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Warfare 3 - The DREAM Space Engineers Update
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- Опубликовано: 16 авг 2024
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War... War never changes... Unless there's a Space Engineers update for Warfare.
In my new video, we go over what could potentially be added to the game in a future Warfare 3 update based on your suggestions!
0:00 Start
0:39 Previous warfare updates
1:22 Another combat rework?
2:18 More weapons?
2:57 More turrets?
4:18 Shields?
5:34 Walker Legs and Tank Treads?
7:24 Hostile Encounters?
7:47 What do you want the most?
Mods and grids used in this video:
Buildings:
- Tall building steamcommunity...
- Small building: steamcommunity...
- 2x Small building: steamcommunity...
- Medium building: steamcommunity...
My red and white ship: steamcommunity...
My mining ship: steamcommunity...
More Character Weapons: steamcommunity...
Additional Turrets: steamcommunity...
Homing Missiles: steamcommunity...
Shield Mod: steamcommunity...
AT-AT: steamcommunity...
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Space Engineers is a voxel-based sandbox game set in space and on planets, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copies In May 2015, for approximately a year and a half, the game's source code was officially available and maintained by KSH to assist the modding community. On December 15, 2016, the game entered Beta and was later officially released on February 28, 2019.
The game is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.
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Title: Warfare 3 - The DREAM Space Engineers Update
My Last Video: The UNLIMITED POWER of the CLANG DRIVE - Breaking Space Engineers
#SpaceEngineers #Warfare #Update
So which of the things listed in the video do you most want to be added? Let me know!
more weapons
need for planets like ksp and game like that
@@raccoon_1231 Nah, we need to improve what we have first. The planets are barren and empty.
I would like some sort of player armor. I think players are too squishy
I want walker legs and tank treads... something other than wheels lol
You completely skipped THE MOST IMPORTANT feature request. I can't believe you didn't mention it. but the ability to control the ship while also using the toilet seat has got to be #1.
THIS
@@Zer0sLegion YES
Where’s the dislike button for this video 🤣
Can we not pilot the ship from the toilet via the Remote Control block?
Would be the best mobile phone game to "Play" while on the loo.
@@soulsurvivor8293 Well we have to have some semblance of propriety. However, maybe the Gunner's seat?
In terms of shield, I think I would like to see something along the lines of an electric field that damages anyone getting to close.
That way you can’t just grind down the walls anymore when using just a jetpack to attack others in space…
so instead of full on energy shields its a primitive electric field that damages, i think thats a cool idea to consider
I mean, interior turrets are very lethal at the moment, one or two makes you untouchable to jetpack welder, but I see the point.
@@tartine2463 Exactly. More like spikes then an impenetrable shield…
Like a hostile safe zone...
@@Zer0sLegion it would also give an space for actual boarding craft and have a block or something which creates a protective bridge between the target and boarding craft
I think more hostile alien npcs would be cool . Kind of a mix bettween a combat update and an exploration update
I couldn't even find a Saberoid for this video, I had to get Striker to transform into one at a medbay. Even if we don't get more of them, it would be nice if they spawned a bit more often.
Ancient high tech drones/ruins would be cool with a puzzle to fix parts of it to generate power or gain the tech the drones have would be really cool I think
Smart aliens for space engineers would be awesome not only would it be good for possible enemy factions. But also new player character models ? Sigh one can only dream 👽
I think it would be cool to have something similar to thargoids, boss enemies that show up at random, curious and nonhostile, but if you fuck around, you are gonna find out
there is a possibility to experience this now but unfortunately only with mods
Guided missiles and heavier stuff like torpedoes, but combined with a good radar system and ECM. So you can only use guided missiles and turrets if you have a working radar block and your target is in range. If your target has an ECM block to counteract radar, it may cause the targeting to be fuzzy or the target not to show up on radar at all.
So if you want fancy targeting it would mean you have to be looking for targets and in turn, show up like a blaring light on the enemy's radar. Or use passive radar only, stay under ECM, and sneak up on your enemy using *their* radar block to target them. It would give the space combat dynamics much more of a 'submarine thriller' feel where you won't always get an advantage by throwing more weapons at your adversary.
I know how to make a radar it only has 4 important blocks would you like to know how to make it?
I'd imagine radar, or something like it, is coming in the exploration update.
@@Zer0sLegion It already exists in the form of the sensor
@@Eulendamon Sensors do nothing to *detect* targets that aren't already on your targeting view. Unless you can set them to detect stuff thousands of meters away. And enemies have no way of hiding themselves from targeting/radar/sensors.
@@Stoney3K i use no mods that affect the sensors their max range (for me) is 50KM small grid and 100KM large grid
One ship weapon we are missing and would diversify ground vehicle combat is indirect fire weapons, howitzers and/or mortars are missing. It feels even weirder since gravity now affects shells but they detonate far too early to be used in this manner.
Besides raining down high explosive death from a far is cool
I belive one needed thing ( that you did not mentioned or simply categorized under melee) is throwing granades. Actually the hability of handhelding something and throwing it would be a gain as you could simply throw an explosives package and shoot it to blow it. Thats something i would really like to have!
Hand grenades, satchel charges and landmines.
Yeah, grenades would be cool. You can throw explosives in the base game but they don't explode unless you shoot them.
Good thoughts! On the shield topic, I ran into this meta/mechanic issue in Rimworld, and I think the same thing is at work here. In RW, there are several mods that seek to put clothing, weapons, etc into a kind of narrative stasis by short circuiting their loss of durability (repairing/mending etc). But the game narrative is partially predicated on a continual cycle of change -- growth, conflict, loss, renewal. RW is a sandbox, so if someone wants to exchange play time and labor for selectively excluding some precious legendary items from that game loop, then that's fine. Just be aware of what that choice can mean for the storytelling.
Same thing for SE.
SE's game loop implies the need for destruction, consumption, or reset of existing blocks (resources) in order to justify continuing to mine, refine, and create new blocks. And resources/blocks/etc ultimately are measured in the only (?) gamer resource there is in-game, which is playing time. Right now, the vanilla game does not offer many very compelling ways for resources to be consumed/spent.
(GTA Online is a counter example, with way too many ways to frivolously consume/spend in-game money, not many meaningful ways to spend that money after initial one-time capital investments in properties or certain effective vehicles, and a diverse but not very deep range of ways to earn money. There's no compelling build-up mechanic like there is in SE. But all that is aimed at a totally different kind of player base and drives purchases of in-game money with real world money for GTA's revenue model.)
