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„What‘s next?“ Speculation Hype

Discussion in 'General' started by JD.Horx, Mar 15, 2019.

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How did you like the last major update?

Poll closed Mar 29, 2019.
  1. I really enjoy it! Better than I expected!

    3 vote(s)
    13.0%
  2. It‘s a good start... let‘s hope there is more!

    15 vote(s)
    65.2%
  3. Meh, mediocre

    1 vote(s)
    4.3%
  4. Wrong direction but better than nothing.

    3 vote(s)
    13.0%
  5. I‘d rather not have this update, so bad.

    1 vote(s)
    4.3%
Thread Status:
This last post in this thread was made more than 31 days old.
  1. JD.Horx Senior Engineer

    Messages:
    1,032
    From Mareks personal online Blog:
    What do you think? What could be in there for us? What new features do you expect? Do you think SE is moving in the right direction at the moment? How did you like the last major update?
    --- Automerge ---
    I for myself hope to see the currency and decorative elements asap, it‘d be wonderful to have some roleplay aspects in the game without modding. Would help a lot. Would also keep me building with new stuff, always appreciated.
     
  2. plaYer2k Master Engineer

    Messages:
    3,160
    My only hope ever was functional blocks as these can be altered in their "decorative variety" afterwards by modders in any way they want.
    Functions however is hardly possible by modders.

    I am thinking about extending the IngameAPI here as well as fixting features like multi-grid projecting and welding as projectors still only project one grid.

    So for functional elements, there is a much bigger need imo.


    Naming it there:

    project and weld multi-grid blueprints
    implement ore detector API
    holographic display (IngameAPI needed) for dynamic 3D displays



    Functions was the #1 reason i bought this game and played it.
     
  3. Spaceman Spiff Senior Engineer

    Messages:
    1,998
    Yes!!
     
  4. CalenLoki Trainee Engineer

    Messages:
    12
    My hope is fixing numbers, so all power sources and thrust options are useful and balanced, yet diverse. Looking at you hydrogen powerplant!
    And of course small conveyored rotor in vanilla, but that's kind of everlasting requests.
     
    • Like Like x 1
    • Agree Agree x 1
  5. Trip Rodriguez Trainee Engineer

    Messages:
    8
    I know it's asking too much, but proper orbital mechanics would be awesome, Kerbal style. I think all you need to do is adjust the numbers a bit, make defeating gravity until you reach geostationary orbit (where all our zero G asteroids and such are) extremely difficult to impossible without curving off into a close orbit/perpetual freefall to conserve fuel/energy.

    More realistically, I would really like to have atmospheric drag without a mod. The mod is quite good and I'm using it, but I like to keep using mods to a minimum in hopes of not breaking the game.
     
    • Like Like x 1
  6. SirConnery Apprentice Engineer

    Messages:
    288
    This. General power and thruster balancing.

    Realistically small improvements I would also like

    + Small Thrusters. I'm talking about very small control thrusters. Especially some of my big grid ships don't need so much sideways thrust that you get from regular thrusters.
    + Refinery and assembler cpu optimization. At the moment these are quite taxing for cpu as I understand. Just having advanced options for having refineries make less calls would free up cpu resources
     
  7. May Rears Apprentice Engineer

    Messages:
    430
    I'd just like to be able to walk up my access ramp and not be able to use it as a ski-jump. Someone covered it in a layer of grease when I was sleeping during the patch release :)
     
  8. chrisb Senior Engineer

    Messages:
    1,460
    Procedural planets, would be very nice indeed. ;)
     
  9. JD.Horx Senior Engineer

    Messages:
    1,032
    I’d love have more versatile thrusters in the game. I hate to build thruster walls in my ships when I want to create something aesthetic and sleak.
    What about multi directional thrusters?
    Elite Dangerous has a good concept of them imho.

    [​IMG]
     
  10. 3eepoint Junior Engineer

    Messages:
    926
    Oh boy, where to start....

