nap?”

The table went silent for a moment.

Then everyone started laughing.

They knew James.

They knew he had made the decision for one reason and one reason only: he wanted to give his crew the best possible start in their new lives. The conversation continued late into the evening.

Old stories were retold.

Arguments were resumed exactly where they had been left ten thousand years earlier. Friendships picked up as if no time had passed at all. Their bond had always been stronger than that of a typical crew.

Most crews went home at the end of the day.

For them, home was each other.

The place they had grown up no longer existed except in memory. Earth was ten thousand years and an entire galaxy away.

Out here, family was not defined by blood.

It was defined by trust.

Not only had the crew become family, but so had nearly everyone aboard the station.

Life in Almagest demanded it.

By the second year, things began to get interesting. HEI’s research divisions had completed studies on a new generation of spacecraft. Ships that would have been largely unnecessary in the Sol system due to its mature infrastructure.

Almagest was different.

Distances were greater.

Support networks were smaller.

Reliability mattered more than efficiency.

The new vessels emphasized endurance, resilience, power, and presence. Among the first concepts were the Excalibur Mod 6, the Featherfall Freighter, the Outlander Industrial Platform, and the Borehole Miner. After attending a joint presentation by Colonial Authority officials and HEI management, James finally understood why the shipyard had been built larger than originally planned.

HEI had been given a much greater role in the development of the system. The early years of colonization had been difficult.

Ships constantly required repair.

Components intended for completely different purposes had been bolted together simply because there were no alternatives. Entire vessels were assembled from salvaged parts, recycled equipment, and whatever materials happened to be available at the time. Many looked as though they might fall apart at any moment.

Yet they continued operating because they had to. Humanity did not have the luxury of waiting. Recognizing the growing need for reliable transportation and industrial infrastructure, HEI Shipyards—Almagest Division—began expanding beyond simple maintenance work.

The company took on a larger role in shipbuilding, manufacturing, and large-scale retrofitting. Initially, the station spent most of its time repairing and modifying existing hulls. Old colony support vessels were strengthened.

Cargo ships were upgraded.

Frames designed for one task were adapted to perform another.

Over time, HEI became known for this work.

If a ship needed to travel farther, carry more, survive longer, or simply stop breaking down every few weeks, HEI was the company people called. The quality of their work did not go unnoticed. As confidence in the company grew, the Colonial Authority provided additional resources, personnel, and manufacturing contracts.

Behind the scenes, much of the groundwork had already been completed. The AI research divisions aboard the Almagest colony fleet had spent ten thousand years processing engineering models. Millions of hull configurations had been analyzed.

Structural designs had been optimized.

Life-support systems had been refined.

Advances in manufacturing, materials science, spacesuit technology, and industrial engineering had accumulated over centuries of uninterrupted computation. Now, for the first time, those designs could become reality. The first vessel to roll off the line was the new Expedition Shuttle.

Though still classified as a shuttle, it possessed far greater range and capability than any small craft previously operating within Almagest.

Next came the Featherfall Freighter.

Then the Outlander Industrial Platform.

Then the Borehole Miner.

The shipyard itself was not particularly large. Its production capacity was modest compared to the great orbital shipyards humanity had once imagined. But the ships it produced became the backbone of a growing civilization.

They hauled cargo.

They transported settlers.

They built stations.

They mined resources.

They connected distant communities across the system. They represented the beginning of a future. The foundation upon which a civilization would be built.

HEI was not alone in this effort.

Many companies, organizations, and government agencies were contributing in their own ways. Throughout Almagest, shipyards were being assembled, industries were forming, and new settlements were taking root. Humanity was finally beginning to spread its wings.

But James Bell was a captain.

A captain of HEI.

And a captain within the Colonial Authority. The story he cared about was the one unfolding directly in front of him.

***

There was one project that remained unfinished. One ship that had yet to leave the drawing board.

Excalibur.

The real reason James Bell had been brought to Almagest. The real reason he had assembled the crew he did. James was never an engineer. He did not oversee manufacturing schedules, structural design studies, reactor layouts, or propulsion testing.

That was someone else’s job.

His responsibility was much simpler.

He was going to fly it.

More importantly, he was going to be the first person to fly it.

James Bell had been selected as the lead test captain for the Excalibur Program, and his crew would become some of the first people to carry humanity beyond the established settlements of Almagest.

They would chart routes.

Test systems.

Survey distant regions.

And discover what existed beyond the frontier. The Excalibur Program had begun as a series of experimental corvette designs intended to create a ship capable of operating independently for extended periods far from support infrastructure. Early prototypes had shown promise, but they also revealed significant limitations.

The most famous of these early vessels was the Excalibur Mod 6. To say it was imperfect would have been generous.

It was ugly.

The hull proportions were awkward.

Maintenance access was difficult.

Several engineers privately described it as “a collection of compromises wrapped around a railgun.” Yet despite its flaws, the ship possessed one remarkable characteristic. The hull had been engineered far beyond what most considered reasonable.

Somehow, the designers had managed to fit an XR-9 Godspear Railgun onto a vessel measuring only seventy-three meters in length, thirty-five meters in width, and fifteen meters in height. For a corvette, it was an astonishing achievement. The Mod 6 was followed by additional revisions as engineers continued refining the concept.

Each version corrected flaws discovered in testing while improving reliability, survivability, and long-range capability. The lessons learned from those early ships would ultimately lead to something much more ambitious.

For eighteen months, engineers, researchers, and manufacturing specialists worked around the clock. The Colonial Authority continued providing resources.

HEI continued expanding its facilities.

And the Excalibur team continued pushing the limits of what a small independent spacecraft could be. The result was the first production example of an entirely new frame. The HEI Excalibur-class Star Chaser 1-M R-1.0.

Unlike the earlier Excalibur variants, the 1-M was not simply another modification. It was a fundamentally redesigned vessel built from the ground up using everything the company had learned during the development of the original program. Long-range operations were no longer an afterthought.

They were the mission.

The ship incorporated improved habitation facilities, expanded cargo capacity, enhanced systems redundancy, stronger structural protection, and the ability to operate independently for extended periods without external support. Most importantly, it remained unmistakably an Excalibur.

Fast.

Heavily armed for its size.

Built to survive.

Built to explore.

Built to keep going when other ships would turn around. As James stood inside the construction hangar and looked up at the completed vessel for the first time, he felt something he had not experienced in years.

Pride.

Not because he had designed it.

Not because he had built it.

But because he had watched it become real.

The ship represented more than another contract or another production run. It represented the future of HEI in Almagest. It represented the future of long-range exploration.

And in only a few short hours, James Bell and his crew would become the first people to put it to the test.

Every reactor online.

Every thruster active.

Every system operational.

Every weapon armed.

For the first time, the Excalibur was ready to fly. And James Bell intended to take her farther than anyone had ever gone before. —The crew stood together in the hangar, staring upward.

Excalibur dominated the bay.

She was massive.

A brutal, angular hammerhead shape that somehow still managed to look sleek and elegant. Her armor plates flowed together in sharp lines and purposeful geometry, every surface designed around function rather than appearance. The broad forward hull projected confidence, while the long body stretching behind it hinted at endurance and self-sufficiency. Beneath the ship sat the feature that had defined the entire program.

The XR-9 Godspear.

Its armored housing ran along the lower centerline of the vessel, recessed into the belly and protected by layers of structure and armor. Even sitting idle, it felt imposing.

Around them, the ship hummed with life.

Power conduits carried energy throughout the vessel.

Cooling systems cycled.

Pumps moved fluids through hundreds of meters of piping. Deep within the armored heart of the ship, eight reactors worked together as a single system. The vibration could be felt through the deck plating.

It was subtle.

Constant.

Alive.

Eight reactors.

One purpose.

Fire the railgun as many times as possible.

As fast as possible.

For as long as possible.

James smiled.

That was exactly the kind of engineering philosophy he appreciated.

He began walking around the ship.

The landing gear immediately caught his attention.

They were enormous.

Large square footpads supported by thick hydraulic assemblies and reinforced structural members. The feet themselves did not retract fully into the hull. Instead, they folded into heavily armored housings where portions remained exposed.

It was not elegant.

It was practical.

Excalibur was heavy.

Far heavier than a ship of her size had any right to be. She was a vessel that should not have been capable of landing on planets. She was a vessel that should not have been capable of carrying an XR-9 Godspear.

And yet she did both.