OTOH, shields and other mods that short circuit the destruction/consumption/deconstruction half of this cycle logically point toward an endgame of accumulating infinite ships and blocks. A balanced shield mod, block, or vanilla feature needs to have a pretty close to net zero trade-off in playing time costs in order to maintain game balance. Either initial block tech research (but almost no one seems to enjoy the vanilla block unlock tech progression, so while this variable is available in many other builder games, it's not really an option thus far in SE), initial high resource/labor cost to build the shield, and/or some level of usage risk that remains beyond player control.
Humans are risk averse. We don't like losing stuff, and we want to hoard resources "just in case" forever. I see this in RW video series, Project Zomboid series, etc. It's also true in pretty much every SE video survival series -- the players/content creators accumulate STUFF at a rate that typically exceeds their chosen vanilla/modded SE environment's ability to consume it. NPC AI mods and other hazards provide some variation in the accumulation trend, but we don't often (ever?) see organic unscripted net losses, near-total, or total wipes of a player's base and ship assets. Nothing that fundamentally bends the accumulation trend line in a more interesting narrative path with meaningful ups and downs and non-zero risk of game-ending death.
If we look at it using RW's storyteller or narrative framework, then SE needs some source of change. Whether it's other players, player self-imposed rules, NPCs, or environmental challenges, the story is more interesting if we experience ups and downs, gain resources and lose resources with (depending on each player's and audience's preferences) varying degrees of loss risk. Some people prefer a story with a guaranteed happy/victorious ending. Others prefer one that is guaranteed loss. And everything in between.
SE is a sandbox and a game of course, so everyone's free to play the way they want to. If someone wants to use any means (shield or otherwise) to build and accumulate ships and blocks until they crash the game out for lack of CPU/RAM resources, that's fine. But either the game crash or voluntary player new game start will achieve a similar end result to any other kind of block/resource destruction/consumption -- starting over partially or fully with reduced resources or no resources once again.
So in the end, if Keen add vanilla support for mobile shield blocks with energy/ damage absorption balancing, then that's fine. Whether through vanilla, mods, or self-imposed rule restrictions, players are going to hoard or expend their resources and playing time however they want anyway. More vanilla engine support to reduce a need for modded script functions is almost always going to be more CPU/RAM efficient, though the implementation end result is not always exactly as in-game powerful (unbalanced?) as players might wish for.
The way to add guided missiles is to add flares. This way small ships can easily get rid of guided missiles.
I also want to add jammers and scanners. Jammers make enemy turrets worse, and scanners make them better. However, there are tradeoffs. You can effect lock on time, lock on distance, and the accuracy of turrets, but other factors still apply. Depending on what you focus on, you get different builds. SE needs tradeoffs.
I'd imagine scanners are coming as part of the exploration/encounters update.
the decoys sort of work like flares would
@@royamir9102 Not at all. Lock on made launching decoys useless. Decoys need to be on the same grid now. Decoys are actually nerfed.
Flare for IR missile aka heat seeking and chaff for radar guided missile. A game call Nebulous fleet command let you design ship that can decoy missile or torpedo with chaff and flare plus ecm jamming if your ship has the slot to install them. Also navy ships in real life has chaff and flare launcher which I thought for a long time was found only on military aircraft.
@@sabatcross8110 There is no need to seperate them.
Maybe the guided missile should be like some kind of a cruise missile.
Expensive, very situational but devastating against large ships and bases(and also able to track the ships)
what i would wanna see for a "warfare 3" update would be an update to ground ai/more enemy characters to fight something like ai enabled but not exactly.
I hope they cover something like that in the exploration update.
I agree also spawning planetary bases for enemies so the player can raid them
Instead of a shield generator block, maybe we could have an integrity field block, like from Avorion. It emits a field where blocks are still damageable, but they are more resistant inside it. That would probably be a good solution to the shields or no shields dilemma while not completely changing how combat works, so older designs still work.
or a buff to heavy armor making it less heavy and expnsive for the same health so people are more willing to use it
@@hypernovamkvi715 I would rather have specialized armor. The arms race becomes more strategic. Kinetic armor, blast armor(not to be confused with blast doors), reactive armor etc.
integrity fields only work when there's a global value for the ship's health, as opposed to the health being based entirely around the individual blocks. For them to add something like that would be for them to introduce an entire system akin to Avorion's; it'll totally change the balance of the game in favor of endlessly bigger ships just dominating everything else, even if you're right. I suppose it's also possible to argue the same for shields, but it'd be easier to introduce workarounds for that
@@hypernovamkvi715 afaik block health and weight in SE come from components, so you can't really make changes to singular blocks without affecting everything else that uses the same comps
Like Hypernova said, you might as well just buff armour
With tracking missiles they could copy real life abit, make it so the missiles have fuel and a limited burn time. With that you can dodge and defeat missiles with skill.
They only have a 800m range anyway so you could just keep that.
On that note, I'd personally like to see the range of missiles increased to something like 1400m, but have such missile tracking be limited to targets within 800m (for example, I fire a missile at your ship slightly off target from 1.2km, the missile goes straight until it's within 800m of your ship at which point it begins tracking).
Longer missile ranges could also give them more time to accelerate and thus become harder to shoot down, but it would probably take some further tweaking to ensure they don't become OP. Main point being that missiles do need some feature like tracking to distinguish them from assault cannons and artillery, though that tracking should be on the weaker side (so missiles aren't unfair to fight and still require aim to properly use).
Just my opinion though, I had quite a lot more fun with missiles when their range was longer (even if the AI targeting was still 800m)
Maybe instead of shields, have like a Star Trek enterprise style of polarized hall plating, so you use energy to make armor blocks gain more health
I'd love to see customizable suits and weapons systems. Such as being able to add armor or modifying the rifles to serve purposes more effectively. Perhaps adding some weapons systems such as shotguns, SMG's and LMG's. Along with a few tweaks that may allow for some interesting anti vehicle gameplay while on foot. As well. Upping your armor in your suit may allow you to survive shots from a Gatling or even glancing explosives.
I wouldn't mind upgrade for weapons as it would reduce in the inventory clutter but suit's already have upgrades, it's called a ship.
