Definitely the unified grid size tiny ships and drones and huge ships with a highway detailed Interiors Advanced weapon systems and much more will all be possible because of that one change
Thank you guys for your lovely comments and thank you Zer0's Legion for making this well-thought video! I am really enjoying working on VRAGE3, we really want to push it to the next level. Now with the experience that we have (SE is on the market for 9 years, VRAGE even longer - since Miner Wars), I think we can revisit our decisions and really make the VRAGE engine better.
Hoping there will be an early beta. I'd hate to have to wait 5years to play this. Only started playing about a year or 2 ago. But I'm hooked on the creativity. As you can see from my pfp, I remade the RSI apollo from star citizen haha
I have always loved space engineers, I pray that we get to see more updates to the game we have and More in our loving community! Thank you Marek! And all others at Keen
thank you for everything you devs have done, also, please make spaceships with the voxel planetary tech so that we can make all sorts of spherical and round shapes and ships, or at least even smaller blocks for full detailed interiors. Happy new year
With regards to the large scale multiplayer, I think it would be a ton of fun to have something like SE worlds as instanced realities in a network of instances like EVE runs, with warp gates between instances. This would allow for mass-scale stuff while not cramming a thousand people into one unreasonably resource-intensive instance.
Space 2 is an immediate buy for me. They showed what they are made off. Space 1 has so much problems, but damn, the next one is going to be amazing iam sure.
@@AndrewTFenn its dying as is. What needs to happen is a good over haul and optimize to make the game run smoothly with more players. And then they need to advertise
I hope that SE1 veterans who bought the game at the start of the early access and all the DLCs will have a discount of some sort, pretty sure that most of us want the same game but better. But then their business model was never abusive IMO.
I am INCREDIBLY hyped for the new vowel destruction, I hate that my crashed ships just bounce, they always feel so weightless. Yeah there's some good occasional crashes, but like, let me see my giant ship carve a canyon through the world as it slows to a halt while digging into the earth and crumbling from the back into the front.
Combined grid sizes!? I'll finally be able to make that stack of papers on a desk without having to play around with magnetic plates! Also I've been making littler computer cores for my ships in small grid, so gonna appreciate not having to infill my ships with timing blocks.
Just one grid size please. The separate grid sizes are a source of infinite frustration and disappointment in SE. Having to describe things as "small grid small, small grid large, large grid small" etc. is just exhausting and the subgridding thing does NOT need to be such an exercise in fidgetry and bug use.
I've been playing a lot of Hardspace Shipbreaker lately and I love how the character moves and how the ships are dissasembled. Is so satisfying! But that game is small and limited, I would love to see its features in Space Engineers.
@@rkikta I loved star base and genuinely had fun with it just the lack of communication with devs killed it too early I hope they can turn it around and bring the player base back but I fear it is too late
One thing I really look forward to is the possibility of mixing grid sizes and potentially having multiple bits within the same gridspace. No longer will a single light occupy 2.5x2.5x2.5 meters (I hope) ✊😤
this is very ambitious and im all for it, hopefully they have the funding to see it through because the completion of this would be the greatest survival game ive ever played
With a hope of better physics I will reiterate my want for a rail system. I want to be able to make my own massive doors and lifts that won't bug out and aren't limited by pistons.
Rails could work simularly to StarMade. Actually Space Engineers already uses StarMade's rail system for a lot of things except rails: pistons, rotors, etc. You have a top part that you attach your hangar door to and a bottom part that is located next to identical blocks that the top part can slide across.
My 3 biggest wants are in this order 1. Grid cross compatibility. Give me the ability to attach small grid blocks to large ones and vice-versa. Edit: well, would have finished the video. Fuck yeah, love this. 2. Stable in game physics (praise be to clang, but let's work on that please) 3. Blueprint compatibility. Assuming the same blocks exist in se2 (which I think they should, just overhaul the grid system as I mentioned) I would like to see our creations carry forward. Obviously this is dependent on a lot but we have spent years building and designing our community inventory of diverse creations, it would be a shame for all that to be relegated to the dust bin.
One thing I'd love to see in a second iteration of SE is the Medieval engeneers' structure physiscs i realy think it could enrich the gameplay, specially if there are diferent kinds of block materials each with their own weights and resistances.
decal layers for things like rust, mud, caked dirt, etc. stuff that can stick and stay, or get washed off, things that are temporary, decay, growth, acid, etc. decal layers can be used for ANYTHING, which includes paint, but "paint" in terms of modelling is applying a texture, ANY texture, to a surface, whether its friendly name is paint, dirt, acid, or a literal decal for something like a label
I can’t make my mind up about combining grid sizes, on one hand it could work out amazing, on the other I’m worried about how it’s going to affect the players ability to make small, simple, single task ships. The large vs small grid makes it easy as there is large/small grid tools and blocks that with that idea of small grids being simpler, single use and large grids work as a carrier or base of operation.
The biggest thing that would affect that would be how they handle the size of functional blocks in the new system. Obviously right now they simply have many that are simply smaller in small grid, taking up a single block respective to their grid. With no grid sizes however, how are they going to do that? Will they still be able to be down-sized, and if so, would that affect their functionality? Only time will tell how they handle this.
@@awesome_by_default It's possible that there would be different size variations for functional blocks that all can be stuck onto the unified grid, with each size having different armor values and efficiencies and the like. Not too different from the large/small hydrogen tanks we have for small grids currently.
My friend and I have put hundreds of hours into Space Engineers, so the prospect of a Space Engineers 2 is so incredibly exciting to me. I hope it happens, and I hope it's every bit as awesome as I can imagine. Good luck Keen! **Edit** I just checked, and I apparently added Space Engineers to my Steam library on February 18, 2014. Crazy...
There will be a new Clang with a new Space Engineers, but I will buy it as soon as it is announced. After all of the physics improvements, new blocks and water, what I really want them to do is improve the solar system and planet generation. It is crazy that we are still stuck with the same planets and fixed solar system, unless you want to try out new planets that often end up with there own new set of issues.
My concern is sim speed stability during combat. That's going to be a lot of floating object. Curious of the threshold, and if it'll effect the immersion if you have to set the floating object count so low that they have to self delete almost immediately. Secondly, with a re work of planets and atmospheres, I would love re-entry effects.
Had SE since day 1 played it for the majority since then to be honest the biggest thing im looking forward to would be the SIM speed optimisation for multiplayers servers and they are more than well aware that players like making there own weapons so im very much interested to see what they come up with in regards to the PMW lovers. none the less i'd buy SE2 regardless. Even if it is a copy and paste with better SIM speeds.
Support for higher fps than 120, better performance, better lighting. Orbit mechanics would be fun too. I mean, I started playing when the game first came out back in 2013. The engine is 10 years old almost, any fundamental improvements are very welcome.
@@peterpan408 I can understand that, but at some point, the game needs to move forward. The improvements to the game on a new engine would make the experience better for the majority of players.
