Space Engineers

Space Engineers

SCENARIO: Sector 11
Kage  [developer] 19 Jul, 2016 @ 8:53pm
Feedback
Feed Back & Suggestions:

First, I would like to say I appericate your attention to details, I think this has a lot of pontential, but needs some major work.

1. Performance: This is something that must be fixed. My suggestion here is to remove some of the crash sites. One I know that needs to be removed for sure is the large cargo ship that crashed on farpoint. When I removed it, my sim speed improved *a bit*. This cargoship has too many gyros and other components and is a primary contributor to lag. Further more it is a side area and has nothing to do with the main story. I also suggest going though spacemaster and removing any 'garbage'. I found a lot, while some of the debris might be there for affect, a lot of it I found was in the middle of nowhere and would likely never be found by a player.

2. Break up the planetary landings. Though outplaying the scenario, landing and taking off of planets is what I spent doing 90% of the game. I suggest maybe moving some points of interest into space, or chaining them together so you go planet->space->planet. This will help make the game feel less about traveling, and more about discovery. I feel most of the game should be in space and having to go down to a planet should feel more special, rather then like a chore.

3. More flavor text. Many of the crash sites didn't even have logs. I actually reached a point where I didn't know where to go next. I also think that the default GPS list is too crowded, GPS points should be discovered not given right off the bat, even for planets and the such.

4. The default ship is slow and too large. I kinda get way it has to be that way, because you have to do EVERYTHING with that ship, but honestly it does everything ok, but nothing well. My suggestion is to give the player a large 'main' ship, nothing high and mighty, but a bridge, cargo area, humble sleeping/bathroom quarters, and a small hanger bay and the jump drives. In the hanger bay you can put a shuttle that can travel short distances. Honestly I think this will add more immersion, because if you really are a special agent moving from one mission to another you wouldn't be stuck in a cockpit for weeks or months on end. You can also use this to make the shuttle more lightweight, faster, and menuverable. Making it feel much more like a spy ship. Also docking ships are fun.

5. Consider turning block damage off, I ended up having to reload MANY times due to my ship phasing though the ground and exploding. Having a smaller ship with landing gears that can lock, and improving performance can help with this. Alternative, if you load the game as a scenario, you can disable block destruction for certain grids but not all of them. This setting used to be preserved if you loaded it as a normal world again, but that might have changed.

Those are my suggestion, when you are ready, Ill happy to beta test it again!
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shootingtarget7  [developer] 20 Jul, 2016 @ 8:21am 
1. I addressed a major concern about performance. I deleted every spare gyro I could find all over the map. its still not as fast as easy start but its probably a little bit better. I altered the refuleing station marker range to be found easier.

2. for most people getting off of a planet is a big stressful deal that they tell their friends about. I made a ship that will do it with a yawn and a stretch. I think that counts for something. also i think people will like the whole idea of the kamikaze style orbital decents.

3. all of the mission areas have a log of some kind. you deleted the tablet style logs when you did the spacemaster server cleanup. The long GPS list was actually only there for me to use while debugging the game. the player version only has the major planets and the asteroid fields. v.1.4 only has the player version markers. If you want more random story side lines dropped in I will gladly accept fictional story submissions to randomly drop in tablets here and there.

4. The Falcon is as much a star of the scenario as the player is. Most people have never seen a ship like that before. I also think that most people wil use more hydrogen than you did so the ship will go faster. also, much of the slowness of the ship I think may be due in part to the sim speed. hopefuly the optimization will help that. That being said I do like your idea about a mothership and a shuttle type ship. Maybe the next scenario will have something like that in it.

5. I would gladly turn off block damage except that one of the mission locations needs to be blown up. I have no idea how to turn off block damage for the ship without turning it off for everything else also. If you have some input in that regard I would gladly listen. I have found nothing in the scenario settings that allow for this. only win and lose conditions. Maybe you could add this to the mod (?)

V.1.4 is now live. you may want to check that you have the most up to date version
Kage  [developer] 20 Jul, 2016 @ 9:32am 
When you load the scenario up, it adds a checkbox to the "Info" tab in the terminal to disable block damage for that grid. If you check it, then save it and load it normally, the setting used to be preserved.
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