My wish for warfare 3 is complete weapon and suit customization and being able to build your own suits and weapons from the ground up with the blocks we have, such as hinges, pistons and rotors, but on a smaller scale, whilst also adding bullet blocks for small projectiles. Although this will probably never happen.
@@WardingHalo555 I agree
@@WardingHalo555 OP
@@Zer0sLegion though I'd agree at first, wouldn't it also be a good idea to have different kinds of engineers? Being able to take on different roles more effectively
Suits for different needs. Light suits fast but not much hp. Engineer suit lots of space for components but not much of hp and speed. Heavy combat suit lots of HP and booster for quick speed but consumes lots of Hydrogen.
The upgrade to the player is a ship, just build a mech suit 😜
@@Zer0sLegion nar it would make sense adapt your suit to your needs, you build have a suit with a bigger storage space and a bigger battery. you like combat have a suit with a intergrated plate carrier which slows you down slighty but gives you, more hp and quicker reloads. the rookie suit as the standard one, but seperate the suit into multple pieces so you can pick what you want. And maybe a new type of grid which is tiny is used to attack extra gear to you using a special harness
Another thing would be AI enemies, and possibly some handheld means of detonating blocks without utilizing a rocket launcher, for example c4 or breaching charges. Allowing for someone to enter a base or ship. Another thing, if we were so blessed to get it in an update, I would love to see the addition of AI fighters and bombers.
Better AI is coming soon with GridAI!
Walker legs and tank tracks, and volumetric water😜
I recently built a GDI tiberium harvester and was thinking about also building a Titan and Wolverine mech in which the walker legs would come in quite handy, mainly because like you said, walker legs often need alot of timer blocks which in turn can cause quite the troubleshooting nightmare...
Atleast for me they can😏
I would like the addition of personal body armor, something to give you a slight buff to either your health or your damage resistance. Maybe have a subtype of a flak armor that only gives you a little resistance to explosions but not bullets. Or a first contact suit for engaging with any new hostile arthropods or canines ( melee resistance)
Look up "Armour Plates Version 2.0" on the workshop for a mod of your request. I like the steel plates version myself.
I'd like "True" camo blocks, that either automatically copy the local ground or are presets you pick from. That way you could have true hidden complexes with sam sites that can pop up out of the ground if suspicious individuals are wandering a little too close to your base. Either for stationary grids only, or have these blocks "Disabled" upon moving for balance?
Keep those pesky people out the secret lab. A radar jammer to lessen the chances of being found easily, designated people/factions not jammed.
walker legs could be cool and better for ground combat, because imagine your base is under attack and then you release an army of mech suits.
I wanna drive around in my mech suit and never get out.
I think they should add a heavy missile, and change the default missiles to not require uranium
🙏Please remove the uranium requirement from missiles🙏
RIGHT?!? The current usage of uranium in ammo makes literally no sense, they're not nuclear. I love the idea of different ammo types and effects, which would really set the stage for modders to make even More types of ammo.
I feel like shields take a lot of the challenge out of the game, you hide under them while npcs come by, and your guns just gun th down, that is unless it's guaranteed that npcs do as well.
I do agree that more hand held weapons would be nice. And ground combat needs to be enhanced. One thing for sure is how some AR round deform all the walls around you. Maybe if small arms didn't damage walls so much?
Agreed on both points, and I forget to mention alternate ammo types but never mind.
Yeah. It may be better to buff armour like light armour (and especially small grid light armour). Maybe a “medium armour block” as a middle ground between light and heavy armour?
i'd like to see minor improvements come to the custom turret controller and weapon controls as is, the ability to have dual gun setups more easily done without needing to connect the 2 guns physically would be much appreciated, also different ammo types be able to move through weapons to make coaxial autocannons / MGs easier, and the controls of weapons have the option to be separated / sequential as opposed to simultaneous.
Different ammo types was something I meant to mention but forgot.
As for shields? I am half and half. but one that would not have an objection over are what you could call Umbrella Shields. Or deflectors. they only work in one direction. Imagine a custom controlled turret. its guns can only fire in the direction they are aimed, same with the shield (more power can make it larger//stronger) but it swivels with its projector. This means u can set up multiple shields to cover all directions and can even overlap for added protection in spots.
Anyone who has played starmade remembers rails. Just something to continuously move grids on other grids that's reliable.
A personal physical handheld shield might be a good idea one that can allow you to take some turret fire but over time it disintegrates. Just enough to reposition but not enough to be broken.
Overwatch 2 😜
Personally id like to see some kind of torpedo launcher, i know u can build torps. But to save the hassle a dedicated torpedo launcher would be great 🎉
One of the biggest things I want for Warfare 3 aside from shields is Energy Weapons. Like Lasers. Where you can change the colour of the Laser and connect it to the conveyor line so you can water cool it with Ice so you can set it to fire for as long or as powerful as you want before it overheats.
There are mods for that
@@theAverageJoe25 Mods yes.... But I want this for vanilla. And Warfare 3.
I feel that doesn't fit the game but each to their own.
Well we've seen ballistic weapon's in SE, why not energy based one's. Besides in a practical sense it would be an excellent alternative for other weapon's if there is no magnesium to make ammo nearby.
tank steering works two ways. Lateral steering; steering w a control (stick) for each track which applied a brake to that side. Or a steering wheel (yoke). Some tanks can do a pivot steer; each track goes a different direction, some can't. Driving a tank w a lateral steering mechanism would take being able to apply different friction to each track, the way the yoke works would be better for gaming.
Shields are nice to not have to run around and search for damaged parts after every encounter with a Drone or so.
But this can also be fixed with a way to highlight damaged blocks/ blocks not on full health, similiar to the "Track on HUD" option in the Control Panel. If you link it with the Antenna, you'd also force them to broadcast while repairing, meaning there is a meaning in turning it of so that enemies don't know where to target weakened armor
Custom suit upgrades. Just like a grid system what Factorio has that allows players to augment, carry capacity, oxygen tanks, energy cells and personal armour and shields that allow people to have loadouts for certain situations.
The upgrade for the suit is a ship 😜
What if, instead of shields, they added a "reconstructor" to rebuild ships.
I know there's holograms, and that you can make ship builders on your own, but it would be something more new-player friendly.
You shouldn't be able to construct brand new ships with it, just reconstruct or repair existing ones.
Maybe you could place a "black box" on a ship, which would be indestructible to enemies. Then, once the ship is built, you could press "save construction" and store the design of the ship onto it. (I know there are a ton of issues with an indestructible block, but this is just an idea, I'm sure there are better ways of implementing something like this)
You could only place one of them, and It would act as the "origin point" for your ship.
