Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Mattk50;45570090]You guys are missing the point of this. You're not supposed to control them as the sole commander of a ship, you can have other players worry about aiming up to 4 turrets for each menu bar setup and target enemy weak points manually.
Though they do need to tie hotkeys to the menu buttons next.[/QUOTE]
That is what I keep thinking;
In Star Trek there are atleast 5 people on the bridge at consoles ready to carry out the captain's commands. Ontop of that there are crew all over the ship for maintenance, and systems control and security. It would be absolutely amazing if by the time this game is completed, you can have a server with 64 people, either 32 in 2 ships or 16 in 4 ships.
I wish there were phasers or some sort of more futuristic weapon in the game. Something tells me we wouldn't use miniguns in space.
Also I cannot wait until they implement some sort of functions program. The hotkeys in the latest update are nice, but imagine hotkeys designed to extend, rotate and lock weapons all in one go.
Another thing is a sector system. In order to keep maps small, it would be cool if you could link maps together using some sort of warp feature. So that when you warp you enter the next map (where there is an outpost or something).
Lastly, I really would like some sort of remote control/RT camera/remote viewing. It would be nice to be able to send out a drone to mine without endangering a crew member.
Some sort of com system would be cool as well. Radio with faction enabled, and people can hear you near by, but in order to talk ship to ship you need to request a com link etc.
Basically;
See Star Trek, do that.
[editline]2nd August 2014[/editline]
Also, just how the pistons and rotors are made of 2 parts, more systems should be like that. So that if something goes wrong, you kinda have to diagnose it, like "Oh shit, the sealer cap is blown on my reactor! I need to fix it in 10 seconds or it will blow up, etc.
[editline]2nd August 2014[/editline]
Oh, and a setting on the gravity generator to make it a centre of gravity, so that all things in the field get accelerated towards it.
[QUOTE=Zenreon117;45570169]That is what I keep thinking;
In Star Trek there are atleast 5 people on the bridge at consoles ready to carry out the captain's commands. Ontop of that there are crew all over the ship for maintenance, and systems control and security. It would be absolutely amazing if by the time this game is completed, you can have a server with 64 people, either 32 in 2 ships or 16 in 4 ships. [/QUOTE]As cool as that might be, i'd imagine most people would prefer flying their own creations to having a crap job of just welding shit during combat.
[QUOTE=Sgt Doom;45570207]As cool as that might be, i'd imagine most people would prefer flying their own creations to having a crap job of just welding shit during combat.[/QUOTE]
Can ships weld themselves, by the way?
If not I guess you could just use rotors to make autowelders be a 'different ship' though.
everyone always wants to be the captain but that would never happen. at best a place with a forum could elect some guy to pilot a big ship if there was a big EVE thing going on but i don't think that's going to happen very often
[QUOTE=Cone;45570843]everyone always wants to be the captain but that would never happen. at best a place with a forum could elect some guy to pilot a big ship if there was a big EVE thing going on but i don't think that's going to happen very often[/QUOTE]
Would the captain be the pilot or he be the guy giving commands?
[QUOTE=Xron;45570867]Would the captain be the pilot or he be the guy giving commands?[/QUOTE]
In star trek theres a pilot. But they just type in where the ship should go and stuff like that.
Most if not all the times by the orders of the captain.
I believe its the captain that sits in a mostly normal seat and then theres someone that keeps track of weapons, someone that keeps track of the long range sensors etc.
All the captain does is tell them what to do and its them that actually do the stuff.
[QUOTE=Minelayer;45568215]I'm no squeegy
[/QUOTE]You can be Squeegy, you just need to believe.
[QUOTE=Cone;45570843]everyone always wants to be the captain but that would never happen. at best a place with a forum could elect some guy to pilot a big ship if there was a big EVE thing going on but i don't think that's going to happen very often[/QUOTE]
Hey, I love being the turret gunner in games that let me do it.