    The survival overhaul was not what I expected. I played it a bit and it definetly makes survival hard again, and in a fun way. But I think it kinda locks out shortly before Space engineers could reach its full potetial in that regard. As soon as one is in Orbit and has a Jumpdrive, or reached the Spaceage so to speak, it is basically over. I am missing a transmission from planetary/close Orbit survival to an star system wide survival with something to do, rather than just to build a ship for the sake of it beeing build. Because, what for? I have a brand new destroyer but no escort missions to fly, a have a massive cargo hauler, but nobody but me needs the recources. There are no rescue mission or survelliance contracts that one could build up to.

    Two games that handel that aspect well are Avorion and Stormworks.

    Avorion just feels alive inside a sector, albeit that comparison is rather far out due to the different focus of Avorion and space engineers. There is where Stormworks comes in with its mission system. I know the game is far different in it giving the player a role of an search and rescue worker. None the less are there things to do. Missions with twists that require special equipment that one has to build. Another thing, based of my conception of it so please correct me if I am wrong, is that scenarios have to be played as a new game and do not seem to happen or beeing able to drop in an existing one like mods while playing a game of survivel or creative.

    The graphical scripting tool is a verry good start to give players the might to create a story, but I for one dont want to start a new game every time I want to do a mission. The scripting tool for random encounters like emergency calls or contracting work like escort missions which come up when the player has left his home orbit and could be added like mods would really give the survival gameplay another kick that woul keep at least me there far longer than the current overhaul does.

    Also, I would also like to see ki Engineers walking around. That would add life to an npc ship as well.


    So, my whishes as of now for survival:

    +Drop in random encounter missions, like escort, transport, rescue and the like, creatable by the visual scripting tool.
    +NPC Engineers to make npc stations, ships and missions like above feel alive.
    +Life support systems and food. Not as extreme as in lets say RUST, but something to consider when one goes on a long flight.

    Some reaction controle thrusters like JD mentioned would be nice to, or at least some sort of stackable engines that would also solve another Problem that I have currently.

    +Something to fill ships with.

    Thristers only on the outside are a huge bore, like JD said. More internal ship systems that have an effect and take up space would be nice. Like deeper going turrets with faster reload (also as an upgrade block).

    Things like economy and other weapons are already in planning by KEEN as I know. Which is also something I would like.

    Also, there are some other things I would like to see, but these would either break the gamebalance or are not planned for the general theme. Who wants to know annyway, here you go:

     
  11. FoolishOwl Junior Engineer

    Messages:
    523
    I have some minor complaints about this major update, but overall, I've been impressed; it's gone to show how small changes can make a big difference.

    In keeping with that, I'd ask for some small additions that I think could make a significant difference for gameplay:
    • I've often said I'd like to see some cosmetic blocks; to be more specific, I think just adding a bunk and a table would go a long way towards making interior spaces looking like places where the crew would live. Perhaps make the bunk look like it might also be a couch, and make it a square table that's a relatively simple square so you could place three or four together for a conference table or the like.
    • I think it would be a good idea to add a simple mechanism for importing graphics to display on LCDs -- I notice even the new scenarios make use of graphics on LCDs, for instance, but it would be nice to be able to do this easily. Screenshots seem like an obvious candidate for import.
    • A common decorative technique is to use incomplete blocks to suggest frameworks, scaffolding, and so forth. Sometimes I'll unintentionally "finish" such a block while repairing damage with a welder. (And sometimes I prefer to finish them.) It might be nice to have a way to toggle a flag on such a block, so that it's marked as "finished" at an earlier stage. Maybe with the painting interface?
     
    • Like Like x 1
  12. Stardriver907 Master Engineer

    Messages:
    3,368
    Honestly, I believe most of the things that need to happen in future updates needs to happen "under the hood".