That was the entire point.

Along either side of the hangar, the boarding ramps extended from the ship. Excalibur boarded horizontally through the rear-center section of the hull.

The ramps led directly into Main Commons.

For many aboard the vessel, Main Commons would become the true heart of the ship.

Two airlocks flanked the room.

A galley and kitchen occupied the center.

To starboard sat the Combat Information Center, protected behind armored partitions. Running forward from the center of the room was the primary corridor, a spine that connected nearly every major compartment aboard the ship.

Directly ahead lay the reactor citadel.

Behind reinforced bulkheads to port was the secondary oxygen generation facility. To starboard stood the ship’s main stairwell and lift shaft, extending vertically through multiple decks and serving as the primary route between the vessel’s major compartments. Above were the bridge and crew accommodations.

Below were cargo spaces, maintenance accessways, and support systems. The entire layout had been designed around one simple requirement: No matter what happened, the crew needed a way to reach critical systems.

Eventually the engineers gave their approval.

The ship was theirs.

At least for today.

The vessel had already undergone extensive dockside testing.

Reactors had been brought online.

Thrusters had been fired under restraint.

Life-support systems had been validated.

Power systems had been stress-tested.

The ship could function.

Everyone knew that.

The real test was still ahead.

Charging the XR-9.

Firing the XR-9.

Charging the jump drive.

And performing the vessel’s first jump.

Back in Sol, such tests would have involved committees, oversight boards, review panels, and enough paperwork to fill an entire cargo container.

In Almagest?

People were mostly figuring things out as they went. James performed one final walk around the exterior.

He inspected weld seams.

Checked armor joints.

Examined thruster housings.

Looked for signs of leakage around fuel systems and service ports.

Everything looked pristine.

The engineers had done exceptional work.

Finally, the crew boarded.

They entered through the airlock and stepped into Main Commons. From there they moved methodically throughout the ship.

They inspected the reactor room.

Checked access panels.

Verified emergency systems.

Reviewed oxygen and environmental controls.

Hangar mechanisms were tested.

Shuttle launch systems were cycled.

Airlock seals were inspected.

Backup systems were activated.

In engineering, Bella Thomas carefully reviewed the secondary reactor startup sequence. The auxiliary reactor came online exactly as expected. Marcus “Tropic” Adams spent nearly an hour checking power-routing systems and environmental controls before finally declaring himself satisfied.

Eventually, the crew made their way upward.

To the bridge.

They had all seen it before.

Most of them had walked through it while construction crews were still installing bulkheads. Some had visited while engineers were still laying wiring beneath the deck.

But now it was finished.

Now it was real.

This was their ship.

Their home.

Their responsibility.

Each member of the crew moved toward their station.

Valencia inspected the weapons consoles.

Jack examined the flight controls.

Bella reviewed engineering telemetry.

Marcus checked environmental and support systems.

For several moments nobody spoke.

They simply sat there.

Admiring the result of eighteen months of effort.

The bridge itself was spacious.

Forward observation windows stretched across the front of the compartment, offering a breathtaking view of Verdure and the surrounding asteroid belt. The command stations formed a semicircle around the captain’s chair.

Behind them sat a briefing table.

Unlike the sterile conference rooms common aboard government vessels, this one felt almost personal. The crew could gather there for mission planning.

Meals.

Paperwork.

Arguments.

Celebrations.

Or simply to sit together and watch Almagest drift by beyond the glass.

James stood quietly in front of his chair.

Then he turned toward his crew.

Jack Daniels.

Valencia Doolittle.

Bella Thomas.

Marcus Adams.

His family.

“I just wanted to say thank you.”

The room grew quiet.

“You didn’t have to come out here.”

Nobody interrupted.

“You didn’t have to volunteer. You didn’t have to leave everything behind. You sure as hell didn’t have to follow me across ten thousand years and another galaxy.”

A few smiles appeared around the room.

“But you did.”

James paused.

Looking at each of them.

“Every one of you helped get us here.”

He pointed toward the deck beneath his feet.

“This ship exists because thousands of people worked on her.”

Then he pointed around the bridge.

“But we’re the ones who get to fly her.”

Jack grinned.

“Damn right.”

A few laughs followed.

James smiled.

Over the last eighteen months, every member of the crew had found ways to contribute. James had assisted station operations and Colonial Authority logistics. Jack had spent countless hours flying supply runs throughout the belt.

Bella had worked alongside construction teams and reactor specialists. Marcus had assisted with environmental systems, fabrication projects, and station maintenance. Valencia had helped develop training programs, safety procedures, and weapons integration testing.

They had all earned their place here.

Looking around the bridge, James found himself reflecting on the decision he had made eighteen months earlier. Maybe he should have left them in cryo a little longer.

The thought lasted all of two seconds.

No.

This was where they belonged.

Together.

Exactly where they were supposed to be.

***

Through the intercom, James heard a familiar voice.

Bishop.

Apparently, the admiral had taken the time to travel all the way across his corner of the system just to personally see Excalibur depart. James looked through the bridge windows toward the observation deck attached to the station. At that angle, the triple-layer armored glass made it difficult to see clearly. Reflections danced across the surface. The viewing panels had never been intended to be observed from the side.

Part of the distortion came from the smart filtering system embedded within the glass itself. The software constantly adjusted transparency and polarization to prevent the crew from being blinded when looking toward the local star. It was a small price to pay for a bridge wrapped in windows. Through the reflections, James could just make out Bishop.

The admiral raised a hand.

Then he saluted.

A moment later the intercom clicked again.

“You ladies and gentlemen are good to go.”

There was a brief pause.

“Say hello to the engineers at Kemik Station for me.”

The transmission ended.

James smiled.

Immediately the bridge came alive.

Jack Daniels slid into the center command chair while Valencia Doolittle settled into the weapons station to port. Marcus “Tropic” Adams occupied the systems console to starboard.

The center chair technically belonged to James.

It was the captain’s station.

His station.

But James had no intention of sitting today.

Not on the first flight.

Not on the maiden voyage.

Instead, he reached up, grabbed one of the overhead handrails running along the ceiling, and positioned himself behind the crew where he could watch everything unfold.

Beside him, Bella Thomas did the same.

The senior engineer folded her arms and leaned casually against one of the support rails. She looked entirely too relaxed for someone standing aboard a brand-new corvette moments before its first flight.

“If this thing explodes,” she said, “I’m blaming every engineer except me.”

James laughed.

“That’s fair.”

Marcus rolled his eyes from his console.

“Good to know where the chain of command stands.”

Bella smirked.

“You’ll understand when you’re older.”

Marcus immediately looked offended.

Bella enjoyed that far more than she should have.

Despite the joking, both engineers had already reviewed the ship extensively. Every major system had been checked and rechecked. Thousands of diagnostic routines had been completed.

Now it was time to trust the machine.

Marcus began working through the final system verification.

“Primary reactors stable.”

“Power distribution nominal.”

“Environmental systems green.”

“Hydrogen systems green.”

“Communications green.”

One by one the reports came in.

Valencia confirmed weapons safeties and targeting systems.

Jack verified flight controls and propulsion systems.

The bridge gradually grew quiet.

The last checklists disappeared from the displays.

The final diagnostics completed.

The waiting was over.

Everyone looked toward James.

One by one, they raised a thumb.

“Green light.”

“Green light.”

“Green light.”

James turned his head slightly toward Bella.

For a moment she studied the engineering telemetry scrolling across her display. Then she nodded once.

“She’s ready.”

That was all he needed to hear.

Standing beside him, Bella rested one hand on the rail and looked out through the bridge windows at the stars beyond the shipyard. James followed her gaze.

Eighteen months of construction.

Thousands of workers.

Millions of hours.

Every weld.

Every cable.

Every reactor component.

Every armor plate.

All of it had led to this moment.

Neither of them said anything.

They didn't need to.

Excalibur was ready to fly.

Then he turned toward the bridge crew.

Immediately the bridge came alive.

Jack Daniels slid into the center command console while Valencia Doolittle settled into the weapons station to port. Marcus “Tropic” Adams occupied the systems console to starboard.

The center chair technically belonged to James.

It was the captain’s station.

His station.

But James had no intention of sitting today.

Not on the first flight.

Not on the maiden voyage.

Instead, he reached up, grabbed one of the overhead handrails running along the ceiling, and positioned himself behind the crew where he could watch everything unfold.