[QUOTE=Xron;45570867]Would the captain be the pilot or he be the guy giving commands?[/QUOTE]
well there wouldn't be anyone giving commands is what i'm saying, cause on a really big ship there's inevitably going to be a ton of people who don't really have any reason to play if they're just going to be worker bees for the high and mighty captain. everyone on that ship is going to want to be the one position that doesn't take orders.
so the best way i can think of to avoid that is to just have the best pilot be the pilot and the best shooters to shoot at things, and everyone can enjoy themselves.
[QUOTE=Cone;45571094]well there wouldn't be anyone giving commands is what i'm saying, cause on a really big ship there's inevitably going to be a ton of people who don't really have any reason to play if they're just going to be worker bees for the high and mighty captain. everyone on that ship is going to want to be the one position that doesn't take orders.
so the best way i can think of to avoid that is to just have the best pilot be the pilot and the best shooters to shoot at things, and everyone can enjoy themselves.[/QUOTE]
Everyone wants to be=//= everyone can.
[QUOTE=MegaJohnny;45571087]Hey, I love being the turret gunner in games that let me do it.[/QUOTE]
Turret > Pilot > repairs/supplies > spotter
[QUOTE=Civil;45571130]Everyone wants to be=//= everyone can.[/QUOTE]
i know that's my point, if everyone wants one thing but can't have it then they won't enjoy it and it's a flawed system. a guy breathing down their necks and giving them orders isn't necessary if they're just doing a job that they enjoy, which hopefully would be everyone if your friends are any fun to play with. the attempt to put some kinda rigid command structure on a game that really has no need for it smacks of something LSG would do imo.
Ideally any given job should be consistently fun and useful. Many of them just seem to be something for the captain to feel cool about i.e. "my ship is so detailed and awesome I have an enormous bridge crew and dedicated toilet polishing specialists"
Security is something already well-handled by external gatlings and internal turrets. If someone manages to get through both of those, just have the nearest guy drop what he's doing for a minute and shoot the git; rather than have one guy sitting on his arse all through the match hoping for an improbable breach scenario, and occasionally spraying their peashooter at the opponent's ship through the doors or any handily available hull breach.
Damage control as well; it'd be suicidal to attempt to repair external damage unless the enemy is already defeated, in which case just have everyone pitch in. Internal damage may be worthwhile if it's knocked out important components (again, just reassign someone temporarily), but otherwise if it's just hull damage it's not worth having a dedicated welding bloke who's likely to get shot by a gatling through the hole while slowly welding individual blocks, anyway.
It'd probably be most doable and enjoyable having multiple people operating separate banks of weapons (spread the control chairs around the ship for aforementioned localised reassignments), one pilot for the ship, and multiple small ship pilots. All the fun of large crews without some unfortunate bastard delegated to sitting there and calling out whatever beacons he (and by extension everyone else) can see, under the guise of sensor control. [I]Maybe[/I] have also one guy operating whatever overly elaborate and fragile contraptions the ship has.
I personally would love running/driving/flying around in/on the ship while frantically repairing shit all the time in combat.
[QUOTE=scratch (nl);45571525]I personally would love running/driving/flying around in/on the ship while frantically repairing shit all the time in combat.[/QUOTE]It would be fun, so long as there's something to repair, that can be repaired without getting 20mm to the face constantly.
My main point is, I suppose, that locking people into a singular not-always-needed role is a terrible idea, and rather a fun crew to be a part of is one where you do what needs doing in your area according to circumstance, rather than what single role is given to you. You wouldn't expect someone to ignore a hull breach right next to them because it's not their job, after all.
[editline]2nd August 2014[/editline]
Having specific roles would probably work better with a group of friends or dedicated RPers, but elsewhere it'd probably end up being a disaster.
It'd be fun to be on a ship and be fixing up a program riddled with bugs when suddenly the hallway your are in gets split in half and that section of the ship flys off.
[editline]2nd August 2014[/editline]
we still need tiny command pods so that escape pods can be made, we got the batterys and merge blocks now, all we need is a good seat.