I am definitely excited for the no grid size differences and really looking forward to seeing how this engine and make voxel(s) that much better. Also finding ways we can create mods for the new game with a much easier tool than we currently have. I don't even try because of the number of tools you need just to make a skin.
Idea for the Vrage 3 test game "Pirate Engineers" or something along those lines. Tests grid size fusions with large hull blocks and small detail/funtion blocks. water (duh). Voxels for mining/hiding treasure. Block breaking from cannons. etc
For very flexible resizable blocks, have a look at Avorion … (IIRC 5cm steps in every cardinal direction, so if you want the wedge steeper or flatter … easy as apple pie. There are some drawbacks to that amount of flexibility, though …
I am happy to see they are embracing a unified grid. I am glad to see they are going smaller. I want drones that are closer to drone size. I want to RP an AI.
Well, "decals" in gaming typically means 2D overlays applied to geometry, such as bullet holes, blood spatter, scorch marks, etc. My guess is they're gonna find a way for decals to propagate over multiple blocks, or perhaps interact with other decals for more realistic looking battle damage and crash site damage. For example, an engine on fire may leave oil redidue or burned paint on blocks around it, or perhaps carbon buildup on the hull from reentry heat. Could also apply water effects to surfaces, making them appear dynamically wet, like water droplets that interact with the cockpit shape, streaking across with air speed direction. Stuff you want for detail without using geometry or taxing physics simulation. Just a thought.
Decal layers are already in the game currently for this kind of thing, the reason I highlighted it is because they said "for each of the faces of a block". That was my logic for thinking you could paint each side, otherwise, why highlight it.
Lets hope SE2 will progress from medieval ages all the way to space age :), im guessing the functional blocks breaking apart is some modified code of what they have in ME for destruction.
Like with the building analogy, they had the ability to do it in VRAGE but it would have been difficult for them to add it to Space Engineers without making lots of changes. A fresh slate with VRAGE 3 and Space Engineers 2 gives them the opportunity to add it at the bottom level.
lots of exciting stuff going on, this is going to be a really awesome journey we are going to take with Keen and hope the best, i just hope it wont to stressful for em
I hope they bring a lot of new stuff (or good mods as vanilla options). And that they expand on tools and options for setting up containerized servers. I'd really like easier build-in maintenance options, discord integration, more survival options, either an easier way to prevent lightning damage in-game or an option to turn it off. Also options for linking multiple worlds (I want to create a universe, make space extremely large with jump points to focused areas, make it expandable ,...). And in-game I'd like jump gates, more options for blueprints (subgrids, swapable light and heavy armour, colour themes, block exclusion), build-vision as a default, customizable huds, more NPC interaction, extended economy (selling grids should be a possible). I want to be able to upgrade components without swapping or adding blocks. Bigger thrusters, higher maximum speeds (depending on the grid...). Bigger doors/gates with better hit-points. More Animated blocks (like the cockpits that open). More resource types (they could add resources that are otherwise useless for players, but valuable to NPCs). Guided missiles. Radar systems. A map. Advanced AI control (via that map). An overhaul of the character weapons. I have a big wish-list, so I also hope they expand the creative and dev team.
I know there's gonna be people bitching about paying "again" for Space Engineers. But personaly i do not mind, cause One, the game is 10 years old... And 2 i have 2500 hours on it..., i'd say that the 20$ i paid back in 2014 as been EXTREMELY well paid back... And if its unavoidable, well it is what it is...
I mean, it's a sequel and from the new features they've shown so far, I'd happily pay for it. I don't understand why people expect to receive a sequel for free...
I guess the blocks will be kinda "split" into grid. So basically you could place a small block onto a large block smack in the middle. At least that would make sense to me. I would be all for it honestly. It would greatly decrease the amount of subgrids, allowing to build way better/prettier without clang. Imagine building something with small grid rotors/hinges on large grid, without having your ship blow up. Fucking hell that would be so nice xD
I think that conceptually all larger blocks will be a combination of 0.25m /smallest grid size. So a 2.5m cube will conceptually 10x10x10 0.25m blocks - except that by using one instead of up to 1000 blocks you can cut down on a lot of computation! I would not wonder if any group of blocks will be “fused together” to a few blocks of ‘primitive’ rectangular/triangle shapes and only be treated individually when damage or similar partial-block-size changes happen. Also that means that you have 100 possible positions on each face of a 2.5m cube to stick your 0.25 block onto… not just the middle. And on top of that, it might be possible to have, say, 1m x 0.5m vertical beam grow out of the slanted facing of any wedge type block. Place large block, cut 2 tiny blocks side by side from the diagonal and replace them with cubes, repeat for the next 3 rows, stack cubes on until they all end at the lowest possible, identical height, place 2 half-metre blocks onto them, repeat until you are at the height you need. And if done right, you can still skip almost all of the extra calculations…
@@advorak8529 I think starship evo goes that kinda approach. You have scalable blocks that kinda merge into one block if placed. I feel like that is another good possibility. So if you wanna place a line of 10 blocks, it becomes a single block after placing
I’m looking forward to combining small and large blocks. This is something I’ve been wanting for a while. To be able to have more variety of block sizes for one ship. This will give a more creative aspect for certain ship features and operations. Definitely excited for that.
Just a thought about the decal layer: Maybe it’s for stickers, so you can paint a complex design directly on the surface of a block. If you want a sign to say “warning electrical hazard” you need to use a LCD, so maybe this would make skins easier to work with and take up one less block. Also if they do this they may add GIF functionality to the LCD screens which would allow infinite meme potential.)
I'm sure there's lots you can and will be able to do with it, I was just saying a lot of people ask for the ability to paint each face of a block independently so I'd imagine that's why they've done it that way.
One thing I hope for is programmable keys allowing for off grid turning, allowing for players to make a more personalized suspension set up. Both scrap mechanic and trailmakers utilize versions of this allowing you to create some really cool ground vehicles.
My first wish would be for VR support. Then there is, better remote controls. Better spatial physics, so for example if you place a thin panel it does not take up the whole block space. Elevator blocks. Wings/control surfaces for atmospheric flyers. To name but a few!
Needs a connector between large and small conveyor ass well as being able to attach small grid to large grid, As well as database/damage control option build in to each cockpit of ships , ships integrity could be saved through cockpit damage control option once you finished building set ship of your choice and then if u get hit or crash, flicking "damage control" will work as portable projector dedicated only to each cockpit showing "blocks missing" from ship, which would allow rebuild or repair ships integrity in field. Could work like blueprint of controlling ship but from is own cockpit.
I was thinking with the addition of water and aerodynamics a naval engineers would be the cool. A game akin to storm works or from the depths. It would be different enough from those to justify it and would be a the best way to test these new features.
