r/spaceengineers

How to fix Space Engineer's combat meta

I think the combat meta would be more fun if spaceships acted more like real warships in the ocean.

Right now, every ship, tiny fighter or massive battleship, shares the same flat max speed. Bigger ships almost always win against smaller ships, so there's little reason to build a small one when you can build a large one.

Here's my idea: Top speed is proportional to a ship's thrust-to-weight ratio in a given direction. A higher thrust relative to your mass means a higher top speed in that direction, scaling from one hundred meters per second up to three hundred meters per second. On top of that, ship mass applies a debuff to the top speed, so very massive ships can't easily spam engines to max out the speed limit.

This does two things: it naturally rewards building smaller ships that have more specialised combat roles, and it makes shooting out someone's thrusters matter more in a fight. For example, if you were chasing an escaping ship, shooting out all its thrusters will stop it dead, which is what happens with real warships. It also incentivizes shipbuilders to place functional armour to protect their thrusters.

It also means fighters and bombers actually feel like fighters and bombers.

None of this is real physics, but neither is a flat universal speed limit, this is just a more fun, functional meta.

I anticipate this being a problem for large ships, weapon damage may have to be adjusted to favor armored ships.

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u/midnightbandit- — 1 day ago

Fellow creative players, you should be aware of nation-style servers

I am a player who likes to endlessly build, for many years I played exclusively singleplayer creative. I'd build a boat, tank, plane or car, fantasize about being able to use them for something, then went onto the next project.

After my first 1000 hours of this, I wanted to try my builds in multiplayer. My builds would get blown up, I faced a ton of build restrictions/agressive auto-cleanup and in the end the servers were quite lifeless.

After trying a few more servers, I eventually ended up on the dock of a player built city. behind me was a cargo ship, with a massive bridge in the background. The leader of the city happened to be online, and toured me around the city with her car. She refilled at the gas station, showed the boat being built at the drydock and gave me some free materials to start building myself.

I had stumbled on my first nation server. People start nations by making a land claim on a (usually earth-shaped) planet, then build a capital city there. People can't attack claims unless they first declare war on that nation, while the cities give you places to visit (and show off). Grids are manually cleaned up for safety, there's no build restrictions and missing grids are almost always recovered by staff

I can't play any other way anymore. Its so cool building an airfield people will actually land at, or docking at a friendly nation with your ship. Everything you build pays off, and you can always expand more. Its laid back, theres no rules on how or what to build and combat is completely optional. I hope that this post can help spread awareness that these servers exist, and maybe get people just as hooked as I am myself

My current nation server, gas station in a town I bought a 2nd house at

Place I docked at with my ship, free hotel

Big developed city with an iconic duo

Old nation server, military runway and dock

Cool bridge house in the arctic

Got the whole server to visit the carrier

reddit.com
u/SwatDoge — 1 day ago

We need to talk about combat in SE1.

With Warfare 3 being the next update for SE1 we need to discuss the problems with combat starting with the most important one.

Combat is fundamentally flawed and there’s no way to truly fix it. Due to the fact that ships are built and destroyed piece by piece combat will always be flawed. So instead of trying to completely fix combat let’s look at the flaws and see what is fixable.

What wins combat: There are 2 things that win any combat scenario in SE1. Speed and volume. Speed means that you can outmaneuver any enemy fire. Volume means either more ships or more shots it’s much easier to hit a fast moving target if you’re firing hundreds of rounds a minute at it.

What defeats the enemy: There are two things that need to happen to defeat an enemy. They need to stop moving and stop shooting. There are a few ways to do this from destroying the guns and thrusters themselves to destroying the power, conveyor, or fuel systems to just destroying the ship outright.

What happens after combat: While there are a few things happen after combat there are 2 things that are required to be done before the next fight. Repairs and rearming. Both of which take time and resources.

The Flaws with combat:

  1. Speed is so important that slow ships aren’t just bad they’re guaranteed to be destroyed making them a completely unviable choice.

  2. Volume of fire is so important that anything besides gatling guns and auto cannons are just going to be missing their shots making them pointless.

  3. Repairs are a pain just plain simple.

How to fix them:

  1. Give guns different roles. Making each weapon have a purpose would go a long way.

  2. Make repairs easier. I actually have a way to do this in the form of a new Prototech welder. Instead of repairing right in front of itself it instead repairs in a beam instead. However it can only repair one block at a time and is power hungry though in can repair through blocks as well. Maybe even a turret version could be added.

  3. Reverse the decoy nerf. Maybe make in only able to mimic a single system type at a time or something but make them actually useful.

The controversial addition: A shield. Now before you sacrifice me to Klang let me explain how I’d add a shield. First it’s gota be Prototech. Second it doesn’t give damage immunity instead it reduces damage by a large amount. Third the damage reduction is tied to speed the slower you go your shield get stronger faster and it gets worse even completely failing at high speeds.

But what do y’all think? What changes do you think should happen?

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u/FalloutNV2277 — 2 days ago

Secret Keybind?

I was watching a tutorial video and part of this guy was using a large grid hinge to create a small gird interface that parts not important what is important is he got rid of the original hinge part then looked at the hinge base, pressed some key and this emote wheel looking thing came up so he could place a small head on it like that instead of having to go through the control panel. Anyone know what this feature is im talking about and what the keybind is to use it? Im on pc

reddit.com
u/K1NG_GR1ML0CK — 1 day ago

Working Missile Launch

Finally got this working after a couple of days of trial and error. Not perfect, but I'm perfectly content with it.

u/Negative_Citron7151 — 1 day ago

Oh no.....PCU limit reached.

Well, it was always optimistic right from the start.

