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.
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
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…
@@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
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.
@@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.
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
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)
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!
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.
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.
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.
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.
@@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
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.
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.
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.
@@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
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.
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)
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.
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.
@@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.
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)
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😏
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.
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.
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.
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
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?
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.
Both tracking missiles and point defense turrets. Tracking munitions are a modern staple and the lack of them makes the combat in SE feel a bit like WW2 in space.
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.
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.
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.
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.
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.
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.
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).
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
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)
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.
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.
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.
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 🎉
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.
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
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
My dream warfare III update would be to have custom ammunition and rockets like From the Depths. Also to be able to build a microgrid as well as being able to attach grids to suits
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.
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.
I'd like for either a cloaking block, or some kind of sensor jammer that cuts down on the target reticle being super useful. Like... I can no longer try to camouflage bases or ships, because the cockpits can automatically see where they are. I dunno how to balance it, though.
I was thinking of having the range (both reach and A.I. targetting) of mounted weapons be tripled, mainly to have a range gap between infantry and vehicle/bases, and to not have literal battleships fight at the same ranges as infantry, if they want all their guns to be active. 2.4km is a fairly realistic range for an autocannon, and gives you a reason to build some kind of fighting vehicle, cause you can no longer just hydroman against any sizable base one turret at a time.
@@Zer0sLegion you have a ship-mounted scope, called "Camera" Turrets can zoom in naturally, too. Now go nail that ship at 6 Ks with an arty+camera the same way you nailed that base turret at 799m with precision rifle and the eotech mounted on it.
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.
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 suppose one method for shields could be what star trek enterprise did. Where they magnetised the Hull. It'd probably work similar to the defense shields mod where it hugs the ships exterior Hull, and basically gives the blocks some extra damage protection. So say you have it on and it makes light armour blocks almost as string as heavy, and heavy a little stronger. And it would match up with the timeline, as we have gravity gens and such which seem to base around magnetic fields, so the universe of space engineers clearly has some understanding and control over magnetic fields, so it could be an idea to add that is relatively simple, and not extremely op
One thing I noticed as you (or whoever it was) were peeking in and out of cover talking about how it's hard to hit things with the hand weapons was that your movement was instantaneous. One feature that I think we need is movement acceleration and deceleration while walking or running. It tends to help.
It's more the feedback and recoil that's the issue. You get a hitmarker if you hit a block or a player so you can't tell if you've actually hit and the recoil is ridiculously high regardless of the weapon so any encounter at range is very difficult.
@@Zer0sLegion That certainly makes sense. As you describe it, I do realize now that it is a problem. I still also think we need a little bit of movement acceleration/deceleration for those very brief jolts to give us more control, though. As for hit markers for blocks, hmm... large grid blocks take ridiculously little damage from hand weapons, so maybe they should only show for small blocks? Or maybe it should be a player setting, a series of checkboxes for players, large blocks, small blocks, and you can turn off/on whatever you want.
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.
I'd like to think a warfare 3 update would be more focused on defenses than weapons. Reactive armor could be a thing, a block that when destroyed *doesn't* allow surplus damage to pass onto the next block behind it.
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.
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
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)
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.
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
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
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.
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
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.
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.
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.
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.
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.
You know, I only just found your channel randomly yesterday and I’ve been interested in Space Engineers for years now so I’ve decided to subscribe. Hopefully I can get the game soon!
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?
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
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)
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.
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.
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..
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.
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.
How do you get the shield hit effects to appear like that at around 4:20? been trying to get my shields to look like that but dont see anything in the options.
@@Zer0sLegion sorry should of specified. The shield for me has that hex pattern every time something is hit I was to get the splash effect or is that with certain weapon core guns
I would really like to see a large grid autocannon turret as currently, if you want to use autocannons on large grids, you HAVE to make a custom turret, and sometimes I wish there was a plug and play version so I don't have to deal with the hassle of the custom controller unbinding even when I copy paste custom turrets. As well as the fact that having it be it's own block will likely increase its toughness because with the custom turrets, its quite common for them to be taken out quite early in the battle when a hinge gets taken out in a single shot. I'm not talking about hing ball turrets either
@@Zer0sLegion oh me too! One of my favourite things to do is to make fancy turrets that are a good mix between functioning well and looking good. But the whole setup of putting them onto craft is a hassle, you have to rebind them often and you gotta name them individually to avoid confusion. TCES helps mitigate some of these hassles but it should be vanilla in my opinion.
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 )
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.
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)
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
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?
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
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
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
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)
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.
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
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.
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
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.
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
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
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 😜
Anyone who has played starmade remembers rails. Just something to continuously move grids on other grids that's reliable.
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
0:00 PLEASE NO I DONT WANNA GO BACK TO HELPING PRESTON GARVEY AND HIS SETTLEMENT FRIENDS
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!
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.
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 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.
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 😜
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?
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
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?
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'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.
Both tracking missiles and point defense turrets. Tracking munitions are a modern staple and the lack of them makes the combat in SE feel a bit like WW2 in space.
You know there's point defence turrets in game, interior turrets delete all missiles
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.
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.
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
The shoulder fired rocket launchers should be tracking or heat seeking. The javelin and the stinger, essentially.
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.
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.
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).
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
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)
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
they should definitely add tanks treads
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.
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.
Tank tracks in the Game!
I would like a precursor/forerunner like faction or at least their tech ruins left behind to enhance pve: exploration
I'd imagine something like this would come in the exploration update they keep teasing.
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.
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 🎉
Flack turrets would be cool for handling small grids and missiles.