I can't imagine them creating a separate game for that, i'd imagine the naval and aerodynamics would just be part of SE and people would make thrusterless servers for ship and plane combat.
i am curently playing on a 42 player server. The performance is prety decent and blocks count are decent also. I would say that 100 player is a golden zone for an SE 2
I had a $100 bill in my hand, ready to hand it to Keen when I saw the name of this post. The moment Keen makes an announcement for SE-2, I will gladly pay them again for their magnificent product. They have earned my money a thousand times over in the last decade. I will gladly support them again in their endeavors.
I don't even care for a new Space Engineers game due to how much I love the one we have. But it looks like they have some crazy features planned for us. If a sequel does happen, I really hope mass will work more realistically, so if you crash a ship, every block gets affected, not only the blocks getting impacted. That would make the game harder and more complicated, but it would be nice to see.
Man, I just hope VRAGE 3 (and possibly SE2) is able to overcome what I call the Czech Curse. Basically, the Czech Curse is a curse that applies to games made in the Czech Republic. It curses these games with a relatively mid vanilla experience, amazing mod potential but with really awful mod tools, a challenging engine to work with, occasional wacky physics, poor multiplayer performance and occupying a niche genre in videogames that no other game on the market can really seem to get right. This curse so far applies to Space Engineers and Arma 3, and I hope that the next engines and subsequent game entries for both can push past this curse.
Yes I agree, I believe the only thing that could stop them is internal problems or funding, trademark issues with more indie games like this. We know the dev team is more than capable it just falls to money.
I've been trying for years to get Keen to move to a new engine and Kickstart a Space Engineers 2. I hope that comes sooner than later. I'd like to see a multiplayer with ~100 players per server and a build-able "gate" that could transport a ship to another server and back. I think this type of system will allow for engaging and emergent game play. Private server Admin could then disable this device (unbuildable) preventing incursion; if they wish. With that I'd also like to see a more elaborate planetary customization system. So that private servers could be more diverse.
If we get liquid physics, does that mean new fuels? Oil? Hydroelectric dams? Perhaps gliders will work better since there'll be wind resistance? I'd like Pressure sensitive doors. A door that will refuse to be opened until both sides have equal pressure.
Decal layers would be fantastic! finally damage scars and wear and tear, crash scars, burn marks etc, glowing metal from hot stuff, all sorts from these!
Hopefully the potential Space Engineers 2 will also have proper weather to planets. 100% water covered, almost unending rain and storms... Or sand storms on a rust-sand planet.
If they do bring out a new space engineers game, I really hope they do some extra marketing, even if basically the entire SE community would migrate to SE2, it would be really cool to see this game get some of the recognition it deserves
@@Zer0sLegion that would be awesome, tbh the main issue I have with the game is that there are infinite amounts of things you CAN do but just absolutely no reason to innovate and push the limits beyond 'lmao clang go brrr', an active playerbase and a new engine would Def help
The big thing I’m hoping for come the multiplayer and overall stability changes is to make Grey Goo Warfare. AI Warfare of drone fleets would make the usual player Req for such large battles not as needed. And hopefully with the new stability PCU will (somewhat) become a thing in the past, at least for in the fashion we have now, by having the engine more built and optimized for the large scopes, I am hoping I can push the boundaries further. Because atm my private with my mates has no PCU limit and both factions are arming up our 3D printers and supply chains for AI blocks to see what we can do with it, and hopefully be able to commit to large scale warfare. How does the server handle it? Four people on the server but the big thing is having classes of limitations and of course. Big beefy server. I get a homebrewed raspberry pie server stack running the server, and she works but she’s not happy.
What's on your SE2 wish list? One thing I want is the ability to build our own custom blocks using vertexes and materials, so we can make any shape we can imagine.
Water, better performance and a unified grid size are the most important new features, I am waiting for. In Empyrion Galactic Survival they have something similar to decal-layers. In that game you can actually paint and texture each face of a block individually.
they also need to do 5km to 300 km planets slider instead of the bring 19 km to 120 km give alot more "solar system" creating room and also will alow better gas gaint systems too, like for example 300 km gas 80 km earthlike with a 10 km moon. and #2 is bigger grid sizes like takeing of the block placement limit, i think you can only place 1 or 2 million blocks on a ship before it gives you that warning if they did it to 5 to 6 mil blocks im sure people would not only enjoy the bigger multi-player but like 30 people in a faction lets say, would be more "keen" get it?... on building one whole mother carrier together.
@@Zer0sLegion because people eventually would want bigger planets to explore especially with 100 player servers, so yes i think bigger planets for SE 2 should be a must have
@@Zer0sLegion also think of a 300 km planet with a huge ass ocean, people love the water mod imagine if they added volumetric water at a huge scale for navel battles
@@Golden-Zealot A max size planet in Space Engineers is 120km. With 100 players on that planet, there's 452km^2 per player assuming every player doesn't work together. That seems like way more than enough space to me.
I'm sure there's lots you can and will be able to do with it, I was just saying a lot of people ask for the ability to paint each face of a block independently so I'd imagine that's why they've done it that way.
@@Zer0sLegion certainly, though I don't think decals would be the best way to do it,far simpler to do uv masks Edit: to clarify,decals layers usually have some transparency to handle, meaning it cost more than the UV mask would (in general) for separately painted sides
I'm worried that the development of this engine will lead to a different game in a different genre which would suck. I love the Sci-Fi survival style game that Space Engineers is and don't think I would pivot to a different genre of game if they released one. Here's hoping they stay focused on a Space Engineers 2
Makeing Medieval Engineers 2 even as a testing ground sound great. I recently bught ME and it was nice suprise that most controls are the same. If I got tired of sci-fi genre I can jump to kinda better Minecraft.
I at least would like damaged blocks would get some textured changes when damaged, rather than just getting warped a little. Like have burn marks and projectile dirt. Make it look like a ship had taken a serious beatings instead of a lego set your toddler child dropped on the floor.
I hope two objekt can occupy the same space/square/block, lika a lamp on the top and a button on the right, Stationeers does this very good. Also cant wait and take my money!!!
I think SE2 could be what Elden Ring was for From Software, a massive success! I like that Keen Software seems really focused on the important points. I didnt see any useless features in this video!
What i want in space engineers 2. A story mode. Something like "never surrender" but with a end. For example rescate a npc or exploring a new planet or destroy a alien queen in the alien planet
One thing i want more than any other is compund building like they had in ME and other building games like ARK or Conan. It gives so much more scope for design.
somethings i always hated in space engineers was the overall lighting system, and how even a single of the tinyest light block just fill the space of a whole 2.5m block
Edit going first: Can you do a sort of tank battle like you did with the planes? not necessarily modded, as the warfare 2 weapons are great (would recommend gyros and space balls as armor since they can take a LOT of punishement), hope to see it! My hopes are: -Bigger planets -more wheels sizes + tracks (for tanks and such) -Good damage/collision physics -OPTIMIZATION (very important, even tho i have an OK-good pc it still lags sometimes when there's loads of things onscreen)
What about orbital bodies. Stars, planets, asteroids, etc... More natural hazards like, dangerous nebulas, improved asteroids, black holes, etc... Player skins, or make suits equip able. Enemy AI, maybe different species and fauna. Maybe some kind of achievable end game blue prints for teleporters alien tech, etc...