Beside him, Bella Thomas did the same.

The senior engineer folded her arms and leaned casually against one of the support pillars. She looked entirely too relaxed for someone standing aboard a brand-new corvette moments before its first flight.

“If this thing explodes,” she said, “I’m blaming every engineer except me.”

James laughed.

“That’s fair.”

Marcus rolled his eyes from his console.

“Good to know where the chain of command stands.”

Bella smirked.

“You’ll understand when you’re older.”

Marcus immediately looked offended.

Bella enjoyed that far more than she should have.

Despite the joking, both engineers had already reviewed the ship extensively. Every major system had been checked and rechecked. Thousands of diagnostic routines had been completed.

Now it was time to trust the machine.

Marcus began working through the final system verification.

“Primary reactors stable.”

“Power distribution nominal.”

“Environmental systems green.”

“Hydrogen systems green.”

“Communications green.”

One by one the reports came in.

Valencia confirmed weapons safeties and targeting systems.

Jack verified flight controls and propulsion systems.

The bridge gradually grew quiet.

The last checklists disappeared from the displays.

The final diagnostics completed.

The waiting was over.

Everyone looked toward James.

One by one, they raised a thumb.

“Green light.”

“Green light.”

“Green light.”

James turned his head slightly toward Bella.

For a moment she studied the engineering telemetry scrolling across her portable display. Then she nodded once.

“She’s ready.”

That was all he needed to hear.

Standing beside him, Bella rested one hand on the rail and looked out through the bridge windows at the stars beyond the shipyard. James followed her gaze.

Eighteen months of construction.

Thousands of workers.

thousands of hours.

Every weld.

Every cable.

Every reactor component.

Every armor plate.

All of it had led to this moment.

Neither of them said anything.

They didn't need to.

Excalibur was ready to fly.

Deep within the hull, the twin oversized main thrusters began their startup sequence.

At first there was only a low vibration.

A distant hum.

Then the vibration intensified.

The deck trembled beneath their feet.

The sound built steadily into a deep mechanical roar.

The engines felt alive.

Like a caged beast straining against its restraints. Like a bull trapped inside a china shop with nowhere to run.

The ship wanted to move.

Every vibration seemed to communicate the same thing.

Let me go.

Secondary maneuvering thrusters activated next. Small attitude corrections rippled through the vessel.

Docking restraints disengaged.

Across the hangar, warning lights flashed.

Gravity generators inside the bay powered down.

The massive hangar doors began to open.

Hydraulic systems groaned.

Warning klaxons echoed through the station. Excalibur’s landing gear started to retract. The enormous hydraulic assemblies folded upward into their armored housings.

Metal scraped against metal.

Actuators rotated.

Locking pins engaged.

Then came the final sound.

A deep, reassuring hissing and then a deep clunk.

The kind of sound that told every engineer aboard the ship that something heavy had just locked exactly where it was supposed to.

Bella smiled.

Marcus nodded approvingly.

Even James found himself grinning.

Everything was working.

Every system.

Every weld.

Every component.

Eighteen months of work.

Thousands of people.

Millions of hours.

All leading to this moment.

For the first time, the HEI Excalibur-class Star Chaser 1-M R-1.0 was ready to leave the shipyard.

Ready to leave home.

Ready to prove herself.

***

Immediately the bridge came alive.

***

Excalibur slowly drifted away from the shipyard. The twin oversized main thrusters remained dormant. They were simply too powerful to use in such close proximity to the station. A full-power burn would have flooded the surrounding area with plasma and  done enough to catastrophically  damage nearby structures.

Instead, the ship relied on its secondary maneuvering thrusters.

Their purpose was simple.

Precision.

Station keeping.

Docking.

Long-duration corrections over vast distances. The smaller thrusters carefully guided Excalibur clear of the station.

Slowly.

Deliberately.

For the first time in her existence, she floated freely in space.

The bridge remained quiet.

Everyone understood the significance of the moment. The ship rotated ninety degrees away from the station. Beyond the bridge windows, the shipyard hung against the stars.

Observation decks and command centers were packed with spectators.

Engineers.

Scientists.

Colonial Authority officials.

Shipyard workers.

Nearly everyone who had contributed to the project had found a window somewhere.

Among them stood Admiral Bishop.

Watching.

Smiling.

Grinning ear to ear.

This was the moment they had all been waiting for.

The reason the ship existed.

The reason it carried the name Excalibur.

Marcus glanced over from his console.

“We’re ready.”

Bella looked at him and nodded.

A small grin crossed her face.

Marcus switched channels.

“Reactors one through eight coming online for weapons testing.”

Five seconds passed.

The vibration began immediately.

Deep within the ship, power systems rerouted energy toward the XR-9 Godspear.

The hum of the reactors intensified.

The deck plates vibrated beneath their feet.

Valencia looked over her shoulder.

Her grin grew wider.

“Looks real good.”

Standing behind the crew, James and Bella watched the system readouts. Bella’s eyes constantly moved between the displays and James. Whenever he checked a value, she checked it too.

Years of working together had made the process instinctive.

Neither trusted first-run data.

Not today.

Not on this ship.

Not on this weapon.

Everything looked perfect.

James looked toward Valencia.

“Fire at test target one.”

Valencia nodded.

The targeting controls transferred to her station. One of Excalibur’s unique features allowed the weapons officer to assume limited control of the ship’s orientation during firing sequences. Rather than forcing the pilot to constantly maneuver for weapons alignment, the targeting system could rotate the vessel several degrees independently, allowing precise adjustments for firing solutions.

Jack glanced toward her.

“You have the controls?”

Valencia placed her hands on the targeting interface.

“I have the controls.”

In combat, the exchange would have taken less than a second.

Today was different.

Nobody was rushing anything.

The ship was robust.

The engineering was sound.

But they didn’t know her yet.

Valencia began the charging sequence.

The XR-9 Godspear came alive.

A low electrical buzz spread through the hull.

Capacitor banks charged.

Power conduits glowed.

The hum grew louder.

Then louder still.

The entire ship seemed to tense.

Waiting.

Valencia smiled.

“Railgun charged.”

James nodded.

“Fire.”

The XR-9 discharged.

A brilliant flash mixed with metal sparks and superheated plasma erupted beneath the ship and extended 50 meters in front of the barrel.

The bridge shook.

A violent crack echoed through the hull.

The recoil slammed backward into the ship’s structure. Almost instantly the rear thruster banks roared to life, fighting to counteract the force.

The entire vessel shuddered.

Then silence.

Everyone stared at the targeting display.

Five kilometers away, the test target vanished.

Direct hit.

The round had impacted less than a foot from the designated center point.

Nobody spoke for a moment.

Then the bridge erupted into cheers.

The first test was complete.

James grinned.

“That felt good.”

Valencia laughed.

“Little bit.”

James pointed toward the next marker.

“Go ahead and wrap up tests two and three.”

Valencia aligned Excalibur toward the second target.

Ten kilometers.

The XR-9 fired again.

Direct hit.

Twenty kilometers.

Another shot.

Direct hit.

The railgun performed flawlessly.

reddit.com
u/Away_Weekend_469 — 12 days ago

SE2 turret controller block

SE2 A COMBAT SYSTEM PROPOSAL: TURRET CONTROLLER

https://support.keenswh.com/spaceengineers2/pc/topic/54714-se2-a-combat-system-proposal-turret-controller

HEI SYSTEMS CONCEPT SERIES

SE2 A COMBAT SYSTEM PROPOSAL

TURRET CONTROLLER

Ticket-based weapon coordination, scalable power demand, and configurable fire-control architecture

A centralized but scalable control system that turns automated weapons into part of a ship's internal infrastructure rather than isolated, self-contained blocks.
DOCUMENT TYPE Combat systems concept proposal
PRIMARY SYSTEM Automated turret coordination and fire control
DESIGN PRIORITY Meaningful ship infrastructure, specialization, and redundancy

EXECUTIVE SUMMARY Automated weapons in Space Engineers are currently capable of operating as largely independent blocks. That makes them simple to use, but it also removes much of the internal infrastructure, coordination, and damage vulnerability that should distinguish a lightly armed utility ship from a purpose-built warship. The proposed Turret Controller addresses this by introducing a dedicated fire-control block that manages groups of automated weapons through a ticket-based capacity system. Each controller provides a fixed number of control tickets. Assigned weapons consume those tickets while active, and the controller's power draw scales with the amount of control capacity in use. Weapons still retain their own individual power requirements, so a heavily armed ship must support both the weapons themselves and the command infrastructure needed to operate them.

