Space Engineers

Space Engineers

Escape From Mars (Old version, do not use)
Vas 31 Mar, 2018 @ 4:03pm
My thoughts and input towards the map after my thorough play-through.
General:
You might consider adding some small medical stations here and there, tiny pots that let you refill energy, or oxygen, even Hydrogen, without being re-spawn points.

You might also consider creating few blueprints for player use if they want to use blueprints compatible with the mod and such. Such as a starting rover BP.

Alerts by the AI helping you should be sent as broadcasts/text chat so that you can go back and read them in the chat history tab.

Destroying an antenna doesn't stop facilities from detecting hostiles or calling reinforcements.

Add the mod "Hacking Computers", and make bases that come with a few firewalls and some hacking computers. The mod can be optional, and you don't even have to tell users about it, as the blocks added by the mod will simply not spawn with the base if they don't have the mod but if they do have the mod, it gives your bases extra security against an easy method of attack instead of being totally defenseless.

^Same but for shields.

Start Ship:
Possibly include 20-60 power cells for a battery or three.

Ice Mines:
Need to increase detector range so player can't deconstruct it without setting off turret.

Should add another detector or two, to make it harder for the player to evade the turret process.

Make all lights and their reactors invulnerable like the white bases? A possible fix for stealing reactors.

Turret behind the cargo container self destructs after shooting for a while. Simply stand near it but not in sight and it'll shoot the wall till it explodes.

Secret Weapon Base:
Warhead Trap sensors too small to trigger at times.

Headquarters:
Some drones fall straight to the ground soon after spawning blowing themselves up.
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Showing 1-2 of 2 comments
Jolly 12 Apr, 2018 @ 3:48am 
Some of those are bug reports, others are asking for too much

1) Adding a bunch of micro bases around doesn't make sense and it can cause more lag, especially in the long run. The medic base between Miki's Scrap and the Hangar base was plenty imo.
2) "Creating a few blueprints" means getting projectors soon, which can have blocks on your projections which you haven't unlocked yet. Also from playing Super Engineers Adventures mod where you start off with a projector, I found myself spending more time building my projections than playing the game. Meanwhile on EFM I'm spending time making cheap ships and using them. Like in this picture https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=974007971
I made a sprue (Yes I added a gun mod, it's all the same "keeping distance" and it doesn't defend well against Drones defending convoys etc)
Not really a mod breaking problem but I hope you see what I mean. Maybe if the player doesn't have access to add their own projections and can only use preset projections by modder, that would be epic.
3) I completely Agree, like in Comms or something and it stays after rejoining game.
4) Not sure if you're asking for that or reporting a bug
5) This is asking for too much modding, I'm surprised Duck even made the mod as complex as it is.
6) Why would you want more Power Cells? For your friends that joins to build a car or for a base? You might be on to something but I had no problems with supplies and a friend and using an assembler while scrapping to make other items worked well.
7) The Ice Mines definitely need more detailed work but somethings you said I'm not sure what you're saying. Setting off what turret? Evading what turret? Aren't there like 3 or 4 turrets down there? Isn't the point stealing parts from the Ice Mines? I do remember a turret was buggy.
8) Yeah after noticing the first one, they're hard to miss
9) Report it...
Vas 12 Apr, 2018 @ 4:15am 
1) I don't think static bases really hurt the game too much, its when things move around like convoys that do it.

2) He can give the player a starting blueprint that doesn't contain locked blocks, its up to him to decide what BP he wants to give. I'm rather bad at making rovers, so I had hoped there was something in that would let me make one without having to make a crappy design instead with a lot of guess work.

4) Sort of a suggestion. I mean you can't call for help if you have no communication equipment.

5) This isn't asking too much, you add a mod, add a few blocks from that mod to your mission, then upload the mission without those two mods inside it. The player loads the map and if those mods don't exist, then the blocks added by those mods simply don't spawn with ships or stations.

6) More? You don't start out with any at all. Thus, you can't make a battery at all unless you deconstruct a lot of components of another base you destroy.

7) The turrets down there self destruct if you destroy their guns, but you can bypass that by destroying their sensors making them incapable of firing. There's multiple ways to fix this really, like not having the sensor in the front would be the simplest.
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