Just started playing this, one of the best game me and my 2 buds have ever played man... incredible. I honestly am not even nearly done with the first one considering we only really just discovered it but nevertheless, cannot wait for SE2!!! An instant buy for me :)
Hope they add more RPG-ish things if they make a new game. There's bounties and missions in the current game, but no NPCs to interact or battle with apart from Alien Spiders and Wolves.
50-100 players is plenty to have a thriving server. thousands would either be insanely cool or just chaos. i mean, imagine hundreds of people living in one server. tons of societies, factions, every single player living their own individual lives within this single server, where absolutely everything would be player-driven.
starbase from frozenbyte is capable of that, according to steam it managed around 9900 players in the same universe, it already has fracturing tech, the skyscrapers in the city in the moon actually have full interiors
Combine SE with ME create a civilization/age of empire progression tree that promotes exploration and technological advancement that goes from caveman to space age, add the AI setups like camps, tribes, towns, stations with interactions like promote alliances or conflicts. Procedural Solar Systems and AI based parties/crews per player with say a limit of 10 per player. Turning a 100 Player server into a 1000 unit scenario. Add perks with perk restraints and include the survival aspects of the current game. Boom you got yourself a triple rated game.
I hope that they will add atmospheric drag. Then we could build planes! And it would make a sence to build ships optimised only for space or for atmospheric flight or for both!
I'm reasonably sure that if KSH manages to get the realistic water going they'll be pretty quickly bought out by a large publisher to get their hands on that technology.
@@Zer0sLegion sure. And I wouldn't begrudge KSH to get a nice payday out of it, either by licensing or getting bought out. Gosh knows they put enough work in to deserve it.
Improving the realism and performance of water simulation is a very active area of research. It's a VERY math heavy topic, but the RUclips channel "Two Minute Papers" is a good place to get an overview of developments without needing to be an expert in differential equations. Lots of coverage of physics simulation, too: Clang isn't only a problem in SE.
I hope blueprints can carry over. Also, having DLCs carry over or all Space Engineers DLC blocks unlocked by default. Also, I hope the speed cap is removed or increased
2 things I'm looking forward to or want 1 water...I really don't want to talk about how many hours i spent playing with water mod probably have more hours in plant then space because of it and to see official support would be more then enough to make me buy it 2 just something to do once I've built these big warships it always ends up being a well now what situation. I do kind of want physics like mid evil engineers where you have to pay attention to how you build something if you don't want it crumbling down though I do have mixed feelings about that.
I believe they think that the new game would have to be different than se and that's why it'll take a long time. For almost all of us, just the upgrade of the engine would be enough to buy the game again. The rest can be added later with updates and dlcs
I hope they find a way to let us have a LOT more blocks. Building bases on every planet/moon and having Autopilot shuttles for passengers/cargo between them, including space-station 'hubs', and including remote-operated equipment like miners is a dream. Even if they have to give us a choice between making a station/ship 'static y/n' if its more than a certain distance from the player (it just becomes a voxel like a planet or asteroid beyond 100,000 km or something) and limiting the number of non-static voxels would be preferable to a simple, hard limit.
The game doesn't load grids that are out of certain range of you so it's not normally an issue in single player. The number of blocks only really becomes an issue in multiplayer where you have lots of players all of the place keeping multiple grids loaded. They're already listed that performance is one of the main things that the new engine is being built for so I don't think this is something to worry about.
Hardcore mode as an option that adds food and drink etc, planetary water bodies and asteroid ice being made into potable water (and recyclation of wee wee). And food hydroponics etc on ships and moon bases with bio-spheres etc, and big open soil farms on planets.
Which of these new features are you most looking forward too? Let me know!
I would say the water and the planets because with the new engine I really hope that there will be larger planet sizes in the base game.
Definitely the unified grid size tiny ships and drones and huge ships with a highway detailed Interiors Advanced weapon systems and much more will all be possible because of that one change
@@duncanvinsonhaler5770 Not sure we need bigger planets
@@Zer0sLegion Personally I think bigger planets would be cool. What I wanna see is stuff like jet planes etc
Water and crash physics
Space Engineers 2.0 will be a vessel of Clang 2.0 as well 😆
Heil Clang
@@denniss5548 Hell Clang
They can't do that, shoot them or something
Clang 2.0
hail the almighty klang the only being that can break the game without any mods defying the very laws of keen !!!
Thank you guys for your lovely comments and thank you Zer0's Legion for making this well-thought video!
I am really enjoying working on VRAGE3, we really want to push it to the next level.
Now with the experience that we have (SE is on the market for 9 years, VRAGE even longer - since Miner Wars), I think we can revisit our decisions and really make the VRAGE engine better.
Hoping there will be an early beta. I'd hate to have to wait 5years to play this. Only started playing about a year or 2 ago. But I'm hooked on the creativity. As you can see from my pfp, I remade the RSI apollo from star citizen haha
Thanks you! And I think I can say from all of us that we are all very excited to see where this goes!
I have always loved space engineers, I pray that we get to see more updates to the game we have and More in our loving community! Thank you Marek! And all others at Keen
thank you for everything you devs have done, also, please make spaceships with the voxel planetary tech so that we can make all sorts of spherical and round shapes and ships, or at least even smaller blocks for full detailed interiors. Happy new year
With regards to the large scale multiplayer, I think it would be a ton of fun to have something like SE worlds as instanced realities in a network of instances like EVE runs, with warp gates between instances.
This would allow for mass-scale stuff while not cramming a thousand people into one unreasonably resource-intensive instance.
Space 2 is an immediate buy for me. They showed what they are made off. Space 1 has so much problems, but damn, the next one is going to be amazing iam sure.
Definitely
It's a small community. Dividing it between two games will kill it.
@@AndrewTFenn its dying as is. What needs to happen is a good over haul and optimize to make the game run smoothly with more players. And then they need to advertise
I hope that SE1 veterans who bought the game at the start of the early access and all the DLCs will have a discount of some sort, pretty sure that most of us want the same game but better. But then their business model was never abusive IMO.
there is no space 2.. its just a game engine update >_>
I am INCREDIBLY hyped for the new vowel destruction, I hate that my crashed ships just bounce, they always feel so weightless. Yeah there's some good occasional crashes, but like, let me see my giant ship carve a canyon through the world as it slows to a halt while digging into the earth and crumbling from the back into the front.
"the new vowel destruction" l'l
@@targard.quantumfrack6854 gonna destroy them vowels
@@targard.quantumfrack6854 Polish has entered the chat
@@fal4770 Rude but true
Combined grid sizes!? I'll finally be able to make that stack of papers on a desk without having to play around with magnetic plates!