The system is intended to limit automation through infrastructure rather than through arbitrary hard caps. Players would remain free to build heavily armed ships, but doing so would require additional controllers, greater electrical generation, more cooling, protected internal space, sensor support, and redundancy.

  1. SYSTEM PURPOSE The Turret Controller would serve as the central coordination point for automated weapons assigned to it. Instead of every turret independently handling detection, target selection, tracking, and engagement, the controller would distribute fire-control capacity across a selected group of weapons.

This creates a clear distinction between mounting a weapon and being able to operate a complete weapon network. A ship with only a few defensive turrets could rely on a single controller. A larger combat vessel could divide its weapons across several protected controllers, each responsible for a different arc, target class, or combat role.

The proposal is not intended to prevent players from using large numbers of weapons. Its purpose is to ensure that weapon quantity is supported by proportional investments in power, control capacity, sensors, cooling, and survivability.

  1. TICKET-BASED CONTROL CAPACITY Every Turret Controller would provide a limited pool of control tickets. Each automated weapon would have a ticket cost based on its size, tracking complexity, firing role, and processing requirements. A weapon assigned to a controller would reserve or consume its required tickets whenever it is actively available for automated operation.

A 2.5-meter Turret Controller, for example, could provide 100 tickets. If a Gatling turret requires 25 tickets, that controller could operate up to four Gatling turrets at full capacity. The same controller might operate a larger number of simpler interior-defense weapons or only one or two advanced heavy turrets.

Example Loadout Tickets Used Capacity Used Controller Power
1 Gatling turret 25 25% Up to 10 MW
2 Gatling turrets 50 50% Up to 20 MW
3 Gatling turrets 75 75% Up to 30 MW
4 Gatling turrets 100 100% Up to 40 MW

Illustrative values only. Final ticket and power costs would be determined by weapon class and controller size.

Ticket costs provide a common scale for comparing weapons without forcing every weapon to consume the same amount of physical space or electrical power. A small rapid-tracking turret may require significant control capacity despite having a modest weapon power draw, while a slow heavy cannon may require fewer tracking updates but more advanced ballistic calculation and coordination.

  1. SCALABLE POWER DEMAND The controller's electrical demand would scale with the number of tickets actively in use. A controller rated for 100 tickets and 40 MW would approach its maximum draw only when all 100 tickets are committed. A controller operating at half capacity would consume approximately half of its maximum control power, subject to a small idle requirement.

This power is separate from the electrical demand of the weapons themselves. A Gatling turret, laser turret, railgun turret, or other weapon would continue to draw power according to its own design. The Turret Controller represents the additional processing, tracking, communication, stabilization, and coordination required to operate the weapon automatically.

The result is a layered power requirement: first, the ship must power the weapons; second, it must power the control network that allows those weapons to function as a coordinated automated system.

  1. MANUAL WEAPON ASSIGNMENT AND GROUPING Players should be able to manually select which weapons are assigned to each controller. This is essential because different sections of the same ship may require different behavior, target priorities, and engagement limits.

A ship could assign its port and starboard point-defense batteries to separate controllers, dedicate another controller to forward offensive turrets, and reserve a fourth for long-range or manually directed weapons. The same weapon type could also be divided between controllers when different settings are needed.

Manual assignment would prevent every automated weapon on a grid from inheriting one universal configuration. It would also allow players to build compartmentalized and redundant fire-control networks instead of depending on a single controller for the entire ship.

  1. FIRE-CONTROL SETTINGS AND CONTROLLER ATTRIBUTES Each Turret Controller would provide settings that apply to the weapons assigned to it. These settings would define how the group detects, prioritizes, and engages targets. The controller therefore becomes more than a capacity limiter; it becomes the interface through which players establish the combat role of a weapon group.

Possible group settings could include:

  • Maximum and minimum engagement range.
  • Target priorities for missiles, characters, small grids, large grids, or specific subsystems.
  • Projectile and missile interception behavior.
  • Ammunition conservation and burst-fire limits.
  • Coordinated fire, independent fire, or distributed target selection.
  • Overkill prevention and target handoff behavior.
  • Automatic, assisted, or fully manual operation.

Controllers could also support selectable operating attributes. A precision-tracking mode might improve accuracy at the cost of additional power or ticket usage. A rapid-response mode could improve target acquisition and switching speed while reducing effective range. A distributed-defense mode could spread fire across several incoming threats, while a coordinated-fire mode could concentrate multiple weapons against one target or subsystem.

These attributes would allow identical weapons to perform differently depending on the controller and configuration supporting them, reinforcing the wider combat-system goal of giving ship design and internal systems a direct effect on battlefield behavior.

  1. DAMAGE, REDUNDANCY, AND FALLBACK OPERATION Because the Turret Controller is a physical block, it becomes a meaningful internal system that can be protected, damaged, disabled, or destroyed. This creates a new layer of combat damage without requiring every weapon to be individually destroyed before a ship's defensive network is degraded.

If a controller is lost, its assigned weapons could lose coordinated automated targeting. Depending on the final implementation, they might fall back to limited local targeting, remain available for direct manual control, or transfer to another controller with sufficient unused tickets.

Smaller ships may accept the vulnerability of one centralized controller to save mass and power. Larger warships would have reasons to install several controllers in separate armored compartments, preserving partial weapon coverage after internal damage.

  1. INTEGRATION WITH THE WIDER COMBAT SYSTEMThe Turret Controller should interact directly with the broader armor, weapon, heat, radar, sensor, and signature systems. Its effectiveness should depend not only on ticket capacity but also on the quality of the information and infrastructure available to it.

A controller connected to advanced radar and tracking systems could coordinate weapons at greater ranges and with better target prediction. A controller operating with damaged sensors might be restricted to local weapon detection or visually confirmed targets. Electronic warfare, jamming, communication disruption, or loss of targeting data could reduce accuracy and coordination without physically destroying the turrets.

The controller itself could generate heat and electronic signature according to its active ticket usage. A ship operating a large automated weapon network would therefore become easier to detect and would need sufficient cooling to sustain that network. Low-signature operation could reduce controller output and detection range in exchange for lower emissions.

  1. SHIP DESIGN AND BALANCE OUTCOMES The primary balance advantage of this system is that it replaces an arbitrary weapon-count limit with engineering requirements. Players may still build ships carrying large numbers of automated weapons, but those ships must provide enough controller capacity, power generation, cooling, sensors, internal volume, and protection to support them.

The ticket system also provides a clear method for separating weapon classes. Small defensive weapons can be controlled efficiently in groups, while advanced or heavy weapons require a larger share of a controller's capacity. Larger controller blocks can support greater weapon networks but create more significant power, heat, space, and survivability considerations.

Most importantly, the system allows ships using the same weapons to behave differently. One vessel may configure its turrets for missile interception and distributed defense, while another may use the same weapons for concentrated anti-ship fire. The distinction comes from the fire-control architecture and supporting systems rather than from weapon statistics alone.

CONCLUSION

The Turret Controller turns automated weapons into part of a ship-wide combat network. By linking control capacity, electrical demand, targeting behavior, sensors, heat, signature, and redundancy, the system adds meaningful engineering decisions without removing player freedom. A heavily armed vessel remains possible, but its firepower must be supported by the internal systems required to control and sustain it.

https://support.keenswh.com/spaceengineers2/pc/topic/54714-se2-a-combat-system-proposal-turret-controller

reddit.com
u/Away_Weekend_469 — 13 days ago

A Combat system proposal: AI and Encounters

A Combat system proposal: AI and Encounters

https://support.keenswh.com/spaceengineers2/pc/topic/54639-a-combat-system-proposal-ai-and-encounters

With AI coming to Space Engineers 2 in the near future, I'd like to make a few suggestions that could help create more dynamic and engaging gameplay.

Keen already has voxel-based pathfinding working, which opens up a lot of interesting possibilities for NPC behavior. Rather than simply placing AI enemies at points of interest, there are several ways they could be used to create more immersive and unpredictable encounters.

Reinforcement Systems It is reasonable to assume that FPS AI will appear at mission locations and points of interest, spawning when a mission is generated or accepted.