The reconstructor would send out tons of small construction drones (which isn't that unrealistic for the near future) that would rebuild the ship from that black box, ignoring any parts still attached.
They would also repair damaged or partially destroyed ships back to the "saved design" stored in the black box.
To balance this, the reconstructor would only work when enemy ships were not nearby, and would take much longer (possibly configurable per server) to rebuild than a welder setup.
The black box would also fall like any other block, so you would have to pick it up and bring it back into space before rebuilding. That also might open up the possibility of enemies grabbing and stealing black boxes before people could get them back. I don't know if that should be prevented or not.
Yeah, I'd prefer that make it easier to build/repair ships that add shields. My suggestion would be welding drones (which we might be getting soon 👀) or making the welder weld a much larger radius.
I want tracking missiles and tank tracks. legs could only work in SE with a leg controller. And that would be asking for a lot
I can't even see them adding a "leg controller", there's no way to simplify all that needs to be done into a block.
modular canon, a block is the canon, the more blocks the higher speed the proyectile reach, another block is the chamber, the more blocks the more damage it makes, ammo would be configurable(similar to artillery powder chargers in modern artillery)
Total missile changelog:
Projectile velocity slightly increased (they're way to slow base game)
Projectile "health" slightly increased (so one bullet doesn't delete them)
Projectile damage signifigantly increased (it's a missile, why the hell does a small-caliber cannon do more damage)
Weapon reload speed decreased (so players don't spam a thousand and kill everyone)
It's a missile. It should move fast and hit like a train, but reload slow and be able to be shot down with enough effort
Poor missiles 😭
For the shield convo, I probably would like to see cloaking technology be included in this case (shielding from physical or thermal/electrical observation).
For the walker/track debate, I lean closer to tracks because of both CnC Mammoth and Stealth tanks (plus more stable), walkers can be understood from Black Armor's mech tutorial (if playing modded on steam, idk on consoles).
Warfare servers with 32vs32 matches with two factions on one planet with a large base for each faction that has starting supplies and ships/rovers. There would be mining facilities scattered around the planet that can be captured by either faction. Whatever faction controls the most mining facilities by the time the match timer wins or whoever destroys the enemy base.
Another cool addition would be basically "Ion Cutters", a short/medium-range plasma-cutter type high dps weapon. Could be like 100m, gets weaker with distance, but can slice through enemy ships pretty well. Cost an enormous amount of power and would work worse depending on how much atmosphere there is, like ion engines. This kind of thing is already buildable with today's tech, so I feel like it's fair game.
Flack turrets would be cool for handling small grids and missiles.
Indeed
Missiles getting another nerf 😔
Im telling you EMPs. Make boarding ships a feasible strategy instead of just blowing them up!
with the tracking missiles, a good nerf would be chaff/flare dispensers to make them lose their lock
Flak cannons for missiles and small ships would be nice. The damage amount should be just enough to kill a missile. By using an explosive type round, you wouldn't need the accuracy of a bullet hitting a missile. You would just need the flak round to search for anything that's near it like you would with a sensor.
If devs would create special weather conditions, or just conditions on some number of planets, like sand storms that heavily damaging thrusters and lowering vision and lack of ice/water, or just water planets, were everything is located in depths, that would make sense to use rovers or maybe boats.
By now the only differences in planets we can see is gravity, temperature and air/no air, thats it.
Adding tracks and walker legs would make more ideas for vehicles, and shields as are in mod now are kind of overpowered
Would love me some walker legs
The shoulder fired rocket launchers should be tracking or heat seeking. The javelin and the stinger, essentially.
those 4 legged robot dogs we currently have in our world would be nice, it can carry stuff for you ! i think it's called " Mule " or something like that
Maybe for the guided missiles, they could add a block or something that allows custom missiles that have a antenna to be guided by a laser. Where as long as they have up, down, right, left and forward thrusters, the missile will go towards the laser. Which could balance it, since you need to be able to create effective custom missiles, and custom missiles can be shot down. The downside to the missile could be that missiles guided by the custom block have a higher target priority by turrets. So decoys dont work on them, or some other balancing feature.
Or better yet, some drone feature that requires a custom controller seat, which could double as a guided missile launcher seat. It could look like a normal seat with a large radar panel and control surface in front of it. Which has to be hooked up to a large antenna array, and have a laser antenna for each drone/missile being fired. And what could separate a guided missile vs a drone is a "collide" or "do not collide" button for each drones target.
With personal weapons, I think it would be dope to have a scope system, a guided rocket launcher (but longer reload time, and you gotta stay on target), a Hand held MG. Maybe even a armor system, where you can equip some extra armor. Maybe it could be a exoskeleton that gives you a extra 100% health, but its health that cant be healed, and needs to be repaired inside say the Assembler block. Could even have two models, one is purely for combat, so you get 100% extra health at the cost of it using energy (could have a battery that needs to be charged like its health) and jumpjet speed, and eating up a bit of your total inventory.
The other model could offer like 25% bonus to your health, but increases your carrying capacity by 25% of base vanilla, yet still requires energy and reduces jumpjet speed. For these exosuits, you could also make it so that in field, they use up battery components for longer uses. And maybe even allow fellow engineers to repair your suit on you, if they have the components to do so.
What could be interesting also if you could carry a med kit and have fellow engineers heal you out in the field, like a medigun tool. You have to fill it with medical fluid for it to work, and you can heal yourself, but it means you cant do anything else while its equipped. It could balanced by a full charge only being able to heal a engineer up to 150% of base health. And that carrying the packs is fairly heavy. So having the ability to carry and do everything at once could be made harder, making engineers choose carefully.