Also I've been making littler computer cores for my ships in small grid, so gonna appreciate not having to infill my ships with timing blocks.
Be able to make better looing ships with smoother curves
Just one grid size please. The separate grid sizes are a source of infinite frustration and disappointment in SE. Having to describe things as "small grid small, small grid large, large grid small" etc. is just exhausting and the subgridding thing does NOT need to be such an exercise in fidgetry and bug use.
I've been playing a lot of Hardspace Shipbreaker lately and I love how the character moves and how the ships are dissasembled. Is so satisfying! But that game is small and limited, I would love to see its features in Space Engineers.
try starbase
@@rkikta I loved star base and genuinely had fun with it just the lack of communication with devs killed it too early I hope they can turn it around and bring the player base back but I fear it is too late
One thing I really look forward to is the possibility of mixing grid sizes and potentially having multiple bits within the same gridspace.
No longer will a single light occupy 2.5x2.5x2.5 meters (I hope) ✊😤
this is very ambitious and im all for it, hopefully they have the funding to see it through because the completion of this would be the greatest survival game ive ever played
I'm sure it's all been accounted for, they're probably showing us VRAGE 3 now so investors can see what they're working on.
And they have their DLCs that I’m sure have been doing very well
I hope they actually f***ing complete it this time. SE1 still isn't complete.
With a hope of better physics I will reiterate my want for a rail system. I want to be able to make my own massive doors and lifts that won't bug out and aren't limited by pistons.
It could happen, rails are dangerous due to clang. Without clang, maybe there's a chance.
@@Zer0sLegion that's what I'm thinking, I want to remake my auto loading mine launcher from starmade to space engineers.
Rails could work simularly to StarMade. Actually Space Engineers already uses StarMade's rail system for a lot of things except rails: pistons, rotors, etc. You have a top part that you attach your hangar door to and a bottom part that is located next to identical blocks that the top part can slide across.
Train
My 3 biggest wants are in this order
1. Grid cross compatibility. Give me the ability to attach small grid blocks to large ones and vice-versa. Edit: well, would have finished the video. Fuck yeah, love this.
2. Stable in game physics (praise be to clang, but let's work on that please)
3. Blueprint compatibility. Assuming the same blocks exist in se2 (which I think they should, just overhaul the grid system as I mentioned) I would like to see our creations carry forward. Obviously this is dependent on a lot but we have spent years building and designing our community inventory of diverse creations, it would be a shame for all that to be relegated to the dust bin.
One thing I'd love to see in a second iteration of SE is the Medieval engeneers' structure physiscs i realy think it could enrich the gameplay, specially if there are diferent kinds of block materials each with their own weights and resistances.
It would be easier to reimplement in a new game
I think it could be neat as a mod or togglable feature, but honestly that would detract from the game in most situation.
decal layers for things like rust, mud, caked dirt, etc.
stuff that can stick and stay, or get washed off, things that are temporary, decay, growth, acid, etc.
decal layers can be used for ANYTHING, which includes paint, but "paint" in terms of modelling is applying a texture, ANY texture, to a surface, whether its friendly name is paint, dirt, acid, or a literal decal for something like a label
I can’t make my mind up about combining grid sizes, on one hand it could work out amazing, on the other I’m worried about how it’s going to affect the players ability to make small, simple, single task ships. The large vs small grid makes it easy as there is large/small grid tools and blocks that with that idea of small grids being simpler, single use and large grids work as a carrier or base of operation.
The biggest thing that would affect that would be how they handle the size of functional blocks in the new system. Obviously right now they simply have many that are simply smaller in small grid, taking up a single block respective to their grid. With no grid sizes however, how are they going to do that? Will they still be able to be down-sized, and if so, would that affect their functionality? Only time will tell how they handle this.
You'll still be able to build large and small ships, you just won't be limited by the arbitrary grid size system.
@@awesome_by_default It's possible that there would be different size variations for functional blocks that all can be stuck onto the unified grid, with each size having different armor values and efficiencies and the like. Not too different from the large/small hydrogen tanks we have for small grids currently.
@@dustymooneye5858 I was thinking that as I posted it. It just wouldn't be separated by "grid size" anymore, just the size of the block.
i actually dont mind the small/large grid restrictions. for me it adds that challenge of limited functionality.
My friend and I have put hundreds of hours into Space Engineers, so the prospect of a Space Engineers 2 is so incredibly exciting to me. I hope it happens, and I hope it's every bit as awesome as I can imagine. Good luck Keen!
**Edit** I just checked, and I apparently added Space Engineers to my Steam library on February 18, 2014. Crazy...
There will be a new Clang with a new Space Engineers, but I will buy it as soon as it is announced. After all of the physics improvements, new blocks and water, what I really want them to do is improve the solar system and planet generation. It is crazy that we are still stuck with the same planets and fixed solar system, unless you want to try out new planets that often end up with there own new set of issues.
My concern is sim speed stability during combat. That's going to be a lot of floating object. Curious of the threshold, and if it'll effect the immersion if you have to set the floating object count so low that they have to self delete almost immediately.
Secondly, with a re work of planets and atmospheres, I would love re-entry effects.
Every time they show something off about the new engine, the first thing they talk about is how they going to make it performance friendly.
Had SE since day 1 played it for the majority since then to be honest the biggest thing im looking forward to would be the SIM speed optimisation for multiplayers servers and they are more than well aware that players like making there own weapons so im very much interested to see what they come up with in regards to the PMW lovers.
none the less i'd buy SE2 regardless. Even if it is a copy and paste with better SIM speeds.
^ yes.
I totally respect the condensed information stream provided in your videos
Glad to hear it
Support for higher fps than 120, better performance, better lighting. Orbit mechanics would be fun too. I mean, I started playing when the game first came out back in 2013. The engine is 10 years old almost, any fundamental improvements are very welcome.
SE1 runs fine at 4K on many GPU..
A new engine might make 4K impossible on value GPU..
@@peterpan408 I can understand that, but at some point, the game needs to move forward. The improvements to the game on a new engine would make the experience better for the majority of players.
I am definitely excited for the no grid size differences and really looking forward to seeing how this engine and make voxel(s) that much better. Also finding ways we can create mods for the new game with a much easier tool than we currently have. I don't even try because of the number of tools you need just to make a skin.
Idea for the Vrage 3 test game "Pirate Engineers" or something along those lines. Tests grid size fusions with large hull blocks and small detail/funtion blocks. water (duh). Voxels for mining/hiding treasure. Block breaking from cannons. etc
They are making roman engineers for this
aerodynamics for sails
For very flexible resizable blocks, have a look at Avorion … (IIRC 5cm steps in every cardinal direction, so if you want the wedge steeper or flatter … easy as apple pie.