    For example, I've recently learned that Modders have lost access to the "detail" information you find in the K menu. This is the information about the state of the block you have selected in the menu, such as a reactor or rotor or remote control. The window at the bottom right will tell you what the block is up to. For some time I have been wanting to display the current waypoint the auto pilot is attempting to reach. It seems getting the information from where Keen currently keeps it is problematic, and since it's an all-or-nothing proposition, displaying just the current waypoint means parsing that from the rest, which causes performance issues. All the information that appears in the "details" area is useful information, but now you can only access it after first going to the K menu and then selecting the block you want details for. Too many steps and you can't see what's going on while you're in a menu. Keen needs to get us that information in a performance friendly manner.
     
  13. Malware Master Engineer

    Messages:
    9,861
    Much of that information is already available, especially for modders. It's a little more tricky for scripters but don't expect much to happen in that area.
     
  14. Stardriver907 Master Engineer

    Messages:
    3,368
    Well you know, it's just one of those things. This thread being about what might happen next or at least what would be nice, I was thinking about how I use auto-pilot a lot and what irks me to no end is having to go in to a menu and then find the remote control block in order to find out if the auto-pilot is still going where I programmed it to or did it decide on its own to do something different. I picked up that Auto LCD mod because it used to get me that information for display and now it doesn't do that any more. Research into the subject led to a forum thread about availability of the detail information. I understand the problem caused by having that information available in the current manner. It's just unfortunate for me in particular that out of all the useful information AutoLCD makes available, the only thing I really wanted was the current waypoint (although I'd like to see the next waypoint as well).

    As you know, Marek has stated that he prefers as little menu accessing as possible, yet the game provides virtually no other way to get useful information, and then provides blocks with static screens.

    There should be a vanilla way to get whatever information that gets displayed in any menu displayed on an LCD of the player's choosing.
     
    • Agree Agree x 3
  15. FoolishOwl Junior Engineer

    Messages:
    523
    MMaster's Automatic LCDs 2 is great for this. In this case, I'm not sure if it would be better to incorporate it into SE directly, since it's easier to update the script than the whole game. But it's definitely on the short list of additions to recommend subscribing to on the Workshop.
     
    • Like Like x 1
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  16. Stardriver907 Master Engineer

    Messages:
    3,368
    That is the mod I'm currently using, and it's the one that no longer can provide me with the waypoint information.
     
  17. Thrak Junior Engineer

    Messages:
    536
    Somewhat related to this: More menu optimization is needed. Don't get me wrong... it's improved a lot over the years. Just being able to search in the assembler production menu is wondrous. But other menu-related tasks are still onerous-- the inability sort or search GPS coordinates in the jump drive selection menu, for example.
     
    • Agree Agree x 1
  18. Stardriver907 Master Engineer

    Messages:
    3,368
    Yes. Waypoints auto-sort in the GPS menu alphabetically and they're sorted by age everywhere else. No way to change sort type anywhere.
     
  19. Soup Toaster Apprentice Engineer

    Messages:
    227
    If I was able to sort my GPS points, group them and turn them on/off by group instead of one at a time... HEAVEN!
     
    • Like Like x 2
  20. Malware Master Engineer

    Messages:
    9,861
    For the record: This is not a mod, it's a script. That distinction is important since people are trying to install scripts as mods (on DS'es), and when that inevitably fails, the scripter gets the blame. MMaster is actually the one who brought this fact to my attention.
     
    • Agree Agree x 3
  21. Kalantris Trainee Engineer

    Messages:
    25
    I would very much love survival to be actual survival.

    Currently you would have to be deliberate to fail to survive against the elements and AI. I derped around in single player for a couple of days, then found the programmable block and instantly got sucked into coding (so not much playing other than compiling stuff), but I finally got two of my friends to buy the game, so I set up two dedicated servers for us to play on. When setting the survival server I noticed there's not much surviving going on there. No pirates, drones, animals trying to melt your face off, storms damaging your equipment, sudden temperature spikes forcing you to create airtight shelters, no race against time trying to escape a dying planet before a comet hits it, solar flares screwing up your navigation and antennas, earthquakes, no AI life out there to fight, pillage or trade with, no enemy bases to raid (or enemies to raid your bases).

