Space Engineers

Space Engineers

Escape From Mars (Old version, do not use)
Duckroll  [developer] 1 Mar, 2017 @ 7:00am
Suggestions / Feature Requests
No guarantees as I don't want much more feature creep, but I'll be interested if people have ideas, particularly small improvements.
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Showing 1-15 of 60 comments
Mishka 13 Apr, 2017 @ 6:58am 
small ship med-bay would be my only suggestion.
MCDoubleThink 14 Apr, 2017 @ 6:36am 
In some of the area turrets can shoot through walls, make sure they have enough space around them and that the walls are thick enough.
Sard 14 Apr, 2017 @ 7:12am 
Hi Duckroll, thanks again for this awesome Scenario. Just one thing/question not directly related to adding features but more of a request... How would we go about and set up this scenario+mod on a server. My friend and I have a dedicated server running and want to set this up, but having trouble with it. Cannot hear the voices for example and the sim speed is terrible. Suggestions/Help would be appreciated! And as I said in the beginning, awesome map and thanks again!
Duckroll  [developer] 14 Apr, 2017 @ 7:17am 
Hi SaRd, I don't support Dedicated Server right now. I've not even tried to see if it works. :)

I may support it in future. For now I recommend just hosting locally and inviting through steam.
Copycat80 14 Apr, 2017 @ 9:21am 
if you could concider removing the ,ahem, crude language from the senario, I would be most grateful because I would like to play this with a few people who have small ears....and eyes
Acolyte 14 Apr, 2017 @ 12:18pm 
I can see I will want to play a harder version of this.

I request a difficulty setting, just a simple number will do. So maybe 100 is normal and changing it to 150 will increase enemies numbers by 50% ish.

Leave the top end open ended as I will want to crank it up to 10,000+ just for kicks. No need to balance but if settings could go high as high as possible before crashing the game that would be nice ;-)
Last edited by Acolyte; 14 Apr, 2017 @ 12:19pm
Duckroll  [developer] 14 Apr, 2017 @ 12:43pm 
Hi Acolyte,

That's an interesting idea. I like it. Maybe for a 1.1 or 1.2 version.

In the meantime, there's an alternate victory route which is harder than the one you're led to.
Acolyte 14 Apr, 2017 @ 9:48pm 
Well I haven't won it yet, in fact although I'm eating convoys I get mauled by the bases. No worries , I don't want this to end yet anyway ;-) Looks like I finally have a reason to make some PMWs.
IvanZPG 15 Apr, 2017 @ 11:14am 
Hello! My name is Ivan and I have a Youtube channel "Zona ProGamers" dedicated to Space Engineers. Your map is incredible. I just started a series based on your map. I have seen that in the description of your map you have put some youtubers who are playing it. If you want you can put my link to share it with the Hispanic community of Space Engineers. I help you to reach the Spanish players and you help me to reach more Spanish audience. Sorry for my bad english I hope we can help each other. Again, tell yourself that you have made an impressive map. Thank you. Regards!

Link Ep01: https://youtu.be/E2PBC48n6qU

My Channel: https://www.youtube.com/c/ZonaProGamers
Duckroll  [developer] 15 Apr, 2017 @ 11:27am 
Hi Ivan! I'll put up for you :)
Hiya Duckroll, excellent scenario/mod! Few suggestions I have for it.

1, an alternative model for blocks that unlock blueprints. I can't always tell if an unlock got messed up or not.
2, Vanilla Weapon Rebalance mod. Keeps the game from becoming a sniper turret vs sniper turret game.
3, Signs of old life. Specifically, there is 1 mod that adds "mannequins" to simulate dead astronauts, and there is a cryo chamber mod that contains broken and broken with dead body cryo chambers.
4, medical/recharge station. Giving the ability to heal and recharge without the ability to necessarily respawn can make the game more challenging until you manage to gather the materials for a proper medbay.
5, discharged power cells for ground down batteries. The most frustration I've had (which isn't much admittedly) is the inability to really hack existing batteries or to relocate captured batteries to my vehicles without a lot of bother. Also there is no way to reclaim scrap until a refinery is unlocked.
Duckroll  [developer] 15 Apr, 2017 @ 6:09pm 
I agree the research blocks were kind of crappy, I want to rework them at some point.
I forgot to add one other suggestion. There could be a consequence for knocking over bases. Maybe if X number of terminal blocks in a given area are destroyed or converted the corp sends a response team?

I would offer my help with custom models but the modeling I do is for 3D printing and thanks to that I have zero texturing experience.
Kumpel Kumplowski 17 Apr, 2017 @ 10:54am 
Very nice work with campain. Very very nice :D. I have over 800 hours spent in SE so it's refreshing to play a different approch to the game at last. Like IVAN i'm starting co-op series with my friend with Your scenario.And now suggestions:
1. In scenario You are getting drill way to fast, as in discription "You are not a miner" so maybe no drill at all or very very tiny voxel damage from it ? You can just capture POI (some kind of automatic drill stations) that is gathering ice for You on time basis. That approch resolves capturing bases from under. About other ores You can get them from transports
1,5. More limitation (easy,med,hard mode maybe?) on what You can bulid from the beginning. Rotor with small head, piston and merge block allow me to rip medbay,oxygen generator and battery from crashed ship and put it on my martian rover
2. As SNOW wrote other sings of old life, abbadoned miners camps ect.
3. That one is a little strech but food (syntetic food machine with algae farm or crops) and melting and refining water from ice. AI can inform You when You should eat/drink or You just start to loosing small amount of damage points after some time. Survival right ???
I got alot more but to be more precise I need to play more of Your awesome scenario first :)
scorpnoire 17 Apr, 2017 @ 4:18pm 
I like the research blocks btw. A hint to have them powered up would be sufficient already.
Maybe spread some more info in the bases, too.

Also: even though you can steal a fully functional rocket from the HQ building with, depending on your experience, relative ease I'd really like to see some PC with Hydrogen-Thruster BP. The Iguana is not a good and efficient way to leave the Planet und unfortunately you can't really 'reuse' it's HydroThruster once grindet down...

Reg. harder difficulty: how about having drones actively searching for the player after a while?
I know that the SPRT faction had access to the getNearestPlayer routine..does it still? The old Argentavis made good use of this one.

Regarding weapons: I was quite surprised to see that big grid turrets open fire at 1200 already (was used to 800) and my beloved small ship gatling 'sniper' gun was nerfed even more (600 as it seems only?) Is this part of the Mod or already in vanilla? Now diggin is really the only efficient way to cap those bases intact.

Nonetheless: AWESOME! =)
Who did the cool Hovercraft models btw? I really like those. Already collecting them at my base >.<
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