[editline]2nd August 2014[/editline]
also we need to be able to enable health in creative mode
[QUOTE=Sgt Doom;45571405]Ideally any given job should be consistently fun and useful. Many of them just seem to be something for the captain to feel cool about i.e. "my ship is so detailed and awesome I have an enormous bridge crew and dedicated toilet polishing specialists"
Security is something already well-handled by external gatlings and internal turrets. If someone manages to get through both of those, just have the nearest guy drop what he's doing for a minute and shoot the git; rather than have one guy sitting on his arse all through the match hoping for an improbable breach scenario, and occasionally spraying their peashooter at the opponent's ship through the doors or any handily available hull breach.
Damage control as well; it'd be suicidal to attempt to repair external damage unless the enemy is already defeated, in which case just have everyone pitch in. Internal damage may be worthwhile if it's knocked out important components (again, just reassign someone temporarily), but otherwise if it's just hull damage it's not worth having a dedicated welding bloke who's likely to get shot by a gatling through the hole while slowly welding individual blocks, anyway.
It'd probably be most doable and enjoyable having multiple people operating separate banks of weapons (spread the control chairs around the ship for aforementioned localised reassignments), one pilot for the ship, and multiple small ship pilots. All the fun of large crews without some unfortunate bastard delegated to sitting there and calling out whatever beacons he (and by extension everyone else) can see, under the guise of sensor control. [I]Maybe[/I] have also one guy operating whatever overly elaborate and fragile contraptions the ship has.[/QUOTE]
Yeah, the roles might not translate perfectly. But in pvp, the crew that will work together and will win. The simple problem is that you cannot have one person controlling such a large ship. There are quick descisions that need to be made, and they need to be done immediately. If what is needed to win the battle is a volley of rockets on the aft side, that should take no shorter than the captain saying "Volley to Aft" and the crewman in charge of aft weapons deploying them immediately.
For example; Rocket pods need to be reloaded. (I know you can hook them up to the storage). So do certain built warheads and rockets.
[editline]2nd August 2014[/editline]
Also, as far as lookout goes, not everyone is going to be paying major attention to the beacons, and an incoming beacon might be named wierd or a false flag ship. Especially if they start doing some more additions to the antenna which will vary signal strength, and perhaps different sattelite dishes to recieve different distances of readings.
Couldn't think of a good new design to stick the Greeble II bridge superstructure onto, so refitted it onto the old one, thanks to being able to stick things onto another with copy-paste. Also shaved off all the pointlessly spiky bits, as their purpose (a place to stick turrets) is no longer valid with conveyors. A lot of modifications to do for it to fit nicely.
[IMG]http://i.imgur.com/SBTpQc0.jpg[/IMG]
[QUOTE=Zenreon117;45573355]Yeah, the roles might not translate perfectly. But in pvp, the crew that will work together and will win. The simple problem is that you cannot have one person controlling such a large ship. There are quick descisions that need to be made, and they need to be done immediately. If what is needed to win the battle is a volley of rockets on the aft side, that should take no shorter than the captain saying "Volley to Aft" and the crewman in charge of aft weapons deploying them immediately.
For example; Rocket pods need to be reloaded. (I know you can hook them up to the storage). So do certain built warheads and rockets.
[editline]2nd August 2014[/editline]
Also, as far as lookout goes, not everyone is going to be paying major attention to the beacons, and an incoming beacon might be named wierd or a false flag ship. Especially if they start doing some more additions to the antenna which will vary signal strength, and perhaps different sattelite dishes to recieve different distances of readings.[/QUOTE]Just have gunnery reload, hence why I recommended distributing chairs according to location of batteries. Not like they can do anything else when their guns are dry, anyway.
And still, having one guy dedicated to the dull task of calling out where the beacons are is taking the piss. Get the captain to do it, he's the one who decides which one gets shot at.
Or put another way, how many people do you think would want the job of merely keeping track of beacons when there's guns, contraptions or fighters to be had? Especially since due to the organisational difficulties of a large enough server for multi-crew ships, and enough players to crew them for a good fight, you're generally going to know who the opponents are, anyway.