I said that shields should be good for an all around purpose tool like Ray shields to keep oxygen in a hangar when deploying fighters or freight based ships to haul cargo to a base/port too small or add more function for a small hauler for than a mining role used a few times and be mothballed after all resources are required for a large ship
I would really like to see more explosive-themes weapons. Like a variety of ammo types for existing turrets and guns. Hand-thrown grenades or high explosives, HE rounds for weapons which would explode on contact instead of penetrating (so there's a trade off), a larger variety and sizing of missles/guided bombs, etc. Normal modern weapons already have a large variety of ammo types. You could even have a "flak" ammo type for autocannons that explodes when it comes close to another grid (not on impact), dealing light large-aoe damage that doesn't pierce blocks. It would be so cool to have standalone 1-time-use large missil blocks you'd have to mount on the outside of your ship, that launched large-warhead cruise missles with special effects. You could even implement very-low-yield nuclear weapons, with the catch that they cost a ton of uranium and can be shot off the outside of your ship, causing them to explode prematurely and meaning you'd need to build missle tubes. You could also make high-tier armor piercing depleted uranium rounds for most of the weapon types which would be expensive but have extra punch. That would allow them to remove the (confusing?) uranium cost off of all the non-nuclear weapons they currently have, and maybe nerf them a bit.
Shields remove nuance from combat. There are no critical hits when your entire ship is protected by a single hitbox.
Agreed
Needs:
-Shields
-shotgun
-sniper
-flame thrower
Energy based weapons would be interesting too, like electricity beam or maybe plasma
A flamethrower would be cool!
@@Zer0sLegion burn the spiders!
The problem with adding shotguns is that they the pellets they use are similar to space debris that are already the biggest challenge in space. I think they went with the approach that armor has been improved to the point where this is not longer a problem. The reason that bullets still do damage is that they have been specifically designed to transfer all of their force onto whatever they hit, unlike most bullets today which primarily cause damage by making a hole in whatever they hit. Shotguns would probably do little damage to anything other than other players, and even that would be questionable.
@@gundamnexus-dk8yi makes sense if your hull is one panel, what about guided missiles and some system to protect us from them?
@@gundamnexus-dk8yiwhy would they be used for anything other then players?
A lot of what is mentioned can be easily implemented as 'alien tech' that instead of building, you need to scavage, and can have a high resource requirement,
So, a shield, you cant build the 'key component ' from resources, only build the housing, you would need to get the missing component from an alien ship... Without destroying it. (It can be suitably fragile) so, if you get one, and if you build a ship able topower it and resource it, you can have a shield generator,
And, you could have it so its only useful against certain projectiles, (energy weapons OR projectiles for example)
You know what I want?
A less hassling way to build trains. I really want trains to be easier because right now, they're a lot of hassle to build and get working - especially once you're working with turns or inclines.
I think rails are in the game, they're just not in the g menu.
They should add an alternate ammo type for rocket launchers that are faster and have a smaller hitbox but deal less damage as a result. They could do the opposite of that, making a rocket that packs more punch.
What they should really do is make a walker foot that would help walkers to stay up right.
0:00 PLEASE NO I DONT WANNA GO BACK TO HELPING PRESTON GARVEY AND HIS SETTLEMENT FRIENDS
I like shields for small grid ships so they aren’t as fragile as a paper airplane. It’s no fun getting shot down in two encounters. On the other hand shield mods are probably giving too much protection.
Also I’d love to see some amount of the aerodynamics mod in the base game with some alternative thrusters like turbo prop engines. And it would pair well with bumping up the maximum speed of ships and players. So that smaller planes can exploit their speed advantage to greater effect.
My line of heavy fighters is currently on the MK 16 and i have been using them since before planets back when i was test running the MK 8 against an AI large grid cruiser (from some AI mod) with the old shield mod not defence shields (and it only had 4KPT shields not even enough to stop a single rocket it just had them to stop me denting it i was bad at parking) It survived that run and then actually got continnually used on multiple different raiding missions against well armed large grids to the point my friend who flew it was still using that banged up re repaired MK8 by the time i had developed my MK 11 2 years later on an active server so small grids arnt paper airplanes ya just got to make them that way.
They're investigating aerodynamics for the new engine... 👀
i think alians that roam space itself would be cool, imagine your ship comes across a hoard floating through space or a single, giant alien that damages your large grid ship, also it would be really cool to have a reason to do things like, shipping cargo from place to place, maybe AI mining towns and AI economic trade hubs that you can offload supplies at for an in game currency to purchase things like weapons, ammo, materials, etc. im imagining you pull up with a fleet, a friend in a carrier and you in a cargo freighter, a small structure is on the side of an asteroid. you mount to the connector and start offloading wares, and suddenly your friend says "ive got visuals on hostiles!" as a hoard reers into view. the ship's turrets start engaging, some start boarding
To me better fighting mechanics would be at the top of the list. Improving dogfights would be great too, but that would require overhauling the entire ship movement in space. Shields are 50/50 for me. Having some kind of shield would be nice, just so you have enough time to react. But if shields are too strong, you'd end up with 1v1s being just firing until the first ship loses shield. And homing missiles... just no. Even tho i like the idea, it would be very very tough to balance, if not impossible.
I think the easiest way to balance shields is to not have them, if people want them, the mods still exist.
Obviously console players still suffer though.
The problem with shields is that they invite shield spam which would render players invincible. There would have to be some way to make sure it has diminishing returns, so you're going to be limited to a maximum shield capacity in one way or another.
@@Stoney3K One idea I thought of was a shield block, it projects shield of fixed value in one direction with additional shield blocks in the same facing having no further effect, you want a shield around your ship it's going to take six of these bad boys. they could could possible add a mass, thrust or gyro debuff to them for balance.
@@Stormcrow_1 That would come at a horrible PCU cost. Servers would have a very hard time keeping track of that in multiplayer, in particular if you can still shoot outward from inside the shield.
i thinl for treads they should look to how from the depths handles its wheels and tank treads as it is a very well put together system and would easly slide int spcae engineers ui without much issue
I've not seen it so I'll take your word for it.
5:50 iirc, they did have some kind of meeting specifically about how they would design a "gait controller," which was shown in a video with a title along the lines of "Our visit to KSH in Prague" by Kelevra Engineering at about 2:50.
In other words, they are thinking of adding legs and are trying to.
Oh nice
we should get a rework of the handheld weapon sights, because in their current state the reticles just aren't precise enough for longer ranges. especially considering that the MR8P doesn't have the stats for anything close range.
What if, to compensate for missiles tracking, they add in short range flares that attract missiles and small grid turrets? Think like decoy launchers on a smaller and cheaper scale; but ones that die over time so they don’t potentially litter your world. Let’s say 600 meters?
I don't think they should add shields, but it would be nice if they added something like repair drones that can go out and fix up damaged or destroyed blocks autonomously. Maybe limit them to only being able to replace structural blocks but not function blocks. The thing that annoys me about going into battle in SE is not that stuff can get destroyed, it's that even if you only take superficial damage, hunting down every single block that has been dinged slightly and having the right repair materials handy to fix it up is an obnoxious chore.
