Space Engineers

Space Engineers

TeleportGateway
KevMeUp  [developer] 26 Jul, 2024 @ 10:32pm
What would a survival balanced version look like?
You'd need to select a specific destination.

Power requirements would need to go up depending on distance.
It would need to store power like a jump drive.
I actually might make specific jump batteries where you could link them to teleport gateways. So you'd need like 8 of them fully charged to go from earth to alien?

Another option would be connected antennas between both the blocks.

I'd probably also include a countdown and effects.

I'd need to restrict by permissions/factions so you could only use destinations you had access to.
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Showing 1-9 of 9 comments
KevMeUp  [developer] 26 Jul, 2024 @ 10:41pm 
This jump gates mod seems fairly well balanced. Not sure I'd match it exactly, but its good food for thought.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006381186

I have not really thought about it from a pvp perspective. Like right now you could drop a beacon and teleport away instantly. I think this is another reason I might build in a jump sequence.
KevMeUp  [developer] 26 Jul, 2024 @ 10:42pm 
KevMeUp  [developer] 3 Aug, 2024 @ 7:37pm 
I actually use a different concept to power my newest teleport project, it accepts power cells and uses a certain amount of those to power the jump. Power cells have a direct power equivalent.
KevMeUp  [developer] 11 Aug, 2024 @ 10:41am 
Some notes here on Power:

"@Tobias Cool on the bluepprint. Yeah, the trouble with power requirements for teleport systems is you can't really do it in 1 block. You'd have to do something pretty complex like jump drive stacking. So you'd get some message like "Not enough VTMs to complete jump" if you tried for one furtherer away. With a jump drive this isn't as much of an issue since you can just do a partial jump. I think if I was do it I'd make a new battery block that worked only for the teleporters.. But yeah, thats a lot of complexity for me as the dev and for the users. I could make the power cell requirement variable on range but I figured if I charge enough for the nearest uranium asteroid (less than 100k away) it would be fine. In the next version I'll charge 10 for searching and 10 for a successful teleport, as I'll be "sending a probe" to wake up any boulders or asteroids that are out of range to load."

"If I make a balanced version of my TeleportGateway mod I'll probably use the custom battery option. The block itself would have enough power for inside your grid and then you'd add custom batteries for more distance. Power cells work well for this since your VTM is probably near your production. TeleportGateway doesn't have any production associated so raw power would be better."
KevMeUp  [developer] 11 Aug, 2024 @ 10:43am 
I could of course make the original block store like 2000k of power instead of the 32 of a jump drive and handle it all in 1 block, but then you're stealing that much reserve power and it would feel dirty.
KevMeUp  [developer] 11 Aug, 2024 @ 10:48am 
I actually like the idea of large power requirements for this and battery stacking. Hopefully keep it linear scaling. Potentially calculating total weight of grids.
Last edited by KevMeUp; 11 Aug, 2024 @ 10:55am
KevMeUp  [developer] 11 Aug, 2024 @ 10:56am 
Maybe I just add an option to teleport the current grid as well... Then this could be used for jumping home 1 way..
KevMeUp  [developer] 15 Aug, 2024 @ 9:43am 
I was thinking, if I reduced the max diameter a bit, it might be balanced to only allow same grid teleports (maybe connected grids too). This would let you use for teleporting around your base or ship. I mean, you could still use for breaching or messing with enemies.. but might be find for most servers.
It'd be nice if there were an exploration/resource/uniqueness restriction to build these - if your friends and you could nab your faction two Magic Jump Cores, you could set yourselves up a pair of jump-gates and save a ton of fuel.

Problem seems to be that progression in SE doesn't really have a consistent community definition; there's a ton of mutually-incompatible-but-still-mildly-popular mods and packs, from ore-distribution changes to custom planets to the Deuterium reactors to Industrial Overhaul.

So, potentially, a nice compatible solution would be two mods? Have these require a 'jump core' object to build, but don't define a way to get that; then have a separate "Simple TeleportGates" mod that adds an assembler-recipe for them out of, idk, say a ton of platinum and gold. Or gate them behind prototech. Or something. Then others can integrate more easily by just adding a recipe/loot-table/encounter/whatever to obtain the jump-cores?
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