Indeed
Missiles getting another nerf 😔
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... 👀
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 😭
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.
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
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
My dream warfare III update would be to have custom ammunition and rockets like From the Depths. Also to be able to build a microgrid as well as being able to attach grids to suits
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.
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.
I'd like for either a cloaking block, or some kind of sensor jammer that cuts down on the target reticle being super useful. Like... I can no longer try to camouflage bases or ships, because the cockpits can automatically see where they are. I dunno how to balance it, though.
Given that the play area is so large already, it would be better to have more sensor range, not stealth systems
I was thinking of having the range (both reach and A.I. targetting) of mounted weapons be tripled, mainly to have a range gap between infantry and vehicle/bases, and to not have literal battleships fight at the same ranges as infantry, if they want all their guns to be active. 2.4km is a fairly realistic range for an autocannon, and gives you a reason to build some kind of fighting vehicle, cause you can no longer just hydroman against any sizable base one turret at a time.
At 2km, a ship is a tiny little spec in the distance, increasing it higher would mean you can't even see the ship.
@@Zer0sLegion you have a ship-mounted scope, called "Camera"
Turrets can zoom in naturally, too.
Now go nail that ship at 6 Ks with an arty+camera the same way you nailed that base turret at 799m with precision rifle and the eotech mounted on it.
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.
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 hope the new AI can have different ship varieties. Like Fighters, Corvettes, Frigates, Destroyers etc.
I'd imagine it can but we shall see!
@@Zer0sLegion and if they don't I imagine they'll be makable with the AI block thing
I suppose one method for shields could be what star trek enterprise did.
Where they magnetised the Hull. It'd probably work similar to the defense shields mod where it hugs the ships exterior Hull, and basically gives the blocks some extra damage protection. So say you have it on and it makes light armour blocks almost as string as heavy, and heavy a little stronger. And it would match up with the timeline, as we have gravity gens and such which seem to base around magnetic fields, so the universe of space engineers clearly has some understanding and control over magnetic fields, so it could be an idea to add that is relatively simple, and not extremely op
One thing I noticed as you (or whoever it was) were peeking in and out of cover talking about how it's hard to hit things with the hand weapons was that your movement was instantaneous. One feature that I think we need is movement acceleration and deceleration while walking or running. It tends to help.
It's more the feedback and recoil that's the issue. You get a hitmarker if you hit a block or a player so you can't tell if you've actually hit and the recoil is ridiculously high regardless of the weapon so any encounter at range is very difficult.
@@Zer0sLegion That certainly makes sense. As you describe it, I do realize now that it is a problem. I still also think we need a little bit of movement acceleration/deceleration for those very brief jolts to give us more control, though.
As for hit markers for blocks, hmm... large grid blocks take ridiculously little damage from hand weapons, so maybe they should only show for small blocks? Or maybe it should be a player setting, a series of checkboxes for players, large blocks, small blocks, and you can turn off/on whatever you want.
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.
honestly I'd settle for a visual update of the Gatling and missile turrets, the visual style no longer fits with the new turrets that have been added.
I really want think 🙏
I'd like to think a warfare 3 update would be more focused on defenses than weapons.
Reactive armor could be a thing, a block that when destroyed *doesn't* allow surplus damage to pass onto the next block behind it.
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.
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.
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)
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.
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
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
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.
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
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
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.
Warfare blocks are amazing. I am sure that the next update would be good as well.
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.
electronic warfare with radars, radar jamming, tracking missiles and RC missiles.
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.
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.
A ramp system would be cool as well
Can't you just build ramps with hinges and rotors
@@Zer0sLegion Well yes but only with Blast door blocks is it really feasible and visually pleasing. and forget extending ramps or walkways.
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.
You know, I only just found your channel randomly yesterday and I’ve been interested in Space Engineers for years now so I’ve decided to subscribe. Hopefully I can get the game soon!
Nice! Hope you have fun playing the game when you get it!
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?
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 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.
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
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.
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.
How do you get the shield hit effects to appear like that at around 4:20? been trying to get my shields to look like that but dont see anything in the options.
You have to have weaponcore installed, which is another reason I don't like the shield mod.
@@Zer0sLegion sorry should of specified. The shield for me has that hex pattern every time something is hit I was to get the splash effect or is that with certain weapon core guns
The 3 shots from the double barrel
I would really like to see a large grid autocannon turret as currently, if you want to use autocannons on large grids, you HAVE to make a custom turret, and sometimes I wish there was a plug and play version so I don't have to deal with the hassle of the custom controller unbinding even when I copy paste custom turrets. As well as the fact that having it be it's own block will likely increase its toughness because with the custom turrets, its quite common for them to be taken out quite early in the battle when a hinge gets taken out in a single shot. I'm not talking about hing ball turrets either
I kinda like that is has to be a custom turret but I see the appeal.
@@Zer0sLegion oh me too! One of my favourite things to do is to make fancy turrets that are a good mix between functioning well and looking good. But the whole setup of putting them onto craft is a hassle, you have to rebind them often and you gotta name them individually to avoid confusion. TCES helps mitigate some of these hassles but it should be vanilla in my opinion.
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 )
2:46 and revolvers because they are cool, maybe more damage per shot than the pistol
We kinda have that with the elite pistol but revolvers would be cool.
@@Zer0sLegion well... EVEN MORE DAMAGE
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.
What we need is projectiles, calibres and different payloads like FMJ, hollow point, phosphorus, explo or buckshot.
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)
as for the tank trend idea there is a skid steer script that can make a wheeled vehicle steer like a tank
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