If you could just have a convenient way to replace blocks you'd just have armor racks instead of shields. They just need to make it easier to repair ships, because it's obnoxious that it's simpler to print off a whole new ship than to repair one most of the time.
Yeah, hopefully repair drones are coming with GridAI
to be honest I feel like a rework making ground units more viable would be amazing. I've always loved building tanks in this game so having new stuff that can make them viable for something like combined arms would be great compared to the usual flying just at turret range's edge of normal SE combat
my big ask is Powered Decoy blocks.
The blocks mimic targeting parameters and consume power to pull AI turrets off of the equivalent block. Default is a light tug across all, a particular sub-system has a great effect against turrets targeting that particular system, but less against default and useless against other subsystem targeting.
and passive mode like current decoys.
Before adding more enemies to the game, they need to find a way to scale them. I've tried starting a survival game on the Alien planet with spiders turned on. My pod lands. I grab the items from my seat and get out. 7 spiders attack me. I end up stranded on top of my survival pod with low health, no ammo for my pistol, and surrounded by 5 spiders, hoping I can keep them at bay with a grinder. I mean, I could have tried to jet pack and run to the economy base 23km away... I've tried doing survival starts with drones enabled, and been attacked by multiple drones before I could even get beyond mining stone. They really set it up to where players are magnets. You attract spiders, wolves, drones, meteors, lightning strikes... Instead of just enabling or disabling these things, give them sliders at least. Sliders to determine how likely spiders are to appear, and how many. How likely are drones, and how many? Make these settings easily adjustable as well.
I love the idea of tank tracks. WASD controls would work fine for tank tracks. W and S for forward and back, A and D for turning. D turns clockwise, A counter-clockwise. Use them alone, you spin. Combine them with W or S and you move in a circle. Sliders in the control panel would determine top speeds and rotation.
Shields? Terrible idea. You build a ship, throw shields on it. But because they're now in the base game, enemies get shields, too. I've always felt the shield mods in survival are just a cheat. It gives the player the ability to engage in combat with impunity.
Ironically, I have the opposite problem, I can't fine any AI enemies.
My biggest asked for tank controls would be the ability to also control my turret independently which would be super cool.
And yeah, screw shields.
we will get warfare 3 indirectly. There will be major changes with the AI. We could build automatic missiles, combat bots, automatic custom turrets. Depends on how much control over the AI we will have.
I think there needs to be a proper discussion around shields, or rather, why people want shields. because the answer is probably not "we need shields".
The core of it seems to be that ship repair is Not Fun(tm) and it's very easy to end up as floating swiss cheese even after winning an engagement.
Ideas I've seen in the comments that seem like good tangents to attack this problem are:
- After battle: Showing what's damaged clearer, or ways to automate minor repairs to things like armour blocks.
- During battle: Specialized armour (maybe buffing the current heavy armour as a dense but very tough type to protect core systems, and then using specialized armour that's between light and heavy in terms of mass but more focused on specific damage type reduction) to offer customized protection.
- "Before battle" (or rather, before projectiles hit the ship): ECM/flak/flare to reduce the effectiveness of incoming fire.
Better repairing like drones or better welders would be my solution. Make it easier to build ships and also repair them.
I have an idea for shield in SE that is inspired (but is different from) a near-future technology called "whipple shield".
This shield would block high-speed or light-weight projectiles like railguns, gatlings, autocannons and small arms, but let through low-speed or heavy projectiles like rocket launchers, assault cannons and artilliry cannons. It would also kill any hostile (or nutural too, if needed) player touches it.
This would nerf the OP small-grid weapon phalax without needing every single block to have their own resistance property (perfict for the lazy Keen lol), prevent hydro-manning without weakening the opponent first, also make the rocket launcher useful again.
As for aesthetic, this shield would be like the "Energy Shield" mod instead of a bulbble shield, preserving the original taste of a ship.
I want a little expansion to the turret controller where it can have a dedicated cockpit/control station that would allow an additional rotor or hinge linked to your WASD keys. This would make cranes more sensitive, modular, and a lot easier to use.
Edit: corrected spelling
There's a mod that does something similar called mechanical key bindings but I would love something like this in the base game.
I definitely agree with your assessment of shields, while loosing a ship is certainly an 'unfun' part of the game experience adding shields is too aggressive of a step in removing the risk from ship design. Adding a high material cost also isn't a great fix too since that would disproportionally give an advantage to players/factions with already highly developed ships in a multiplayer setting.
Tanks tracks are certainly a thing I would like to see since I've made a fair few AFVs myself. I think they would most likely be in preset sizes/blocks of suspension if they were added as it gives KSWH more control stylistically, and would also significantly increase stability in terms of processing the movement of the track over wheels and terrain -but I'm not giving up hope on dynamic tracks either. My tank biases aside I think the thing SE needs the most is some kind of movement overhaul to make the new weapons they added work in a FPS style setting. Right now, the player feels somewhat clunky and limited in their choices in infantry combat.
Rovers definitely need something more to do, currently there's not really any reason to build them.
Just increasing health is bad game design. I don't care if I'm overridden, just no.
Make armor strategic by adding different armor for different damage types, as well as reactive.
@@the11382 Definitely, mods I use frequently are for alternative armour types that all react differently to weapons. AWG's CWP is a great example of this.
a shield doesnt prevent a ship from being destroyed, being just a layer of health before hitting armor: however i like its a layer of defense that allows you to take at LEAST some damage before having to rush out for repairs once the fight is over, especially true against small AI enemies that have no hope of destroying your ship anyway bus will still land in a few hits before being torn apart. Issue being that evasion is so strong already that adding regenerative health on top would make smaller, speedy ships even more unkillable. then again, the only way i see to topple the balance towards larger ships would be hitscan weapons/guided ones, which would swing the balance entirely the other way around..
You lookin familiar
Rather than true lock-on missiles, they should have a small amount of steering/guidance. Enough to correct for a little bit of inaccuracy or bad aim, but not so much that you don't need to aim at all.
As far as shields go, I think directional shields would definitely be the way to go if they're added at all, or perhaps a sort of passive repair field instead?
I wasn't a fan of tracking missiles before I checked out the mod, but the mod is pretty cool and they're more like you said, they only have a small amount of guidance.