    I remember good old Minecraft times when we derped with our server and just cranked the difficulty to infinity with all the possible mobs spawning constantly around us, dozens of creepers following us around and blowing up everything we tried to build. I would love to see a difficulty crank on survival with options you can set to kick your ass back to Medieval Engineers if you want to.

    That's what I would love to see in the upcomming patches.
     
  22. SirConnery Apprentice Engineer

    Messages:
    288
    Well I can give you my modded Modular Encounters with all the enemy packs if you're interested. It's definitely survival against the NPC's. So far I've had my base totally destroyed once, 1 small miner, 1 large miner, 1 fighter ship halfway rekt and my friend hasn't yet established his own base since his got destroyed 3 times in a row now.

    The NPC survival element can be made quite difficult. The other parts, not so much.
     
  23. Spaceman Spiff Senior Engineer

    Messages:
    1,998
    Listen, and understand. Those NPCs is out there. They can’t be bargained with. They can’t be reasoned with. They doesn’t feel pity, or remorse, or fear. And They absolutely will not stop, ever, until you are dead.
     
    • Like Like x 1
  24. Kalantris Trainee Engineer

    Messages:
    25
    I would be very much greatful if you did. They are new to the game (in fact so am I, because I spent most of my time scripting anyway), so we'll start with normal Survival just to get our bearings, but in a couple of days I would love to introduce a hardcore server. Thanks a lot.

    Best regards,
    Kalantris
     
  25. SirConnery Apprentice Engineer

    Messages:
    288
    So here are all the current NPC mods that I know of https://steamcommunity.com/sharedfiles/filedetails/?id=1697216150
    They all use the Modular Encounters Spawner mod which is also in the list. When using these mods disable Cargo Ships and Random Encounters. The Modular Spawner does their work instead.

    Here's my reworked Modular Encounters Spawner, basically it just makes the NPC spawn timings to be more random (sometimes spawning in faster intervals and sometimes much longer) and allows them to be in much larger quantities closer to you. It also makes NPC ground stations permanent. https://steamcommunity.com/sharedfiles/filedetails/?id=1697208500 . If you're using this disable the normal Modular Encounters Spawner mod.

    If you're new to the game I'd recommend just the basic Modular Encounters Spawner for now.

    The best SE mod which you should definitely grab https://steamcommunity.com/sharedfiles/filedetails/?id=646796262

    I have some random collection of my preferred mods here, grab what you like https://steamcommunity.com/sharedfiles/filedetails/?id=1605470519

    Using mods will increase your game load time. If you're using a dedicated server turn off the adaptive simulation quality for a slight performance increase (in theory it should increase performance but it does the reverse of it).

    Enjoy.
     
  26. Roxette Senior Engineer

    Messages:
    1,546
    Probably this:

    [​IMG]
     
    • Agree Agree x 4
  27. mojomann71 Senior Engineer

    Messages:
    2,005
    Stick men are next! I just know it!!! :D
     
  28. Spaceman Spiff Senior Engineer

    Messages:
    1,998
    Can you play Space Invaders on that thing?
     
  29. Einharjar Junior Engineer

    Messages:
    529
    Here's to really, REALLY hoping that those screens are not static/pre-determined screens that you cannot change. I hope they're similar to modular LCD mods in that they're still just LCDs and I can elect what LCD shows what. The LCD on the left showing a clock, for example, is not as useful to me. I'd rather have one showing fuel load or battery charge.

    If they make it to where a cockpit just has new settings and basically uses the same scripts we've been using for ages, I'll be stoked. Otherwise, I'll keep using custom cockpit LCD modules to flesh out my instrumentation needs.
     
  30. FoolishOwl Junior Engineer

    Messages:
    523
    I'd vaguely thought about trying to work out how to do an analog clock on an LCD, like xclock.
     
Thread Status:
This last post in this thread was made more than 31 days old.