One feature that would add a lot of depth is a reinforcement system. Instead of all NPCs being present when a player arrives, additional enemies could arrive during the mission through:

  • Planetary drop pods
  • Dropships delivering infantry
  • Small transport craft landing nearby
  • Orbital insertion vehicles

Seeing a dropship fly overhead and deploy a squad of NPCs would make encounters feel significantly more alive and reactive. It would also prevent combat from feeling completely predictable.

NPC Crews on Random Encounters Another improvement would be placing NPCs aboard random encounter ships.

Keen already creates interiors for many cargo ships and encounter vessels. Having at least one NPC crew member aboard civilian vessels, and larger crews aboard military or pirate ships, would greatly improve these encounters.

This would make boarding actions far more interesting and create meaningful risk when approaching derelicts, cargo ships, or hostile vessels. Players would need to consider how they approach an encounter rather than simply docking and immediately salvaging everything.

Different encounter types could feature different crew sizes and levels of resistance, creating greater variety throughout the game.

Delayed Response Encounters Another interesting possibility would be encounters that initially appear abandoned.

For example, a player may discover a damaged outpost, mining site, or wreck on an asteroid with no NPCs present. However, once the player lands, enters the facility, or begins interacting with it, nearby hostile forces could be alerted.

These enemies could:

  • Arrive from hidden bases elsewhere on the asteroid
  • Deploy from underground facilities
  • Fly in from nearby stations
  • Call in ship-based reinforcements

This would create tension and uncertainty during exploration. Players would never be completely sure whether an encounter is truly abandoned or simply waiting to react to their presence.

Boarding Actions and Boss Encounters Further down the line, it would be interesting to see AI integrated into ship-to-ship boarding scenarios.

One example could be special "boss" encounters tied to unique ships, missions, or high-value targets. During combat, hostile NPCs could launch boarding operations against the player rather than simply engaging from a distance.

For example, a Prototype Cruiser or other high-end enemy vessel could deploy assault teams that use breaching pods, boarding craft, or EVA packs to cross the gap between ships and infiltrate the player's vessel during the middle of a battle.

This would create multi-layered engagements where players must simultaneously manage ship combat and interior defense. A damaged ship could suddenly become far more dangerous if enemy forces gain access to critical systems such as reactors, control rooms, weapon bays, or engineering spaces.

These encounters could serve as memorable mission climaxes, requiring players to secure their ship's interior, establish defensive positions, and repel boarders while continuing to fight the enemy vessel outside. They would also provide an additional incentive for players to design defensible interiors, secure airlocks, and consider internal ship layouts as part of their overall combat strategy.

Over time, this system could expand into dedicated boarding-focused missions, pirate raids, military assaults, and special boss encounters that make use of both Space Engineers 2's ship combat and FPS gameplay systems.

Dynamic Communications To support these systems, NPCs could have simple communication behaviors.

For example:

  • Guards could attempt to call for help when they spot a player.
  • Outposts could send distress signals when attacked.
  • Cargo ships could request military assistance.
  • Pirate forces could coordinate reinforcements.

This would make the game world feel more connected and believable while providing opportunities for players to disrupt communications before additional forces arrive.

Conclusion The addition of reinforcement systems, crewed encounter ships, delayed-response encounters, boarding actions, and NPC communication networks would make Space Engineers 2 feel significantly more dynamic.

Instead of static encounters where all threats are immediately visible, players would face evolving situations that reward planning, scouting, stealth, and tactical decision-making. These systems would help transform NPC encounters from simple combat scenarios into memorable gameplay experiences that feel like part of a living world. They would also encourage players to think about ship design, internal security, and crew defense in ways that go beyond traditional vehicle combat.

support.keenswh.com
u/Away_Weekend_469 — 25 days ago

A combat system proposal: The Thrusters of se2

A combat system proposal: The Thrusters of se2

https://support.keenswh.com/spaceengineers2/pc/topic/54638-a-combat-system-proposal-the-thrusters-of-se2

Additional Propulsion Proposal With the introduction of the new combat systems, propulsion choice could become a much more important part of ship design in Space Engineers 2.

Currently, the game features four primary propulsion types: propellers, atmospheric thrusters, hydrogen thrusters, and ion thrusters. One interesting addition could be a late-game propulsion tier similar in concept to the Prototech blocks from Space Engineers 1—advanced systems that offer significantly improved performance while introducing new tradeoffs and resource requirements.

Some examples could include:

  • Jet Thrusters – A fuel-consuming atmospheric propulsion system designed for use within planetary atmospheres. These could provide substantially higher thrust than standard atmospheric thrusters at the cost of fuel consumption, increased manufacturing cost, and potentially a larger signature.
  • Hybrid Hydrogen-Ion Thrusters – Advanced thrusters that consume both hydrogen and electrical power. These could provide greater thrust output than standard hydrogen or ion thrusters while offering improved efficiency in space. To maintain balance, they could be less effective within planetary gravity wells or atmospheres.

These additions would provide players with more meaningful propulsion choices and create additional late-game progression goals. Rather than simply upgrading to larger versions of existing thrusters, players would need to consider fuel consumption, operating environments, power requirements, manufacturing costs, and ship roles when selecting propulsion systems.

As a smaller quality-of-life addition, it would also be interesting to see a thruster cover block. This would allow builders to better integrate thrusters into ship designs, improve aesthetics, and create more streamlined hull shapes without sacrificing functionality....plzz thruster covers

support.keenswh.com
u/Away_Weekend_469 — 25 days ago

Combat System Proposal: The Weapons of Space Engineers 2

Combat System Proposal: The Weapons of Space Engineers 2

ticket link

https://support.keenswh.com/spaceengineers2/pc/topic/54573-a-combat-system-proposal-the-weapons-of-se2

------------------------------------------------------------------

--TLDR -- new weapons and mechanics to use them, weapons need roles that they fill with obvious pros and cons of using them, more dynamic weapon systems like adding capacitors so that railguns can fire and if the capacitors die the ship suffers a momentary emp, add secondary blocks to large weapons that are explody, add guided weapons,bombs,and drones. and a bunch of other stuff.--

In Space Engineers 1, weapons were gradually expanded over time. We eventually received more weapon variety, more ammunition types, and more combat blocks, but for a long time there was not enough meaningful content to use those weapons against. For many years, combat mostly depended on player-made ships, player-made scenarios, or basic pirate encounters.

That started to change much later, especially with the more advanced encounters and Prototech-style content added in recent years. Those additions gave players a stronger reason to build armed ships, improve defenses, prepare for combat, and progress beyond simple resource gathering.

With that in mind, it is worth asking the most important question:

Why do weapons need to be in Space Engineers 2 in the first place?

The answer is not simply “because combat is fun.” Weapons are important because they can support progression, create new gameplay loops, enable missions, give encounters real stakes, and push players to build with purpose.

Without weapons, progression can become too simple: gather resources, build larger machines, gather resources faster, then repeat. Weapons change that. They create pressure. They create risk. They create reasons to design better ships, better armor, better bases, better logistics, and better utility systems.

A good combat system gives the player a reason to build something.

Not just a bigger miner.

Not just a larger cargo ship.

Not just a decorative capital ship.

A real combat system gives the player a reason to build a ship with armor, sensors, weapons, countermeasures, interior defenses, boarding access, redundancy, and a clear tactical role.

That is what made the Prototech concept in Space Engineers 1 interesting. It was not only about finding rare parts. It gave players a reason to go somewhere dangerous, fight something stronger than normal, recover valuable technology, and build around that goal.

Space Engineers 2 has the potential to take that much further.

One of the most important future possibilities is NPC behavior. If Space Engineers 2 includes proper first-person NPC pathing, that is a much bigger deal than it may sound at first.

Most games handle AI movement by manually creating something called a navigation mesh. A navigation mesh tells NPCs where they are allowed to walk. In most games, developers build those paths by hand inside fixed levels.

But Space Engineers is not a normal fixed-level game. Players build the world. Players build the ships. Players build the stations, outposts, corridors, doors, stairways, hangars, and rooms.

So if NPCs in Space Engineers 2 can pathfind across player-built blocks, that means the game either has navigation data built into blocks, generates navigation procedurally, or uses a dynamic system similar to how movement can be handled across voxel terrain.

That is huge.

Because it means NPCs may not be limited to scripted arenas or hand-made buildings. They could potentially move through ships and stations that players designed themselves.

That changes everything.

Hostile NPCs could board your ship.

You could board an enemy ship.

Crew compartments could matter.

