Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Capsup;43997120]Is this game worth buying into? I'm not a huge fan of sandbox play, I'd rather have some point in building contraptions. Is it possible to dick about and battle other people and does it actually work well?[/QUOTE]
Yes, you can dick about. I wouldn't exactly call the multiplayer "working well," though...
[QUOTE=Capsup;43997120]Is this game worth buying into? I'm not a huge fan of sandbox play, I'd rather have some point in building contraptions. Is it possible to dick about and battle other people and does it actually work well?[/QUOTE]
As it stands, the notion of "contraptions" might be kind of limited - at least, not on the same level as Garry's Mod. Still, we've got building blocks, toggled landing gear, and rotors, which you can do an impressive amount of things with.
As for actually battling people, "working well" is subjective. All it takes is like one hit to your cockpit to disable your ship and that can really be a bummer during a dogfight. Fights can also be massively unbalanced if your ship's design isn't absolutely top-notch and if your maneuvering skills aren't the best. I found that out the hard way when trying to fight against Tmaxx's damn "Blackbird" fighter.
[editline]21st February 2014[/editline]
I'd love it if they added tracking missiles and some kind of railgun to the game, to maybe diversify combat a little. Theoretically the tracking missiles would be a little slower and would obviously require a lock-on, and the railgun would be high-damage but would require a charge and have high recoil.
[QUOTE=ElectricSquid;43998896]As it stands, the notion of "contraptions" might be kind of limited - at least, not on the same level as Garry's Mod. Still, we've got building blocks, toggled landing gear, and rotors, which you can do an impressive amount of things with.
As for actually battling people, "working well" is subjective. All it takes is like one hit to your cockpit to disable your ship and that can really be a bummer during a dogfight. Fights can also be massively unbalanced if your ship's design isn't absolutely top-notch and if your maneuvering skills aren't the best. I found that out the hard way when trying to fight against Tmaxx's damn "Blackbird" fighter.
[editline]21st February 2014[/editline]
I'd love it if they added tracking missiles and some kind of railgun to the game, to maybe diversify combat a little. Theoretically the tracking missiles would be a little slower and would obviously require a lock-on, and the railgun would be high-damage but would require a charge and have high recoil.[/QUOTE]
I still think they should implement scalable railguns for large ships.
Have one long, heavy gun running through length of the ship, plus a couple of rapid-fire secondaries around it.
And if we could assign different weapons to different firing groups, we could have broadsides as well.
[QUOTE=Psychokitten;43999189]I still think they should implement scalable railguns for large ships.
Have one long, heavy gun running through length of the ship, plus a couple of rapid-fire secondaries around it.
And if we could assign different weapons to different firing groups, we could have broadsides as well.[/QUOTE]
I definitely agree with that, I was just thinking in terms of small ships. Firing groups sounds like a great idea too.
Perhaps the large ship railgun could be a block that you could stack for increased power. Suppose you've got one block:
[ ]
and that fires small-damage shots and charges quickly, while a stack of them:
[ ][ ][ ][ ][ ]
takes longer to charge but produces a much more powerful and much faster projectile.
[QUOTE=ElectricSquid;43999286]I definitely agree with that, I was just thinking in terms of small ships. Firing groups sounds like a great idea too.
Perhaps the large ship railgun could be a block that you could stack for increased power. Suppose you've got one block:
[ ]
and that fires small-damage shots and charges quickly, while a stack of them:
[ ][ ][ ][ ][ ]
takes longer to charge but produces a much more powerful and much faster projectile.[/QUOTE]
That's a concept I suggested several pages back. The idea is that the more blocks long it is, the more power draw it has and the more damage it does. So not only does a really big gun take a long time to reload, it also has the potential to power down your ship after each shot.
The best thing this game can do right now is push for more elaborate controls, letting us control things on the other side of rotors or landing gear, letting us create more complicated ships and concepts.
That and the railgun everyone else wants. I don't know if anyone else likes the idea of building a beam weapon in the same manner as a rail gun, but I do.
[QUOTE=HumanAbyss;44000999]The best thing this game can do right now is push for more elaborate controls, letting us control things on the other side of rotors or landing gear, letting us create more complicated ships and concepts.
That and the railgun everyone else wants. I don't know if anyone else likes the idea of building a beam weapon in the same manner as a rail gun, but I do.[/QUOTE]
What qualities would you imagine beam weapons would have that would make them distinct from or balanced with the theoretical railguns?
...Also, what kind of beam weapons? I don't know if that falls within the spectrum of realism that the devs are going for.
i was kind of hoping the sloped blocks would make a procedural curve.
I want to make the Yamato from starblazers.
[QUOTE=Tmaxx;44001655]i was kind of hoping the sloped blocks would make a procedural curve.
I want to make the Yamato from starblazers.[/QUOTE]
Wait until railguns and motor control are both implemented.
[QUOTE=Psychokitten;43999189]I still think they should implement scalable railguns for large ships.
Have one long, heavy gun running through length of the ship, plus a couple of rapid-fire secondaries around it.
And if we could assign different weapons to different firing groups, we could have broadsides as well.[/QUOTE]
Scaleable railguns that use power would be the BEST.
If they added proper slopes I could actually make my halo ring round and not quasi-round
wow, i just rage quit space engineers. I was building a ship with symmetry, only focusing on one side of course, i fly back to take a look at progress and notice that one side is different.
some fucking how, symmetry got fucked and didn't work.
well there goes an hours work and a wasted idea.