And my solution for shields would to not add them but instead make it easier to build and repair ships.
I think if they added a space war game mode that would be sweet. A bit like the game ‘foxhole’ but in space engineers. A persistent war between two planners that last for three months or until one ‘faction’ is destroyed, then the server resets. You join the server and choose a faction/team and spawn with almost nothing/. Just a team HQ (a simple building with basic assembling and refining that’s game over if it’s destroyed.) It’s not creative mode so your team has to build up mines/ships/bases etc and go attack the other teams planet and wipe out their HQ.
electronic warfare with radars, radar jamming, tracking missiles and RC missiles.
I would LOVE tracking missiles. I feel they would add something to dogfighting, so long as thier turning radius was limited. (They correct for minor aiming errors, but cant necessarily keep up with a fighter in a hard change of direction)
You know what, I didn't like the idea before I made this video, but after using the mod, they're pretty cool ngl.
I agree. It should be possible to outmaneuver missiles, and currently missiles are too expensive compared to what they can do. 'Dumb' rockets should be cheaper than the cost of a rocket right now, while guided missiles can remain at the current cost.
What we need is projectiles, calibres and different payloads like FMJ, hollow point, phosphorus, explo or buckshot.
Ship sized shotgun turret, buff rocket speed, and add distinct tracking missile weapons. This way you could balance missiles and tracking missiles separately. Ie make tracking missiles very slow and easy to shoot down.
Shields are nice but they should be more like the "hull polarization" type thing. Basically just makes the weaker blocks a little tougher to avoid random losses through flying/fighting. I know miners are a hassle if you want to make really pretty ones and use molded drills/fewer drills. Keeps the lights and thrusters from randomly popping.
As for combat, it will make light armor a little better as an option but doesn't completely break the mechanics of heavy vs light. Basically you can make an incredibly energy dense grid very easily and what better way to use some of those higher power grids?
Adding strategy to the game by giving people defence systems like chaff launchers, tactical displays that can highlight enemy grids combat systems. And tracking SAM launchers (static grid only) might make for fun gameplay. With an automated printer, players just spam flying grids at ai bases until it's destroyed. It'll be nice to have to design a strategy, recon, make suitable grids before attacking. Guns and new cosmetic blocks would be good, but altering the combat playbook would be better.
Personally the number one thing I'd like to see is an upscaled version of the artillery cannon. I get that we already have railguns but they have a lot of practical problems. A simple, big ass cannon with a wide AOE and a flight speed close to that of the artillery cannon. (Keen, let me build a battleship damnit.) I have a completely biased perspective and I just wanna see things that make larger combat ships more effective as currently they're thoroughly outdone by smaller ships. Perhaps a buff to targeting accuracy of weapons?
I also think it would be fun to have a slightly more in-depth ECM/radar system. Mostly because people usually do this anyway, except they do it with raycasts which is understandably quite laggy.
I'm really excited to see what we can make our ships do with grid AI. It would be incredibly fun if you could program simple (or even complex) combat behaviors for your ships and send them out to fight on their own while you do something else. Imagine the fun this could enable! (assuming performance holds up)
One way or another, I'm sure future updates will be fascinating, and with how things are going I don't see myself putting the game down for at least another year. Incredible how keen have captured so many hearts and minds.
man, u covered it, all of it, all of whats been on our minds for years, thank you, besides of a bit more pve encouners
Well, we know more PVE is coming so I didn't mention it.
I tend to think that all ship missiles should be tracking, with it only taking 1-3 bullets from turrets to eliminate them. Largely because in realistic space combat, ships would randomly dodge to avoid bullet or laser fire, and the primary way to eliminate a target would be mass missile barrages intended to overwhelm Point Defense Systems (PDS). Also a "knife" fight would be anything under 2km realistically.
Of course, this would require a redesign of SE's other weapon systems. First, the speed of all projectiles would need a significant alteration. The range of all weapons would be 10km, but projectile speed would be 400 m/s (1000 m/s for railguns); missiles use their own system. Gatling would be for PDS, it would be practically useless against even light armor, though as effective against other blocks as it currently is. Of course, it would take out a tracking missile in 1 shot, and the tracking on them would be very good; one gatling turret would be able to take out 10 missiles per second, including targeting time, and they would never miss when their bullets will strike in under 0.25s. Autocannons and assault turrets would fire explosive rounds, maybe 1m radius for autocannons and 2m radius for assault cannons. Same damage overall, but spread out a bit. Artillery would also fire explosive rounds with a 2m radius, but the explosion would happen about 0.2s after impact. So the penetrating tip could enter a ship and then detonate within the armor, or detonate right outside the armor on a glancing blow. As for railguns, they would do their whole penetrating round trick with a radius of 2m; for maximum effectiveness. For warheads, I tend to think they should be nuclear: once armed, if they take even 1 point of damage or are intentionally detonated, they should instantly annihilate all voxels or blocks within 50m, leaving nothing behind.
As for how the new missiles would work? First, they would hit much harder: as strong as a warhead is currently. They would fire 2 per second from one launcher with an initial speed of 100 m/s, they could get up to a speed of 1000 m/s, and they would have a simulated fuel mechanic. Any adjustments to trajectory or speed would burn that fuel. Perhaps their fuel would allow them to pull a 180° turn or to reach max speed, but not both. Any change in trajectory would limit the max speed that could be reached, and the faster the missile is already moving, the more fuel to make any change in trajectory. Also they would be able to turn at max 45° per second, which should allow small and nimble ships to dodge them. Missiles would also have evasive capabilities, that would make PD miss when further than 0.25s while the missile still has fuel. Perhaps when fired as part of a mass volley, some missiles could fly straight at maximum speed while others would dodge and weave, another attempt to overwhelm PDS. They could also be setup to detonate on proximity, so if they are close enough to do any damage, even partial, they do.
So in this system, ships should always have multiple gatling turrets to form a PDS. Offensive tactics would involve mass missile barrage with cannon turrets attempting to eliminate PD, or mass cannon fire, or long range railgun fire. Given the balance here between missiles and gatling PDS, faster missiles that barely evade have more opportunities to be targeted successfully, while slow evasive missiles can really hog up a PDS beyond a certain range. A mix of both as part of large volleys could overwhelm most PDS system. Though the improvements to cannons and other straight shot weapons would keep them rather competitive even amidst these "ship-killer" missiles.
