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A giant persistent universe? *Technically* Feasible, sure, but you'd be paying a subscription fee for sure because that sort of server infastructure is, and always will be very expensive to maintain.
Trade's a neat idea, and will work well for AI interaction, but between players, its a bit lackluster. Once I've cleaned out an asteroid's Uranium deposit, I'm practically set forever. Same for everything except ice, and now we can produce oxygen anyways. So there's just no drive to trade, because self sufficiency is a very easily achieved goal.
Shame we won't see Multiplayer 2.0 until after planets, me thinks. Its speculation, but the patches following multiplayer will likely be a big bugfixing pass to make it all stable, so it makes sense to release all the big things that could break before having to fix it all.
None the less it is an interesting idea to think about.
While there is a mod for currency, I kind of hope Keen decides to design their own system for it so that having mods isn't necessary to make such a system happen - perhaps add it to the server customization options.
In regards to paying subscription, that would be doable as well. Just make the persistent universe a separate part of the game that has nothing different from making your own server, bar the persistent-ness of the world. There is definitely an audience to appeal to that would love such a feature to be apart of Space Engineers.
The idea is good but i dont think it will be done
Test Alliance
Best Alliance
Unless you wanna hire all the world's supercomputers and donate them to Keen what you want is going to be physically impossible.
1. There is very little real reason in SE to bother to try and build huge ships and stations. They don't actually enable you to do anything that you couldn't do before, they just take forever to create and are huge liabilities afterward. Everything is a vanity project in SE. Sure, we all want to make our giant megaship that is super impressive, but then what? The game doesn't have any gameplay where a giant ship is useful. Same with stations. You can build a huge space-city, but there is nothing it does better than just a platform with machinery on it.
2. There is no real economy of any kind. Everyone can create everything by themselves very easily. There is nothing you could reasonably trade with other players in SE for example, because if they didn't have a source for all materials already they wouldn't even be able to make the most basic ships, and if they do have a source they really don't need anything else.
3. Combat in space engineers is so punishing that it doesn't make for interesting game content. Damn near every single open server in SE has the same problem: People are just hiding and not playing together because they want to avoid all confrontations. If they do go out to attack someone they do it while the other person isn't there. Nobody wants to get into an actual battle in a game where every second of fighting comes with a minute of repairing.
People can search by game modes - team deathmatch, free for all, capture the flag, cooperative and etc. And regional servers, for players to play together.
1. Weapons limitations means that no parked ship can defend itself. Fixed weapons have VERY long ranges, and automated turrets are fixed at just over 1k.. Thus a piloted ship can always easily overpower automated defences. Upped turret ranges could fix this.
2. Protecting assets while offline is something that can be addressed MANY ways. KEEN needs merely to select one. My favorate would be a cloaking system for a unmoveable station, making assets nearly impossible to find (except at extremely close range). Park next to such a station, and your ship also becomes unlocateable. Such an area cloaker would need to be large, expensive to feed and be stationary.
3. Trade. Currently nothing needs to be traded, because all assets are created quickly with easily found ore. FIX. have tiered system. Tech 1 items can be easily made with common mats. Tech 2 requires a multitude of rare mats that need to be agressively searched for. Tech 3 mats needs to be agressivly searched for AND don't show up with an ore detector. THUS each group might only find small ammounts of each rare ore, and trade becomes feasable.
4. Large ships. Making such large ships more resilliant to damage, AND making advanced and high tech gear VERY large, gives and excuse to build large ships.
To all these problems, there are solutions..
What the game really needs is more threats. Have periodic invasions by powerful NPC enemies that will ♥♥♥♥ your ♥♥♥♥ up if you aren't adequately protected or agile enough to evade them. That right there could be a huge incentive to for example build a massive industrial nomad ship that can get the hell out of dodge when the oppressive earth government sends it's enforcer fleet to clear out rogue miners or whatever. Or it can be your reason to build a huge battleship and show them that free spacers are nothing to mess with.
That's what the game is lacking.
I agree this game need a mid to late game.
In minecraft you can start a new world with the goal of taking down the bosses but in SE once you get solar power and O2 farms there nothing else to it.
I don't think most want a X^* but they want something more in the later game after the ships are built.