Tunnel through the Earth Planet and float at zero G at the core. Tick

Construct a multi-head drill to all in Auto collect a serious amount of ice, construct a conveyor >2km long to take it back to base. Tick. No problem.

Next. Build the holy grail.

Space elevator. ~41km vertical.

Build it in space and lower it to ground. Where to built it? Easy. GPS mark the point to land. Calculate a marker from 0;0;0 through the target marker up to 42km AGL. Calculate an alignment marker another 2km out and use those as starting points and alignment so the whole thing is gravity aligned.

No challenge.

Advantage of building in space? All the raws you need and you aren't fighting gravity for 41km.

Right. Built it to 3km with a hydrogen powered reverse thrust braking mechanism at the tail end and nose down a cab with landing legs. Beautiful.

Test the principle. GREAT. IT WORKS.

Now, build to 6km length and test. Again success. The braking mechanism sliws it down from 104m/s to 0 in 210m. Smiles all atound.

Go to 12km and test. We are now getting really serious. Very nervous but here we go. Again success.

With reduced gravity at altitude from 12 onwards you can stretch the reverse thruster station. We'l go to 20km and do the next check. That is almost halfway 🤭🤭🤭

And then, at 16km conveyor lenght, this...😵😵🥴🥴🥴😳😳😳🤬🤬🤬🤬🤬🤬😩😩😩😡😡😡

🤷‍♂️ oh well, ...next project.

u/SakkieC — 2 days ago

[SOV] Euryale Strike Frigate

A sequel to the Manticore Railcannon Corvette, the Euryale is a capable mid-size warship that excels in 1-on-1 combat against NPCs and player-made ships alike.

Onboard, pilots will find a suite of useful systems ranging from charge status lights and automatic hull sealing to live ammunition counts and ship integrity displays. The ship can also work as an extention of your faction's reach, being able to act as a small base with the production facilites to boot. It's able to remake any necessary supplies, having a food processor, full-size refinery, and assemblers.

With an operational crew of one and support for up to 5, the Euryale combines comfortable living areas with heavy armament. The vessel can fight effectively solo or in a group, with or without support ships, in gravity or in zero-G. All types of thruster are used on the ship, making a vast array of combat environments suitable, including gravity wells up to 1.4Gs.

Maximum fwd. acceleration: 15.7m/s^2
Jump range: 1,323.60 km (2 drives)
Railgun salvo RPM: 510 rpm

2,782 blocks
19.7k PCU
142.5m length (57 blocks)

Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3785696283
Mod.io Link: https://mod.io/g/spaceengineers/m/sov-euryale-strike-frigate#description

u/kiwioflasers — 2 days ago

Project Sojourn Update #4

Hello, Engineers!

I'm back with another update on my first ever Large Grid ship design! This time with a short video of me flying around the exterior. Forgive the awkward tilting -- xbox controller has an odd layout that takes some getting used to.

Last times I asked everyone their opinions on weapons, and I got some great advice. I reshaped the hull in some places for better firing positions and focused on the three main weapons I wanted to fit the ship with: Rockets, Artillery, Assault, and Gatlings.

I plan on adding some interior turrets here and there, but that will be closer to when I do my finishing touches.

So let's talk about her specs now!

Weighing in at a whopping 4.3 million kg, she's definitely put on some weight from my initial estimates. She can still break atmosphere, but I'll need to rework thrust after I pipe everything up.

There are 24 fixed Rocket Launchers split into 4 groups of 6 centered around the bridge.

36 Artillery Turrets staggered around the top and bottom dorsal, and with a few spread out on the inner part of the wings.

26 Assault Cannon Turrets straddling the Artillery and spread out a just a bit more.

And lastly 34 Gatling Turrets to fill in gaps and serve as PD where I had space.

That's a lot of firepower in my opinion. Too much, actually. So I've come to the decision that I'm going to shelf this layout, and start designing custom turrets instead.

The reason being is that this isn't going to be my flagship in a survival game. This is supposed to be a Destroyer-class vessel that would fly alongside a fleet of other ships down the line.

Will I use this in a survival world? Possibly, but I think that's something I'll work out further down the line. For now the goal is to make it as close to my vision of a "fully crewed" naval vessel that I can. So this is getting blue-printed as is and branching off as a variant later.

So, question time!

I've messed around with small grid turrets, but obviously this will be my first go at large grid. I'm curious if there are any design philosophies or possible problems I'll run into with rotor/hinge strength down the line. If anyone has some more experience in the matter for making main battle-cannons and such, I'd definitely appreciate your advice!

And even if you don't have much in this area, I really appreciate everyone's perspectives and general advice with regards to building in SE. 😁

I've been learning lots of little things here and there, and getting lots of new ideas. Some things might not make it into this build specifically, but everything helps fuel my creativity and keep me thinking about what I wanna do next~

As always, thanks for reading the wall of text. Lemme know what you think so far!

And TLDR; Too many little Dakka. Me change to bigger, Custom Dakka. What Think?

u/BloodBornAngel — 3 days ago

Now it's even weirder

Only one container out of roughly 30 will fill theres a whole bunch of small containers that are also empty but literally only 1 container is filling and I dont know why

u/Myxron23 — 1 day ago

Would you believe that this is the moon? (Terraforming Mod Progress Update)

Coming soon to the terraforming mod. Thanks to Arthur (creator of Arthur's LCD Mod) I can now change voxels during runtime. Also thanks to jakaria, I can now change sea level during runtime.

I hope to have the update to the terraforming mod soon that uses both of these. I will be using a genetic system for voxel and plant appearance above the waterline that uses breeding, and I am considering adding things like coral as well.

u/VideoGameSuperstar — 3 days ago