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2. Many have reported that ditches/moats help to keep the wolves away from the base.
3. Building a base on a cliff face can keep the wolves at bay as well.
Yeah, right now they seem to be something of a glorified placeholder and don't make any real sense... when they were still Cyberhounds, it at least made sense for them to chew on steel and carry techincal stuff as loot... I honestly don't understand the decision of turning them in to wolves up to this day.
Edit: If they aren't cyberwolves anymore, why do they still drop motors?
Clearly wild life and other in game threats to the player are a thing Keen need to do some more work on. I'd like to see more wild life. Something to bring the planets to life a bit more. Not to mention a need to gather food to survive.
Wild life in the real world is mostly an incidental threat. Humans aren't on the menu for very many species, including wolves, unless we take away their food sources or become too much of a threat.
I'd be more okay with it if they prioritized players over blocks. Also heavy armor should be impervious. or perhaps any large blocks should take greatly reduced damage and they can only chew through small blocks easily. Then theres a trade off between small cheap vehicles with low running costs and being susceptible to wolves.
Honestly both these wolves and cyber wolves are a good idea. Its just massively unbalanced.
Wolves are like meteors. When you are a brand new player they are just not balanced enough to permit you to deal with them. It would be different if during the first few hours of the game a single wolf (or meteor) attacked you so you could see what it does and devise a defense system. It would motivate you to search for magnesium and help you progress in the game. This is the way most game work as in they don't drop you into the level of combat you experience later in the game at the beginning but rather introduce these elements gradually.
So, my advise is that while you are learning the game to just turn them off. Then when you are ready, make a save and turn these features on and watch the havoc they create. Then restore your save and work out defenses. Then make another save turn the features on and test your defenses.
Only after you understand how to defend against these should you attempt to turn them on at the beginning of a new map. From experience I can tell you this will offer even an experienced player a challenge. But for a new player (as you have found) they are just overpowered.
Edit: This is why I believe that the best start for a new player is the old Asteroid Start which can now be achieved by choosing Star System and the Respawn Ship instead of the lander. Learning how to gather resources and build in zero-G is how most of us learned and it is much simpler. Then when you know how to do everything in zero-G you should build a lander and go onto a planet. Then one is better prepared for the the challenges of gravity (and wolves).
But this is just my opinion.
Edit2: But if you choose this route make sure to spawn yourself about 10kg of additional Uranium as you will burn thru most of your supply just escaping the planets gravity and finding initial deposits of ore.
Step 2 - Dig Moat
http://steamcommunity.com/sharedfiles/filedetails/?id=844138949
Never worry about wolfs again :)
Irregardless this does not negate the fact that wolves are too powerful for a new game. Either you have to spend time digging moats, during which they could eat huge chunks of your lander. Or you have to build in very strange ways, like on stilts, which forces you to waste hydrogen everytime you want access to your base. I'm questioning whether having wolves in your game should affect your first few minutes of gameplay to this extent.
That being said, I've been playing space engineers on and off for a long time and the main focus of the game has always been on engineering your way around problems. If keen thinks that the current version of wolves is what they want (requiring moats, or stil builds from minute one) then so be it. It just doesn't feel like thats actually the intent, but rather where we've found ourselves instead.