[QUOTE=Sgt Doom;45573964]Couldn't think of a good new design to stick the Greeble II bridge superstructure onto, so refitted it onto the old one, thanks to being able to stick things onto another with copy-paste. Also shaved off all the pointlessly spiky bits, as their purpose (a place to stick turrets) is no longer valid with conveyors. A lot of modifications to do for it to fit nicely.
[IMG]http://i.imgur.com/SBTpQc0.jpg[/IMG]
Just have gunnery reload, hence why I recommended distributing chairs according to location of batteries. Not like they can do anything else when their guns are dry, anyway.
And still, having one guy dedicated to the dull task of calling out where the beacons are is taking the piss. Get the captain to do it, he's the one who decides which one gets shot at.
Or put another way, how many people do you think would want the job of merely keeping track of beacons when there's guns, contraptions or fighters to be had? Especially since due to the organisational difficulties of a large enough server for multi-crew ships, and enough players to crew them for a good fight, you're generally going to know who the opponents are, anyway.[/QUOTE]
I certainly didn't mean have one guy in a chair just doing that. Like I said, the roles do not translate perfectly, but it certainly would be a task. As far as people wanting to be captain, depending on the task at hand, there might be an acting captain or second in command. As far as calling out beacons, there could be a tactical officer who concentrates on overall weapons status and tactical status.
If an enemy does not transmit location, you can only see them visually. If we get some sort of telescope/optics there would concievably have to be someone tasked to scan the area for possible threats. Atleast while in enemy territory.
[QUOTE=Grenadiac;45574108][url]http://steamcommunity.com/workshop/browse?searchtext=&childpublishedfileid=0§ion=items&appid=244850&browsesort=trend&requiredtags%5B%5D=Mod[/url][/QUOTE]That fighter cockpit looks rather nice. If the titan engine glow worked, i'd probably use that as well; though tbh i'd like something that's halfway between that and the regular large thrusters in size.
So I took [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=292159179"]this save[/URL] and had a bit of fun with it :v:
[img]http://i.cubeupload.com/0rY45M.png[/img]
We've got regular space combat, Wipeout-style and regular racing; now we just need Robot Wars.
Mech Engineers
[IMG]http://puu.sh/aCybm/eef10542b5.png[/IMG]
One of my pistons that controls the weapons bay below achieved light speed sideways.
:-:7
my problem with the idea of crew based things is pretty simple and i think should be pretty demonstrable pretty easily
just rate heart if you'd rather be a captain, and optimistic if you'd rather be a crew member
I really don't see any crew being bigger than 2 or 3 guys at absolute most
[QUOTE=HumanAbyss;45578496]my problem with the idea of crew based things is pretty simple and i think should be pretty demonstrable pretty easily
just rate heart if you'd rather be a captain, and optimistic if you'd rather be a crew member
I really don't see any crew being bigger than 2 or 3 guys at absolute most[/QUOTE]
I'll be in my bunk
Holy shit I'm loving how this games coming together.
[QUOTE=HumanAbyss;45578496]my problem with the idea of crew based things is pretty simple and i think should be pretty demonstrable pretty easily
just rate heart if you'd rather be a captain, and optimistic if you'd rather be a crew member
I really don't see any crew being bigger than 2 or 3 guys at absolute most[/QUOTE]
I'll be conducting sealed programming experiments but on a different ship technically so they don't get loose on the ship and cause bad things.
[QUOTE=HumanAbyss;45578496]my problem with the idea of crew based things is pretty simple and i think should be pretty demonstrable pretty easily
just rate heart if you'd rather be a captain, and optimistic if you'd rather be a crew member
I really don't see any crew being bigger than 2 or 3 guys at absolute most[/QUOTE]
The very nature of SE weaponry places fixed limits on just how big and heavy ships can be for practical combat scenarios. You also don't want your ship's firepower thrown all over the place because the more of it placed in the command of a single person, the more efficient the design. I'd say you're probably right and 3 people is likely the most you will see for most ships. I suspect the two main ship types you will see are small frigate/cruiser type designs and large bombers. Anything else is either too big of a target compared to the value of their firepower or too small to defend themselves against gatling turrets.
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