Doors could matter.

Interior turrets could matter.

Corridor layouts could matter.

Airlocks could matter.

Ship interiors could become part of combat instead of just decoration.

Now combine that with a deeper combat system: radar, scanning, signatures, stealth, armor behavior, weapon roles, countermeasures, and more realistic damage mechanics.

In that kind of system, combat stops being a simple question of:

“Can I out-DPS this enemy?”

Instead, it becomes:

“How do I fight this in the smartest way possible?”

That is the goal.

A good Space Engineers 2 weapon system should not just be about adding more guns. It should be about adding weapons with clear roles, strengths, weaknesses, and tactical purpose.

For example, a heavily armored Prototech cruiser should not be defeated the same way every time. Depending on how it is built, you might need to approach the fight differently.

You might use railguns or artillery to penetrate armor.

You might use repeating cannons to strip exposed systems.

You might use missiles or torpedoes to overwhelm defenses.

You might use flak and Gatling CIWS to defend against drones or incoming munitions.

You might use stealth and low signature to approach without being detected.

You might disable engines instead of destroying the whole ship.

You might board it, clear out hostile NPCs, and capture it from the inside.

That is where the weapon system becomes important.

Weapons affect how players build.

Weapons affect how players fight.

Weapons affect how players defend.

Weapons affect how encounters are designed.

Weapons affect how missions work.

Weapons affect how ships are captured, disabled, repaired, or destroyed.

A ship with only exterior weapons fights differently from a ship with internal security.

A ship with heavy armor fights differently from a ship relying on stealth.

A ship with missiles needs logistics and countermeasure planning.

A ship with railguns needs precision and power support.

A ship with large cannons needs recoil management, ammunition storage, and armor protection.

A boarding-focused encounter needs interiors that are worth fighting through.

This is why weapon flexibility matters.

The weapons in Space Engineers 2 should not all overlap. Each weapon should have a job. Each weapon should push players toward different design choices.

A Gatling CIWS turret should not do the same job as an artillery turret.

A flak turret should not do the same job as a railgun.

A repeating cannon should not do the same job as a battlecannon.

A rocket turret should not do the same job as a guided missile launcher.

A laser defense turret should not replace every other point-defense system.

A heavy battlecannon should feel like a major ship or station weapon, not just a slightly larger turret.

The purpose of this proposal is to create a weapon ecosystem where each weapon changes how the player approaches a problem.

The best version of Space Engineers 2 combat is not just bigger guns and stronger armor. It is a system where players ask:

What am I fighting?

How is it armored?

What is its signature?

Can it detect me?

Can it board me?

Can I disable it instead of destroying it?

Can I capture it?

What weapons counter its defenses?

What armor and utilities do I need to survive?

That is the real value of weapons in Space Engineers 2.

They are not just tools for destruction. They are tools for progression, mission design, encounter variety, ship specialization, tactical decision-making, and player creativity.

If Space Engineers 2 eventually includes stronger encounters, smarter NPCs, boarding combat, radar systems, stealth mechanics, better armor, and more detailed weapon behavior, then weapons become one of the central pillars of the game.

They give players a reason to build intelligently.

They give hostile ships a reason to exist.

They make missions more than simple resource runs.

They allow combat to become a design problem, not just a damage race.

And that is what Space Engineers does best: it gives players a problem, then lets them engineer the solution.

Basic Weapon Type List

This list is based on the proposed Space Engineers 2 weapon system. It removes small turrets entirely and keeps only:

Small fixed weapons

Small turreted weapons

Large fixed weapons

Large turreted weapons

The purpose is to keep the weapon ecosystem readable while still giving every weapon a clear role.

Small Fixed Weapons

Small fixed weapons are intended for fighters, interceptors, drones, rovers, bombers, gunships, and compact player-made combat vehicles. These weapons reward pilot skill and ship orientation because they require the player to aim the craft itself.

Weapon Munition ROF Accuracy Role
Gatling Cannon / Gatling Gun 30 mm 1,800 rpm Accurate Light fixed kinetic weapon
Decoy / Chaff Launcher Chaff / flare cartridge N/A N/A Countermeasure launcher
Flechette / Canister Cannon Flechette / canister shot TBD Inaccurate Close-range scatter weapon
Rocket Launcher 70 mm rocket 200 rpm Inaccurate Unguided explosive attack
Autocannon 50 mm 450 rpm Accurate Medium fixed cannon
Recoilless Cannon Heavy shell TBD Accurate Compact heavy direct-fire weapon
Reloadable Rocket Launcher 70 mm rocket 200 rpm Inaccurate Sustained rocket weapon
Bomb Rack Bomb payload N/A Inaccurate Planetary or station attack payload
Guided Missile Rack 70 mm guided missile 200 rpm Accurate after launch Precision strike weapon
Small Railgun Railgun sabot TBD Accurate Long-range precision penetrator
Drone Munition Rack Expendable drone N/A Accurate after launch Loitering attack munition
Assault Cannon 90 mm 600 rpm Inaccurate Heavy small-grid cannon
Light Torpedo Rack Light torpedo TBD Accurate after launch Small-grid anti-ship payload
Weapon type Purpose
Gatling Cannon Basic light weapon for fighters, drones, and small combat craft.
Autocannon More accurate medium weapon for light armor and exposed systems.
Rocket Launcher Cheap explosive option for close-range attacks and saturation fire.
Guided Missile Rack More expensive but more reliable precision strike weapon.
Assault Cannon Heavy small-craft weapon for gunships and attack rovers.
Small Railgun Precision kinetic weapon for specialized small-grid craft.
Bomb Rack Gives atmospheric or gravity-based attack craft a dedicated bombing role.
Drone Munition Rack Allows small craft to deploy expendable attack drones.
Decoy / Chaff Launcher Defensive utility against guided missiles and torpedoes.

Large Fixed Weapons Large fixed weapons are for corvettes, frigates, destroyers, stations, heavy rovers, and purpose-built combat ships. These weapons reward ship layout, forward armor design, power routing, ammunition storage, and ship orientation.

Weapon Munition ROF Accuracy Role
Large Decoy / Chaff Launcher Chaff / flare cartridge N/A N/A Countermeasure launcher
Rocket Launcher 70 mm rocket 200 rpm Inaccurate Fixed unguided explosive weapon
Fixed Autocannon 50 mm 450 rpm Accurate Medium fixed ship cannon
Guided Missile Launcher 70 mm guided missile 200 rpm Accurate after launch Precision missile strike
Fixed Assault Cannon 90 mm 600 rpm Inaccurate Heavy fixed cannon
Artillery Cannon 120 mm AP 3 rpm Accurate Fixed armor-piercing cannon
Bomb Bay Bomb payload N/A Inaccurate Internal bombing payload system
Drone Munition Launcher Expendable drone N/A Accurate after launch Large loitering munition launcher
Heavy Torpedo Launcher Heavy torpedo TBD Accurate after launch Capital anti-ship launcher
Large Railgun Railgun sabot TBD Accurate Spinal kinetic penetrator
Large Laser Cannon No physical ammo N/A Accurate Spinal directed-energy weapon
Weapon type Purpose
Fixed Autocannon Medium direct-fire cannon for corvettes, gunships, and armored rovers.
Fixed Assault Cannon Heavy forward cannon for anti-ship work at closer ranges.
Artillery Cannon Accurate long-range AP weapon for armor penetration.
Large Railgun Spinal hypervelocity weapon for deep armor penetration.
Large Laser Cannon Hard sci-fi precision energy weapon for exposed systems and subsystem damage.
Guided Missile Launcher Long-range precision explosive strike weapon.
Heavy Torpedo Launcher Large guided ship-killer weapon, powerful but interceptable.
Bomb Bay Dedicated planetary or station attack payload.
Drone Munition Launcher Deploys loitering attack munitions for harassment or precision strikes.
Large Decoy / Chaff Launcher Defensive countermeasure against guided threats.

Large Turreted Weapons Large turrets are the main defensive and offensive weapons for large ships and stations. They allow a ship to engage targets without always pointing the entire hull at the enemy, but they should not completely replace fixed weapons. Fixed weapons should remain stronger in their role. Turrets should offer flexibility, coverage, tracking, and layered defense.