There are some drawbacks to that amount of flexibility, though …
sea of thieves but you can build ships
I am happy to see they are embracing a unified grid. I am glad to see they are going smaller. I want drones that are closer to drone size. I want to RP an AI.
Well, "decals" in gaming typically means 2D overlays applied to geometry, such as bullet holes, blood spatter, scorch marks, etc. My guess is they're gonna find a way for decals to propagate over multiple blocks, or perhaps interact with other decals for more realistic looking battle damage and crash site damage. For example, an engine on fire may leave oil redidue or burned paint on blocks around it, or perhaps carbon buildup on the hull from reentry heat. Could also apply water effects to surfaces, making them appear dynamically wet, like water droplets that interact with the cockpit shape, streaking across with air speed direction. Stuff you want for detail without using geometry or taxing physics simulation.
Just a thought.
Decal layers are already in the game currently for this kind of thing, the reason I highlighted it is because they said "for each of the faces of a block". That was my logic for thinking you could paint each side, otherwise, why highlight it.
Lets hope SE2 will progress from medieval ages all the way to space age :), im guessing the functional blocks breaking apart is some modified code of what they have in ME for destruction.
Like with the building analogy, they had the ability to do it in VRAGE but it would have been difficult for them to add it to Space Engineers without making lots of changes. A fresh slate with VRAGE 3 and Space Engineers 2 gives them the opportunity to add it at the bottom level.
lots of exciting stuff going on, this is going to be a really awesome journey we are going to take with Keen and hope the best, i just hope it wont to stressful for em
making everything same grid will make decor so much easier
I hope they bring a lot of new stuff (or good mods as vanilla options).
And that they expand on tools and options for setting up containerized servers.
I'd really like easier build-in maintenance options, discord integration, more survival options, either an easier way to prevent lightning damage in-game or an option to turn it off.
Also options for linking multiple worlds (I want to create a universe, make space extremely large with jump points to focused areas, make it expandable ,...).
And in-game I'd like jump gates, more options for blueprints (subgrids, swapable light and heavy armour, colour themes, block exclusion), build-vision as a default, customizable huds, more NPC interaction, extended economy (selling grids should be a possible).
I want to be able to upgrade components without swapping or adding blocks.
Bigger thrusters, higher maximum speeds (depending on the grid...).
Bigger doors/gates with better hit-points.
More Animated blocks (like the cockpits that open).
More resource types (they could add resources that are otherwise useless for players, but valuable to NPCs).
Guided missiles. Radar systems. A map. Advanced AI control (via that map).
An overhaul of the character weapons.
I have a big wish-list, so I also hope they expand the creative and dev team.
I know there's gonna be people bitching about paying "again" for Space Engineers.
But personaly i do not mind, cause One, the game is 10 years old...
And 2 i have 2500 hours on it..., i'd say that the 20$ i paid back in 2014 as been EXTREMELY well paid back...
And if its unavoidable, well it is what it is...
I mean, it's a sequel and from the new features they've shown so far, I'd happily pay for it. I don't understand why people expect to receive a sequel for free...
I guess the blocks will be kinda "split" into grid. So basically you could place a small block onto a large block smack in the middle. At least that would make sense to me. I would be all for it honestly. It would greatly decrease the amount of subgrids, allowing to build way better/prettier without clang. Imagine building something with small grid rotors/hinges on large grid, without having your ship blow up. Fucking hell that would be so nice xD
I think that conceptually all larger blocks will be a combination of 0.25m /smallest grid size. So a 2.5m cube will conceptually 10x10x10 0.25m blocks - except that by using one instead of up to 1000 blocks you can cut down on a lot of computation! I would not wonder if any group of blocks will be “fused together” to a few blocks of ‘primitive’ rectangular/triangle shapes and only be treated individually when damage or similar partial-block-size changes happen.
Also that means that you have 100 possible positions on each face of a 2.5m cube to stick your 0.25 block onto… not just the middle.
And on top of that, it might be possible to have, say, 1m x 0.5m vertical beam grow out of the slanted facing of any wedge type block. Place large block, cut 2 tiny blocks side by side from the diagonal and replace them with cubes, repeat for the next 3 rows, stack cubes on until they all end at the lowest possible, identical height, place 2 half-metre blocks onto them, repeat until you are at the height you need.
And if done right, you can still skip almost all of the extra calculations…
@@advorak8529 I think starship evo goes that kinda approach. You have scalable blocks that kinda merge into one block if placed. I feel like that is another good possibility. So if you wanna place a line of 10 blocks, it becomes a single block after placing
The water and voxels has me most excited
I’m looking forward to combining small and large blocks.
This is something I’ve been wanting for a while. To be able to have more variety of block sizes for one ship. This will give a more creative aspect for certain ship features and operations. Definitely excited for that.
Just a thought about the decal layer:
Maybe it’s for stickers, so you can paint a complex design directly on the surface of a block. If you want a sign to say “warning electrical hazard” you need to use a LCD, so maybe this would make skins easier to work with and take up one less block. Also if they do this they may add GIF functionality to the LCD screens which would allow infinite meme potential.)
I'm sure there's lots you can and will be able to do with it, I was just saying a lot of people ask for the ability to paint each face of a block independently so I'd imagine that's why they've done it that way.
One thing I hope for is programmable keys allowing for off grid turning, allowing for players to make a more personalized suspension set up. Both scrap mechanic and trailmakers utilize versions of this allowing you to create some really cool ground vehicles.
I've Just started playing this game. Getting an idea for base making and then moving onto vehicle creation. Kinda excited to see what V2 looks like.
Decal layers could be used for dirt, snow or rust on our blocks
Yeah, I kinda confused what I was trying to say in that part but it doesn't matter now.
Very well put together video! VRage 3 has some cool features!
Thanks!
Hey I know this guy!
My first wish would be for VR support. Then there is, better remote controls. Better spatial physics, so for example if you place a thin panel it does not take up the whole block space. Elevator blocks. Wings/control surfaces for atmospheric flyers. To name but a few!
Needs a connector between large and small conveyor ass well as being able to attach small grid to large grid, As well as database/damage control option build in to each cockpit of ships , ships integrity could be saved through cockpit damage control option once you finished building set ship of your choice and then if u get hit or crash, flicking "damage control" will work as portable projector dedicated only to each cockpit showing "blocks missing" from ship, which would allow rebuild or repair ships integrity in field. Could work like blueprint of controlling ship but from is own cockpit.
I was thinking with the addition of water and aerodynamics a naval engineers would be the cool. A game akin to storm works or from the depths. It would be different enough from those to justify it and would be a the best way to test these new features.
I can't imagine them creating a separate game for that, i'd imagine the naval and aerodynamics would just be part of SE and people would make thrusterless servers for ship and plane combat.
i am curently playing on a 42 player server. The performance is prety decent and blocks count are decent also. I would say that 100 player is a golden zone for an SE 2
I had a $100 bill in my hand, ready to hand it to Keen when I saw the name of this post. The moment Keen makes an announcement for SE-2, I will gladly pay them again for their magnificent product. They have earned my money a thousand times over in the last decade. I will gladly support them again in their endeavors.
