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also i strongly feel that gameplay mechanics should be fun most of all, if they are realistic as well then its just a bonus.
so adding food to me boils down to how its done, done right hell yes, done wrong, hell no.
survival is set to be reworked as you probably heard, personally for me this could (or not) be one of the best updates yet.
tl;dr i wouldnt think too much about the tech from a logical perspective.
But for those that argue most vehemently for this option I'd remind them that people argued vociferously for planets too. And they were not the panacea to cure all of SE's ills but in many ways the source of a whole new set of issues.
I also like to see Survival elemelnts soon, have a look at Empyrion its fun to hunt/plant, grow and eat.
But it's not the most important, I think that we need tech tree, progression, reason to go to planet / moon / space...
The game is not ready for a change like that now anyway. If done it has to be done with conviction to avoid that "lack of direction" which has been noted by others. KSH cant just keep adding such features and not integrate them into the gameplay experience. You cant just keep going with everything as always optional and end with a cohesive base survival mode IF that is the goal. That is how you get a game that doesnt know what it is.
Not saying that it would be good or bad, just that old bit "If you try to please all, you please none"
Let's go a different way then. IF we go with the human astronaut in a suit method, we're back to several of the same issues. I'd like to see this done well in Survival as well. Like many of you have already said...if we're going to do it, do it right!
1) Food: Personally, I think we need to change some of the mechanics of the Engineer in order to make this work well. Nobody wants just another bar on the HUD and, truth be told, our current time scale is a bit broken anyhow. What I would do would be to require food once every 24 hours (a person can function that long without food and suffer no long-term effects). For every 24 hours that passes in-game without you eating something, your Engineer loses 5% of their Health and 5% of their carrying capacity. Face it, you're weak from hunger. If Food is another thing we can produce and then dispense at the Med Bay, then we're fine and we don't need another bar on the HUD.
2) Air: Our current system for this isn't bad right now. I would rather see the suit's base capacity raised and limit the number of air bottles we can carry but that's a relatively minor point. One thing that NEEDS to happen though is a limiter needs to be put on the O2 Generator and the O2 Tank to keep them from filling past 80% or so. I can't tell you how many times I've mined Ice, had it fill the O2 Generator and then there's no room to slip a bottle in there to refill. Same for drawing the air out of a room and into an O2 Tank. The Tank is always full and there's no room for the air to go.
3) Water: Face it, if we're going to have Food we might as well have Water. This would be easy if we hooked it into the Med Bay as I mentioned above. Use the same system as I mentioned for Food but instead of 24 hours you get 12 before you suffer ill effects. We don't need any new resources for this since Water is a natural byproduct of cracking Ice for Hydrogen. We just need a Water Tank to store it in.
4) Power. This one makes me a bit nuts. Without any use of tools, lights or jet pack, we have like 30 minutes of power, tops. Seriously? If we added a tech level system then better suits should be able to carry more Power in one trip. Either way, we should have portable batteries we can carry (like the O2 and Hydrogen bottles we have now) to extend our suit life. The top-tier suit should have a photovoltaic skin so walking around wouldn't drain the suit at all as long as there is sunlight on you.
5) Hazards: Survival Mode NEEDS more hazards other than running out of resources, drones and critters coming to get us. How about radiations storms? Solar flares? Dust storms? Weather on Planets? Earthquakes on Planets? Venting gasses on asteroids? Space is DANGEROUS. If we had more of these things to overcome, Survival Mode would be MUCH less boring!
for 1. and 3.) I think the "Hunger and Thirst" mod does a very good job in making food for the astronaut. You crack down water from ice, you have to clean it to make it drinkable and then you fill it into small packets of fresh water. Same for food: You need fresh water and gravel to grow plants and make nutrient paste. Another machine makes real food out of that stuff, and youre good to go.
I like how it is done in this mod. You need some machines, but you don't need new storage blocks and ice and gravel get new uses.
For 2.) In that case (what mostly regards an airlock for small ships on my home base) I have an extra oxgen tank that is not connected to the rest. It has it's own vent so I can suck the air out of the room when the other tanks are full and fill it whenever I need it.
I'm totally with you regarding usability of environment. I mean, why not eat the wolves and spiders I kill? I bet they're yummy.
4.) Yeah, some tiered modules would be nice to stack up the different capacities.
But I don't like the idea of tech levels for SE and progressing a tech tree. In the actual case your ships don't get better because you level up, they get better because you lean more and more about the game and it's functions. The timer block opened up a whole new world to me when I understood how it works and what I can do with it. So I like the idea of everything being accessible from beginning, but I think finding the stuff you need to build it should be harder.
Some ores should be only available on planets and some only in space, so that you, for instance, cannot build a jump drive unless you visited a planet and found that specific ore.
5.) Totally agree, and there should be ways to warn you about upcoming threats, like a weather radar, a seismograph and stuff. Radiation would make the gameplay much deeper, since that is a common problem in space. You could make uranium radiate, making it dangerous to farm it, plus a radiation shield or so to protect you ;)
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"So there you have it. Engineers in SE don't NEED food. Much of the technology would work (gravity gens and jump drives aside). For someone like me that likes to make sense of things, this works."
I say, give the astronaut food and it works, too ;) I like the feeling of being a lonesome guy on a mission or just crashed down, working for survival and exploration :)
this 100%. also ways to detect things like storms etc that give you prior warning of their arrival..like a radar block.
basically any reason to use your creations, right now you build a fancy new large ship.. great what are you gonna do with it? basically your gona go to creative throw some pirate drones at it then if your proud enough upload it to the workshop. game over. oh hey theres an update for xxx.
keen has to create a need to do things.
Kerbal Space Program, X-Universe, Elite Dangerous...
Need I continue? The point is... ITS A GAME, MY CHARACTER EATS AFTER A LONG GAMING SESSION (just like me). I'll pass on that hurdle, that "other game" has it, and I'm drinking water and eating every 5min, I'm surprised I'm not leaving massive turds everywhere on the planet; just plain stupid.
In other words... that's a eating and sea weed gathering simulator...I'd rather build things.
Because that game would be called "Space Farming/Agriculture" starring Matt Damon!
Minecraft for example, if you are out and far from your base/home and then you die, there is no indication or mark of where your body and stuff dropped. I remember loosing valuable items, hours of mining, farming, because I cannot find my body location. Don't remember if there is an option in SE to turn off body location on the GPS, but if there is one, I'm pretty sure nobody is going to turn that off, like permanent dead, I don't think anyone use it.
The lack of pressure is a glaring problem with Space Engineers. Necessity is the mother of invention, after all. In Space Engineers, resources are easy to come by, threats are minimal, and survival is trivial. There is no embedded narrative and no end goal. Exploration means little, as planets are all premade and asteroids aren't compelling. The SE community have made campaigns, PVP scenarios, and exploration mods to create new pressures, but these are supplemental to the game rather than complementary.
SE's building system and physics simulation have great depth, but its gameplay lacks direction. The idea of agriculture in SE is not about having a new bar to fill, but the implications of that bar. Filling that bar will take equipment. That equipment will need to be constructed. That construction will take resources, planning, designing, redesigning, time, and more steel plates than you originally thought. Filling that bar is going to take Engineering.