I don't actually expect all of this, but I mean, a guy can dream right.
i would want a tractor beam, if you cut open an asteroid, that chunk can be hauled with the beam! the tractor beam could have some interesting uses ( flinging asteroid chunks at enemies )
Here’s the thing with shields, it already takes forever to build ships, and but a few well placed 20mm rounds can take out small chunks of a ship that ruin its looks and symmetry, where as a shield can give you a little more leeway, shields encourage combat
Without shields, I don’t take ANY fights purely because of this, because even the smallest of ship can ruin a ships look or even damage something super small now, but completely crippling later, I.e a main drive conveyer
Then it's building/repairing ships that needs to be improved then
1. Guided missiles
2. Flares to dodge guided missiles
3. Radar blocks which can detect grids, voxels, and missiles/rockets
Shields can be modded in, and are, but there is no good way to mod in missiles. Weaponcore has them, but they are disappointingly limited in their abilities.
I imagine radar or something like it would be coming in the exploration update hopefully.
What I would like is a proper sensor and detection system. Passive detection of broadcasting antennas is fine, but it'd be also good to have radars or optical tracking systems -- all of which being blockable by terrain. This could tie into guided weaponry, including auto-targeting capabilities of turrets. Without an accompanying sensor package, turrets would be manual control only. Guided missiles would need to be able to see the target and could potentially be spoofed.
I feel like this has to be coming as part of the exploration update.
There is a skid steer, that's how tight steer, script available. I've only seen it used with wheels but I guess if you had treads it would work for that too.
In my opinion gatling turrets are fine as PDCs/anti-missile and autocannon turrets are really good at AA (shooting down small grids). And custom gatling and autocannon turrets are even better.
I think they should add a large atmount of Atmosphere only and space only weapons, atmospheres could have wings and helicopter blades with atmospheric thrusters being made very power intensive to encourage only having 1 or 2 on a craft with wings etc and conventional weapons ie guns not working in space and needing different kinds of mechanisms to work
I think adding a dedicated melee weapon would be nice even if it would be super impractical to bring to a gun fight.
They could give it alternate models like how the other tools have alternate skins.
A few ideas for melee weapons:
-Wrench
-Shovel
-Longsword/other medieval weapons
-Frying pan
-Lightsaber
I also think tank treads would be really cool
Finally I think it would be a shame to add all these combat features without adding some PvE to use it against for the times where you don't want to engage in PvP
Shields that reduce damage not stop it but take immense power to run idk 20% damage reduction but the ship would need to much power you would need a capatal size ship to fit all the reactors (the durability then balancing out the cost effectiveness of using multiple smaller ships as right now multiple smalls will eat a big one alive) and the only expection to that damage reduction being colliding with voxels and its like 80-85% reduction for that but its a different generator that uses less power (for mining ships idk)
Larger hangar blocks for bulkier military fighters/transports. Currently we only have a 4 block tall exit can be difficult to build aggressive Vic's with small height clearance. Also a way to keep hangars airtight with hangar doors open would be nice, in a way kind of like in halo or other sci-fi games/movies.
Also small jump drives for fighter transports, it would just be shorter jumps or longer charge time kind like star wars in a sense.
for tracking missile, they could be a one use type of weapon jus like in real life, once you fire it of the rail it’s gone and used
Of note, I think you could make rocket pods actually a decent weapon if there was a willingness to implement three relatively simple changes.
First, massively increase the rate of fire. Second, increase the reload time for all appropriate launchers. Third, remove the platinum and uranium from the production cost, or at least locate a cheaper substitute.
This would make the rocket launcher into a sort of ship board shotgun. High fire rate with AOE plus the raw damage would give it insane burst damage potential, but a slower reload would mean that the weapon cannot sustain itself in combat. It's not a weapon you would use for say, sustained combat. However, if you managed to ambush an opponent and wanted to quickly knockout as many components on their surface as possible, it's perfect. Equally, if their turrets are configured for intercepts, you have a way to momentarily give yourself some breathing room mid combat. It would also make for an excellent strike asset.
Want to bomb a base? RP as a katusha strapped to an aircraft, and rain a burst of hell fire.
A simple and effective fix.
If shields were to be added, these things should be heavy and power hungry. Something you use in bursts and not something you can turn on and forget.
The issue I think with the community has more to do with repairs. If you pull out your welder and grids became red if damaged would be helpful as well as less logistics needed to perform repairs. So like having a repair paste that can be used to repair blocks that's kind of cheap.
This would mean repairing a ship is cheaper and easier.
Yeah, I agree that we just need a better way to repair/build ships rather than sheilds.
one item that I would greatly enjoy are interactive NPC characters.
these Engineer Skinned NPC's can be friendly, neutral or hostile depending on Faction standing.
they can be interacted with akin to many Functional Blocks or mobile turrets for hostiles that will move and actively engage the PC's during a Base or Ship assault.
unlike the Easy NPC Takeover Mod which requires the PC to grind down and hack or destroy all Control Blocks on a Grid.
Taking over an NPC Manned Base requires eliminating all hostile NPC characters.
this in addition would open up new Economy Missions allowing the PC's to Escort, Capture, Recover or Kill a specific Target NPC to achieve the Mission Goal.
I hope something like this is coming as part of the exploration update they've talked about.
And grid ownership is being overhauled as part of GridAI so hopefully that should be fixed.
I'll love to see some radar signal and information update. Long range information gathering is a large aspect of modern warfare. Also radar is consider to be the most wanted pices of tech we all wanted for.
Radar are mostly be done in ray-casting currently but this limit its usage due to massive computational resources needed. If the game engine support built-in radar signal that helps boil down grids' radar information into signals in more efficient way, it will be absolutely game changing.
More usage like ore detecting and ship searching will be much easy and interesting.
I wouldn't be surprised if something like radar is added in the exploration update.
Shield that can take initial hit or some smaller weapon fire would be nice. I would like to see changing speed limits. That would definitely change combat. 100m/s is artificial limit and it should be no problem to use all the modern HW. I feel like the game is very obsolete in way of performance on newer HW and can't use it while SW is bottlenecking itself on one thread. Also I would like to see support for multigrid projecting (I know there is mod but it should be in base game). I feel like custom turret controller is not worth for survival combat because you just cant fix it without very painful process (or maybe I'm clueless)
If dynamic tank tracks where to be added I would probably make all of my new rovers tracked for a while.