I don't even care for a new Space Engineers game due to how much I love the one we have. But it looks like they have some crazy features planned for us. If a sequel does happen, I really hope mass will work more realistically, so if you crash a ship, every block gets affected, not only the blocks getting impacted. That would make the game harder and more complicated, but it would be nice to see.
Man, I just hope VRAGE 3 (and possibly SE2) is able to overcome what I call the Czech Curse.
Basically, the Czech Curse is a curse that applies to games made in the Czech Republic. It curses these games with a relatively mid vanilla experience, amazing mod potential but with really awful mod tools, a challenging engine to work with, occasional wacky physics, poor multiplayer performance and occupying a niche genre in videogames that no other game on the market can really seem to get right.
This curse so far applies to Space Engineers and Arma 3, and I hope that the next engines and subsequent game entries for both can push past this curse.
water has always been something i loved in video games, so i am SUPER hyped for water in SE
You don't develop a game engine without the intent to develop a game. They're working on it and you can't convince me otherwise.
Yes I agree, I believe the only thing that could stop them is internal problems or funding, trademark issues with more indie games like this. We know the dev team is more than capable it just falls to money.
Just realized this was a year ago
I've been trying for years to get Keen to move to a new engine and Kickstart a Space Engineers 2. I hope that comes sooner than later.
I'd like to see a multiplayer with ~100 players per server and a build-able "gate" that could transport a ship to another server and back. I think this type of system will allow for engaging and emergent game play. Private server Admin could then disable this device (unbuildable) preventing incursion; if they wish. With that I'd also like to see a more elaborate planetary customization system. So that private servers could be more diverse.
Nice dude. Appreciate your dedication to making these excellent videos. High quality work brother. peace.
Thanks!
If we get liquid physics, does that mean new fuels? Oil? Hydroelectric dams?
Perhaps gliders will work better since there'll be wind resistance?
I'd like Pressure sensitive doors. A door that will refuse to be opened until both sides have equal pressure.
Naughty Zer0. Had a heart attack when I saw the title. Still love your content regardless of myocardiac infarction, keep it up.
Decal layers would be fantastic!
finally damage scars and wear and tear, crash scars, burn marks etc, glowing metal from hot stuff, all sorts from these!
early as shit
Damn
I believe that for the grid sizes, 0.25cm is to include the half blocks from the current small grid sizes
:)
Hopefully the potential Space Engineers 2 will also have proper weather to planets. 100% water covered, almost unending rain and storms...
Or sand storms on a rust-sand planet.
I just hope it has more compelling enemies, of the eldritch spaghetti monster variety.
They might be coming to the current SE yet, we've still got an encounters and endgame/survival update to come.
Imagine Rimworld 2 or Factorio 2 running on the VRAGE 3 engine!
If they do bring out a new space engineers game, I really hope they do some extra marketing, even if basically the entire SE community would migrate to SE2, it would be really cool to see this game get some of the recognition it deserves
I'd imagine that would be the main reason to make a new game, to get new eyes on it.
@@Zer0sLegion that would be awesome, tbh the main issue I have with the game is that there are infinite amounts of things you CAN do but just absolutely no reason to innovate and push the limits beyond 'lmao clang go brrr', an active playerbase and a new engine would Def help
The big thing I’m hoping for come the multiplayer and overall stability changes is to make Grey Goo Warfare. AI Warfare of drone fleets would make the usual player Req for such large battles not as needed. And hopefully with the new stability PCU will (somewhat) become a thing in the past, at least for in the fashion we have now, by having the engine more built and optimized for the large scopes, I am hoping I can push the boundaries further. Because atm my private with my mates has no PCU limit and both factions are arming up our 3D printers and supply chains for AI blocks to see what we can do with it, and hopefully be able to commit to large scale warfare. How does the server handle it? Four people on the server but the big thing is having classes of limitations and of course. Big beefy server. I get a homebrewed raspberry pie server stack running the server, and she works but she’s not happy.
What's on your SE2 wish list? One thing I want is the ability to build our own custom blocks using vertexes and materials, so we can make any shape we can imagine.
Big thing for me is removing the small and large grid system and just having the one size with different sized blocks.
@@Zer0sLegion yes, absolutely agree
Water, better performance and a unified grid size are the most important new features, I am waiting for.
In Empyrion Galactic Survival they have something similar to decal-layers. In that game you can actually paint and texture each face of a block individually.
they also need to do 5km to 300 km planets slider instead of the bring 19 km to 120 km give alot more "solar system" creating room and also will alow better gas gaint systems too, like for example 300 km gas 80 km earthlike with a 10 km moon.
and #2 is bigger grid sizes like takeing of the block placement limit, i think you can only place 1 or 2 million blocks on a ship before it gives you that warning if they did it to 5 to 6 mil blocks im sure people would not only enjoy the bigger multi-player but like 30 people in a faction lets say, would be more "keen" get it?... on building one whole mother carrier together.
I'm not really sure at the point of having larger planets but I would love the ability to create smaller ones natively.
@@Zer0sLegion because people eventually would want bigger planets to explore especially with 100 player servers, so yes i think bigger planets for SE 2 should be a must have
@@Zer0sLegion also think of a 300 km planet with a huge ass ocean, people love the water mod imagine if they added volumetric water at a huge scale for navel battles
@@Golden-Zealot A max size planet in Space Engineers is 120km. With 100 players on that planet, there's 452km^2 per player assuming every player doesn't work together. That seems like way more than enough space to me.
Some things decal layers are used for are: bullet holes, burn markings,stickers, and stuff like spray paint or blood splatter
I'm sure there's lots you can and will be able to do with it, I was just saying a lot of people ask for the ability to paint each face of a block independently so I'd imagine that's why they've done it that way.
@@Zer0sLegion certainly, though I don't think decals would be the best way to do it,far simpler to do uv masks
Edit: to clarify,decals layers usually have some transparency to handle, meaning it cost more than the UV mask would (in general) for separately painted sides
I'm excited for new SE as a recreation builder I'm hyped to start recreating the ships and stuff I've made in SE the future looks bright
I'm worried that the development of this engine will lead to a different game in a different genre which would suck. I love the Sci-Fi survival style game that Space Engineers is and don't think I would pivot to a different genre of game if they released one. Here's hoping they stay focused on a Space Engineers 2
It seems like the goal of the new engine is to improve the old one and remove all of the limitations
Makeing Medieval Engineers 2 even as a testing ground sound great. I recently bught ME and it was nice suprise that most controls are the same. If I got tired of sci-fi genre I can jump to kinda better Minecraft.
I doubt they will make another ME due to several factors. Or, at least, not with the name ME
I at least would like damaged blocks would get some textured changes when damaged, rather than just getting warped a little. Like have burn marks and projectile dirt. Make it look like a ship had taken a serious beatings instead of a lego set your toddler child dropped on the floor.