Weapon Munition ROF Accuracy Role
Interior Turret 7.62 mm 800 rpm Inaccurate Anti-personnel / interior defense
Gatling CIWS Turret 30 mm 1,800 rpm Accurate Point defense/ area defence
Autocannon Turret 50 mm 450 rpm Accurate Anti-fighter / medium defense
Flak Turret 40 mm flak 600 rpm Inaccurate Airburst area defense
Laser Defense Turret No physical ammo N/A Accurate SHORT RANGE Precision point defense
Assault Cannon Turret 90 mm 600 rpm Inaccurate Heavy medium anti-ship turret
Rocket Turret 70 mm rocket 200 rpm Inaccurate Explosive saturation
Repeating Cannon Turret 105 mm HE 120 rpm Inaccurate HE suppression / exterior stripping
Artillery Turret 120 mm AP 3 rpm Accurate Long-range armor penetration
Railgun Turret Railgun sabot 60 rpm Accurate Turreted kinetic precision weapon 4 light railguns mounted to a turret
Battlecannon Turret 200 mm AP / APHE 2 rpm Accurate Capital anti-ship turret
Heavy Battlecannon Turret 350 mm AP / APHE 1 rpm Accurate Super-heavy battleship / station weapon

Large Turret Roles

Weapon type Purpose
Interior Turret Protects ships and stations from boarding NPCs or players.
Gatling CIWS Turret Combines light defense and missile defense into one point-defense turret.
Autocannon Turret Accurate medium turret for fighters, drones, gunships, and exposed systems.
Flak Turret Inaccurate airburst weapon for area defense against swarms and fast targets.
Laser Defense Turret Power-based point defense for missiles, drones, and precision interception.
Assault Cannon Turret Heavy but inaccurate shell turret for medium anti-ship combat.
Rocket Turret Unguided explosive saturation weapon.
Repeating Cannon Turret High-rate 105 mm HE turret for stripping armor, turrets, thrusters, and exterior systems.
Artillery Turret Slow, accurate 120 mm AP weapon for armor penetration.
Railgun Turret Accurate .5 rpm sabot weapon for turreted precision penetration.
Battlecannon Turret 200 mm capital turret for anti-ship fire.
Heavy Battlecannon Turret 350 mm super-heavy turret for battleships, stations, and siege platforms.

Simplified Weapon Progression

Tier Weapon Purpose
Light Gatling Cannon Basic fighter weapon
Medium Autocannon Accurate medium cannon
Explosive Rocket Launcher Unguided explosive attack
Precision Guided Missile Rack Guided strike weapon
Heavy Assault Cannon Heavy small-grid cannon
Specialist Small Railgun Precision penetrator
Payload Bomb Rack / Torpedo Rack / Drone Rack Specialized mission weapons
Defensive utility Decoy / Chaff Launcher Countermeasure system
Tier Weapon Purpose
Light Fixed Gatling Cannon Light forward weapon
Medium Fixed Autocannon Medium forward cannon
Heavy Fixed Assault Cannon Heavy direct-fire cannon
Long-range AP Artillery Cannon Armor-piercing cannon
Precision kinetic Large Railgun Spinal penetrator
Precision energy Large Laser Cannon Spinal energy weapon
Explosive Rocket / Missile Launcher Unguided or guided explosive strike
Capital payload Heavy Torpedo Launcher Ship-killer munition
Mission payload Bomb Bay / Drone Launcher Bombing or loitering attack role
Defensive utility Large Decoy / Chaff Launcher Countermeasure system
Tier Weapon Purpose
Interior Interior Turret Anti-boarding defense
Point defense Gatling CIWS Turret Missile, drone, and light craft defense
Medium Autocannon Turret Anti-fighter and anti-gunship
Area defense Flak Turret Airburst defense
Energy defense Laser Defense Turret Precision point defense
Heavy medium Assault Cannon Turret Heavy direct fire
Explosive Rocket Turret Rocket saturation
Heavy HE Repeating Cannon Turret Exterior stripping and suppression
Heavy AP Artillery Turret Armor penetration
Precision kinetic Railgun Turret Turreted sabot penetration
Capital Battlecannon Turret Heavy anti-ship fire
Super-capital Heavy Battlecannon Turret Siege and battleship fire

Balancing Capital and Specialized Weapons Balancing capital and specialized weapons should require more than simply adjusting damage numbers. Weapons like torpedo launchers, railguns, battlecannon turrets, heavy battlecannon turrets, and large beam lasers should be powerful, but they should also require serious design commitment from the player.A large weapon should not just be a bigger gun. It should be a system.That means the balance should come from multiple factors:

Balance factor Purpose
Signature Powerful weapons should make a ship easier to detect or track.
Rate of fire Larger weapons should have slower firing cycles or longer reloads.
Shell velocity Lower-velocity weapons give targets more time to dodge at long range.
Weapon dispersion Some weapons should become unreliable outside their optimal range.
Tracking speed Heavy turrets should not easily track small or fast targets.
Required support blocks Specialized weapons may need loaders, capacitors, cooling systems, or ammunition feed blocks.
Internal risk Support systems can create weak points if they are damaged.
Power demand Railguns, lasers, and advanced weapons should strain ship power systems.
Heat generation Energy weapons and rapid-fire systems should need cooling or downtime.

This creates a much healthier combat system because the player is not just asking:“How many guns can I fit?”They are asking:“Can my ship actually support this weapon safely?”Specialized Weapons Should Require Infrastructure some of the best ideas for balancing large weapons come from making them require internal support systems.For example, a large battlecannon turret could require a separate autoloader block. The turret itself would aim and fire, but the autoloader would feed heavy shells into the weapon.That creates a design tradeoff.

Support block Used by Function Risk
Autoloader Block Battlecannons, artillery, heavy turrets Feeds large shells into the weapon Explosive if destroyed
Capacitor Bank Railguns, laser cannons Stores energy before firing Can discharge violently if destroyed
Cooling System Lasers, railguns, high-rate weapons Manages heat buildup Weapon overheats if damaged
Ammunition Feed Block Cannon and missile systems Moves munitions to the weapon Can detonate or disable reloads
Targeting / Fire-Control Block Precision weapons Improves accuracy and tracking Weapon loses precision if destroyed

This would make large weapons feel more like real ship systems rather than simple blocks placed on armor.A small ship could mount a large weapon, but if it does not have the support systems to use it properly, it becomes vulnerable, inefficient, or dangerous.

Autoloaders as a Balance Mechanic An autoloader block is a strong example of how to balance capital cannons.A battlecannon turret should not magically fire huge shells just because it is bolted to the hull. It should need a protected internal ammunition system.The autoloader could be required for:

Weapon Autoloader requirement
Repeating Cannon Turret Required or strongly recommended
Artillery Turret Required
Battlecannon Turret Required
Heavy Battlecannon Turret Required
Heavy Torpedo Launcher Required or integrated
Large Railgun Not shell autoloader, but may need capacitor support

The autoloader creates several useful design consequences:

  1. The weapon takes more internal volume. A capital turret now affects the inside of the ship, not just the outside.
  2. The weapon creates a vulnerable magazine area. If the autoloader is hit, it can explode or disable the turret.
  3. Armor layout matters. Players need to protect the loader, ammunition path, and turret base.
  4. Boarding matters. Hostile NPCs or players could disable a weapon by attacking the loader room.
  5. Ship class matters. A corvette may be able to carry one large cannon system, while a battleship can support several.

That is exactly the kind of engineering tradeoff Space Engineers is good at.

Capacitors as Railgun and Laser Balance Railguns and large laser cannons should not be balanced only with ammunition or reload time. They should require stored energy.

A railgun could require one or more capacitor blocks to charge before firing. A laser cannon could use similar capacitor banks or dedicated power modules.

This creates another powerful balance layer.

Weapon Required system Risk
Large Railgun Capacitor bank Detonation or EMP discharge if destroyed
Railgun Turret Capacitor bank Localized power surge or EMP effect
Large Laser Cannon Capacitor bank + cooling Heat overload or power discharge
Laser Defense Turret Smaller capacitor / power buffer Temporary shutdown if overloaded
Capacitor failure effect Gameplay result
Local EMP pulse Nearby blocks shut down briefly
Grid power disruption Ship systems flicker or go offline for a short time
Weapon lockout Railguns / lasers lose charge
Heat spike Nearby systems take damage
Battery damage Power systems become vulnerable

Range Should Not Be Balanced Only by Hard Limits Range is one of the most important combat balance issues.If the developers want close-range combat, the solution does not have to be artificially short weapon ranges. A better solution is to allow longer engagement ranges, but make most weapons less reliable outside their optimal envelope.That can be done with:

Mechanic Effect
Low projectile velocity Targets have time to dodge at long range.
Dispersion Rounds spread out over distance.
Tracking limits Turrets struggle to follow fast targets.
Lock quality Missiles become less reliable against low-signature targets.
Signature bloom Firing large weapons makes the attacker easier to detect.
Sensor accuracy Long-range shots depend on target detection quality.