[QUOTE=Tmaxx;44002723]wow, i just rage quit space engineers. I was building a ship with symmetry, only focusing on one side of course, i fly back to take a look at progress and notice that one side is different.
some fucking how, symmetry got fucked and didn't work.
well there goes an hours work and a wasted idea.[/QUOTE]
You may have deleted something that caused a floating chunk of blocks, and the game considered it an obstruction and so wouldn't build in that space, and if that "obstructs" even a single block that you branch out from, large chunks of build simply won't appear.
It's really a pain in the ass, I've had it happen too; I wish there was some kind of option to force-spawn mirrored blocks for situations like yours.
[QUOTE=Tmaxx;43992955]you gotta be so fucking hostile? keep fucking around and i'll make you some fucking toast.
[editline]21st February 2014[/editline]
and yeah, they're perfectly functional for edges and stuff, which is what they're probably for, but they're so strangeeeeeeeeeee[/QUOTE]
Of course they're strange when you're not using them for corners or edges. They're for fucking spheres. You don't see many spheres with flat faces for a reason.
[QUOTE=Paramud;44002889]Of course they're strange when you're not using them for corners or edges. They're for fucking spheres. You don't see many spheres with flat faces for a reason.[/QUOTE]
uhm
rounded corners are not exclusive to spheres. spheres do not consist of 8 rounded corners, they consist of a sphere. really weird logic going on here.
[QUOTE=the_killer24;43992382][t]http://puu.sh/74hgk.png[/t]
yeah.[/QUOTE]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=230751463]workshopped[/url] it if anyone cares
Made a ship that can split into two identical slightly smaller ships. This happens if you destroy the front 'head' and detonate its warhead. It is designed for two pilots, obviously. I call it the Hydra.
Pics;
[t]http://i57.tinypic.com/1234piu.png[/t]
[t]http://i57.tinypic.com/2pplegm.png[/t]
[t]http://i58.tinypic.com/svnhnc.png[/t]
[t]http://i57.tinypic.com/2u4myl1.png[/t]
Workshop;
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=230818337[/url]
This game is really enjoyable. I wonder if anyone has created the White Base or the Argama because there is no way I am skilled enough to make those yet
Anyone know a good design for a small mining ship. Every time I make one it shakes way to much.
[QUOTE=Aide;44011675]Anyone know a good design for a small mining ship. Every time I make one it shakes way to much.[/QUOTE]
Weight and shake balancing really isn't done yet because it's pretty much impossible to make a reasonably sized mining small-ship.
[QUOTE=Aide;44011675]Anyone know a good design for a small mining ship. Every time I make one it shakes way to much.[/QUOTE]
One that has a metric fuckton of thrusters governing all axes of movement.
[QUOTE=Dr.C;44011410]This game is really enjoyable. I wonder if anyone has created the White Base or the Argama because there is no way I am skilled enough to make those yet[/QUOTE]
I believe someone already made a 1/1 scale Archangel.
But Gundam SEED is garbage. I'm not downloading something from someone with shit taste
Eh, just saying it's there. You could probably use it as a reference.
[editline]23rd February 2014[/editline]
Personally I'd rather make a 1/1 Musai.
I just found out that destroying (Or more like cutting in half + wrecking 7 million kilograms of innards of) a thirty-thousand ton ship is very, very difficult with warheads.
I dunno how many I had to dump on it. Hundreds, certainly. And the hull still wouldn't rip apart, there were just holes here and there.
I started playing this again after the last update and I'm having some fun with the new grav settings
[t]http://cloud-2.steampowered.com/ugc/468676650907139302/F568C7CF6BF4E65499F7AED8868908B19237B0FB/[/t]
[t]http://cloud-3.steampowered.com/ugc/468676650907140900/AAD4D382E21E5BBE909EDEA7932832D8A95510E6/[/t]
[t]http://cloud-2.steampowered.com/ugc/468676650907142194/487016CF641DF9472865BFA53A61E861C6F191B7/[/t]
you can walk along the walls to the top and bottom and eventually there's going to be extensions on both ends with octagonal platforms to make it look kind of like a hourglass with crazy extensions hanging off and small bridges branching off to multiple little areas you can dock.
[QUOTE=esalaka;44012681]I just found out that destroying (Or more like cutting in half + wrecking 7 million kilograms of innards of) a thirty-thousand ton ship is very, very difficult with warheads.
I dunno how many I had to dump on it. Hundreds, certainly. And the hull still wouldn't rip apart, there were just holes here and there.[/QUOTE]
I think warheads don't have cumulative damage or something, like if you have a cluster of them tipped on a missile, one of them blows up and deletes the others and they don't technically do any damage because they're deleted rather than blown up
[QUOTE=ElectricSquid;44012822]I think warheads don't have cumulative damage or something, like if you have a cluster of them tipped on a missile, one of them blows up and deletes the others and they don't technically do any damage because they're deleted rather than blown up[/QUOTE]
That's stupid as hell.
[QUOTE=Psychokitten;44012854]That's stupid as hell.[/QUOTE]
It's just not implemented really. That's exactly how you can expect such a thing to work without anything complex to handle cumulative explosions.
Also remember my large ship, started working on it again.
[t]http://cloud-2.steampowered.com/ugc/792935831062700838/30305DD939ED473DD7D52EA1351530CB25840414/[/t]
[t]http://cloud-4.steampowered.com/ugc/792935831062705832/D4CEB89F1A2EC63EB8AD7EA05697B0D42D6B11DD/[/t]
~Still moves~
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