I hope two objekt can occupy the same space/square/block, lika a lamp on the top and a button on the right, Stationeers does this very good.
Also cant wait and take my money!!!
I think SE2 could be what Elden Ring was for From Software, a massive success!
I like that Keen Software seems really focused on the important points. I didnt see any useless features in this video!
Even tinier blocks? My god, i can now run around on a tiny go kart!
What i want in space engineers 2.
A story mode. Something like "never surrender" but with a end. For example rescate a npc or exploring a new planet or destroy a alien queen in the alien planet
We might get that in the current SE yet, we still have an Exploration and Endgame update to look forward too.
Im super hyped for this new Engine! New engines are always fascinating, and I can't wait for more realistic crashes and battle carnage in SE2!
The thing with each block face having separate color and texture sounds exactly like what Empyrion has, it would be a huge boon to ship decoration.
I just paint the whole thing one color 😂
One thing i want more than any other is compund building like they had in ME and other building games like ARK or Conan. It gives so much more scope for design.
somethings i always hated in space engineers was the overall lighting system, and how even a single of the tinyest light block just fill the space of a whole 2.5m block
Edit going first: Can you do a sort of tank battle like you did with the planes? not necessarily modded, as the warfare 2 weapons are great (would recommend gyros and space balls as armor since they can take a LOT of punishement), hope to see it!
My hopes are:
-Bigger planets
-more wheels sizes + tracks (for tanks and such)
-Good damage/collision physics
-OPTIMIZATION (very important, even tho i have an OK-good pc it still lags sometimes when there's loads of things onscreen)
The tank thing is on my list to do but I haven't had the time.
What about orbital bodies. Stars, planets, asteroids, etc... More natural hazards like, dangerous nebulas, improved asteroids, black holes, etc... Player skins, or make suits equip able. Enemy AI, maybe different species and fauna. Maybe some kind of achievable end game blue prints for teleporters alien tech, etc...
Just started playing this, one of the best game me and my 2 buds have ever played man... incredible. I honestly am not even nearly done with the first one considering we only really just discovered it but nevertheless, cannot wait for SE2!!! An instant buy for me :)
Hope they add more RPG-ish things if they make a new game. There's bounties and missions in the current game, but no NPCs to interact or battle with apart from Alien Spiders and Wolves.
50-100 players is plenty to have a thriving server. thousands would either be insanely cool or just chaos. i mean, imagine hundreds of people living in one server. tons of societies, factions, every single player living their own individual lives within this single server, where absolutely everything would be player-driven.
starbase from frozenbyte is capable of that, according to steam it managed around 9900 players in the same universe, it already has fracturing tech, the skyscrapers in the city in the moon actually have full interiors
@@jh5kl 9900?!
Just hope in Space Engineers 2 there will be some sort of story or progression system that gives meaning to game instead of just a sandbox.
The other builder that I play is 7 Days to Die. I hope they look at what they did with blocks, because it was amazing.
Performance and NPC factions "PVE Elements" are Very important for me
I want to see the ability to combine blocks together as we can in medieval engineers.
“Here under an hour by one minute”tickets here
Combine SE with ME create a civilization/age of empire progression tree that promotes exploration and technological advancement that goes from caveman to space age, add the AI setups like camps, tribes, towns, stations with interactions like promote alliances or conflicts. Procedural Solar Systems and AI based parties/crews per player with say a limit of 10 per player. Turning a 100 Player server into a 1000 unit scenario. Add perks with perk restraints and include the survival aspects of the current game. Boom you got yourself a triple rated game.
I hope that they will add atmospheric drag. Then we could build planes! And it would make a sence to build ships optimised only for space or for atmospheric flight or for both!
I've had my copy of space engineers since 2014 I've never opened a multiplayer game I just like the build stuff and see what I can make
I'm reasonably sure that if KSH manages to get the realistic water going they'll be pretty quickly bought out by a large publisher to get their hands on that technology.
I mean, one of the reasons to make a game engine is to lease it for other people to use sooooooo...
@@Zer0sLegion sure. And I wouldn't begrudge KSH to get a nice payday out of it, either by licensing or getting bought out. Gosh knows they put enough work in to deserve it.
Improving the realism and performance of water simulation is a very active area of research. It's a VERY math heavy topic, but the RUclips channel "Two Minute Papers" is a good place to get an overview of developments without needing to be an expert in differential equations. Lots of coverage of physics simulation, too: Clang isn't only a problem in SE.
I hope blueprints can carry over. Also, having DLCs carry over or all Space Engineers DLC blocks unlocked by default. Also, I hope the speed cap is removed or increased
AI enemy players would also be cool.
Really intrested in being able to remerge grids without a merge block
The one feature I am most interested in atm is multiplayer. I would really like to see it host at minimum 100 players
2 things I'm looking forward to or want 1 water...I really don't want to talk about how many hours i spent playing with water mod probably have more hours in plant then space because of it and to see official support would be more then enough to make me buy it 2 just something to do once I've built these big warships it always ends up being a well now what situation.
I do kind of want physics like mid evil engineers where you have to pay attention to how you build something if you don't want it crumbling down though I do have mixed feelings about that.
AERODYNAMICS MEANS NO MORE CUBE SHIPS, HOORAY!
I believe they think that the new game would have to be different than se and that's why it'll take a long time. For almost all of us, just the upgrade of the engine would be enough to buy the game again. The rest can be added later with updates and dlcs
I hope they find a way to let us have a LOT more blocks. Building bases on every planet/moon and having Autopilot shuttles for passengers/cargo between them, including space-station 'hubs', and including remote-operated equipment like miners is a dream. Even if they have to give us a choice between making a station/ship 'static y/n' if its more than a certain distance from the player (it just becomes a voxel like a planet or asteroid beyond 100,000 km or something) and limiting the number of non-static voxels would be preferable to a simple, hard limit.
The game doesn't load grids that are out of certain range of you so it's not normally an issue in single player. The number of blocks only really becomes an issue in multiplayer where you have lots of players all of the place keeping multiple grids loaded.
They're already listed that performance is one of the main things that the new engine is being built for so I don't think this is something to worry about.
Finally! We shall see infernal CLANG banished back to SpaceHell!
"SE 2 ?! Shut up and take my money" - Philip J. Fry
Awesome. First time I've heard of this. 2023 brings the big 2. Kerbal Space Program and Space Engineers
😢 no sequel yet...
Hardcore mode as an option that adds food and drink etc, planetary water bodies and asteroid ice being made into potable water (and recyclation of wee wee). And food hydroponics etc on ships and moon bases with bio-spheres etc, and big open soil farms on planets.
I don't know if the game needs a hardcore mode but it could definitely do with a better survival mode.
Yeh, i dont mean to call it hardcore, was feeling nostalgic for fallout new vegas :P