This preserves long-range combat without turning every fight into instant hitscan sniping.A weapon could technically reach far, but if the target is maneuvering outside the weapon’s optimal range, the rounds may simply miss.That creates a better combat question:“Can I hit this target from here?”not just:“Is the target inside the maximum range number?”Optimal Range vs Maximum Range Weapons should have both an optimal range and a maximum range.

Range type Meaning
Optimal range The range where the weapon is expected to hit reliably.
Maximum range The farthest the projectile can travel or remain dangerous.
Weapon type Optimal behavior
Gatling CIWS Short-range, highly accurate against missiles and drones.
Autocannon Medium-range accurate fire against fighters and light armor.
Flak Medium-range area defense with airburst spread.
Assault Cannon Close-to-medium heavy fire with noticeable dispersion.
Repeating Cannon Medium-range HE suppression, unreliable at long range.
Rocket Turret Short-to-medium explosive saturation, poor long-range accuracy.
Artillery Long-range accurate AP fire, slow cycle.
Battlecannon Long-range heavy precision fire, extremely slow cycle.
Railgun Long-range precision kinetic weapon.
Large Laser Cannon Long-range precision line-of-sight energy weapon.
Weapon type Optimal behavior
Gatling CIWS Short-range, highly accurate against missiles and drones.
Autocannon Medium-range accurate fire against fighters and light armor.
Flak Medium-range area defense with airburst spread.
Assault Cannon Close-to-medium heavy fire with noticeable dispersion.
Repeating Cannon Medium-range HE suppression, unreliable at long range.
Rocket Turret Short-to-medium explosive saturation, poor long-range accuracy.
Artillery Long-range accurate AP fire, slow cycle.
Battlecannon Long-range heavy precision fire, extremely slow cycle.
Railgun Long-range precision kinetic weapon.
Large Laser Cannon Long-range precision line-of-sight energy weapon.

This allows most weapons to have longer maximum ranges while still encouraging closer combat.A repeating cannon may technically fire far, but with low shell velocity and dispersion, a maneuvering target outside optimal range may avoid most of the incoming fire.That is a much better balance model than forcing every weapon into tiny ranges.Specialized Weapons Should Break the General Rule Most weapons should lose reliability at long range due to velocity, spread, tracking limits, or target movement.However, specialized weapons should be exceptions.Weapons like:

  • Railguns
  • Railgun Turrets
  • Large Laser Cannons
  • Battlecannon Turrets
  • Heavy Battlecannon Turrets
  • Heavy Torpedo Launchers

should be designed specifically for long-range or high-value engagements.They should not become inaccurate in the same way as ordinary cannons. Instead, they should be balanced through other costs.

Specialized weapon Should remain accurate? Main balancing method
Railgun Yes Power, capacitors, reload time, heat, signature
Railgun Turret Yes Lower output than fixed railgun, capacitor demand, tracking limits
Large Laser Cannon Yes Power, heat, atmosphere/dust penalty, line of sight
Battlecannon Turret Yes Slow reload, large size, autoloader risk, tracking speed
Heavy Battlecannon Turret Yes Huge size, very slow reload, massive signature, internal risk
Heavy Torpedo Launcher Yes after launch Interceptable, expensive, detectable, requires reload system

These weapons are supposed to be precise and dangerous. Their balance should come from the fact that they are expensive, slow, vulnerable, power-hungry, or tactically limited.A heavy battlecannon should not miss because of random spread. It should miss because the target maneuvered, the turret could not track fast enough, the firing solution was poor, or the weapon was used badly.Weapon Signature as a Balancing Tool Large weapons should affect a ship’s signature.A ship preparing to fire a railgun, charging a laser cannon, launching torpedoes, or cycling a battlecannon should become easier to detect.

Action Signature effect
Charging railgun capacitors Electrical / thermal spike
Charging laser cannon Power and heat spike
Firing battlecannon Thermal, recoil, and muzzle signature
Launching torpedo Launch plume / guidance emissions
Sustained Gatling fire Heat and muzzle signature
Missile lock Radar or targeting emission
Active radar guidance Increased detectability

This ties weapons directly into radar, stealth, and scanning.A stealth ship may be hard to detect while coasting cold, but the moment it charges a railgun or launches a missile, it reveals itself.That creates strong tactical decisions:Do I stay hidden, or do I fire?

Do I charge weapons early, or wait until the last moment?

Do I use passive detection, or active targeting?

Do I risk a large signature spike for a high-damage shot?That is exactly the kind of decision-making a deeper SE2 combat system should encourage.

Weapon Tracking speed
Gatling CIWS Turret Very fast
Autocannon Turret Fast
Flak Turret Medium-fast
Assault Cannon Turret Medium
Rocket Turret Medium
Repeating Cannon Turret Medium-slow
Artillery Turret Slow
Railgun Turret Slow-medium
Battlecannon Turret Very slow
Heavy Battlecannon Turret Extremely slow

This prevents capital weapons from replacing smaller defensive systems.A battleship still needs point defense.

A station still needs medium turrets.

A battlecannon can dominate large targets, but it should struggle against small, fast craft.That gives fighters, drones, and missiles a reason to exist.Ammunition and Internal Damage Large munitions should create internal risk.A ship carrying 200 mm or 350 mm shells should need to protect them. A ship with torpedoes should need safe storage. A ship using railguns should need capacitor protection. A ship using lasers should need heat management.This supports a more realistic dynamic damage system.

Internal system Risk if damaged
70 mm rocket storage Explosion / fire / chain detonation
105 mm HE autoloader Major internal explosion
120 mm AP magazine Lower explosive risk, but disables artillery if damaged
200 mm battlecannon autoloader Severe magazine explosion
350 mm heavy battlecannon loader Catastrophic internal explosion
Railgun capacitor EMP-like discharge / power shutdown
Laser capacitor/cooling system Heat spike / power failure
Torpedo storage Catastrophic detonation
Chaff launcher Low risk, defensive utility loss

This gives armor penetration meaningful consequences.If a shell punches into the wrong compartment, it should matter. It may disable a weapon, detonate ammunition, shut down power, or open the ship to boarding.Why This Matters. The point of these systems is not to make combat more complicated for the sake of complexity.The point is to make combat more intelligent.A capital weapon should be powerful, but it should also create a design burden.A railgun should be terrifying, but it should require capacitors, power, and protection.A battlecannon should hit hard, but it should need an autoloader and expose a vulnerable magazine system.A torpedo launcher should threaten capital ships, but it should be detectable, interceptable, and dangerous to store.A laser cannon should be accurate and immediate, but it should demand power, cooling, and line of sight.This makes ship design matter.A player does not simply place the biggest weapon they can afford. They need to ask:Can I power it?

Can I feed it?

Can I cool it?

Can I protect it?

Can I survive if it gets hit?

Can it track the targets I expect to fight?

Does it reveal my ship when I use it?

Is this weapon worth the internal space it consumes?That is the right kind of balance for Space Engineers.Because in Space Engineers, the best combat system is not just about who has the biggest gun.It is about who engineered the better ship.

Core Weapon Design Logic The weapon list should not exist just to add more blocks. It should create decisions.

A player should not ask:

“Which weapon has the highest DPS?”

They should ask:

“What problem am I trying to solve?”

If the problem is missiles, the answer should be Gatling CIWS, Laser Defense, or chaff.

If the problem is drones, the answer should be Gatling CIWS, Autocannon, or Flak.

If the problem is external systems, the answer should be Repeating Cannon, Autocannon, or Laser Cannon.

If the problem is heavy armor, the answer should be Artillery, Railguns, or Battlecannons.

If the problem is a capital ship, the answer should be Heavy Torpedoes, Railguns, Battlecannons, or Heavy Battlecannons.

If the problem is boarding, the answer should be Interior Turrets, corridor design, doors, and security layout.

That is the purpose of the weapon list.

Each weapon should create a different kind of ship, a different kind of fight, and a different kind of solution.

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