Space Engineers revisited
Posted: Thu Aug 09, 2018 9:30 am
A couple days back I had a new look into Space Engineers.
Well, what to say, Keen still didn't make a real game out of it. Still more or less Sandbox.
But now comes the but.
It seems the games blocks and systems are engineery enough, that some people actually were able to make sort of a game out of it.
Take a look at the "Modular Encounters Collection" in the steam workshop.
You'll find a collection of ships that plug into the current encounter mechanic, with the little addition, that these ships are actually dangerous and offer a variety of combat behaviours with so much as a basic AI.
Esepcially the corrupted and reaver sets offer some interesting challenges and spice things up considerably.
So yeah, you can have multiship space battles against an AI now.
Things seem nowhere near balanced and I am not sure how to deal with different things at different times, but I havn't tried a lot of tactics by now.
What I know is, starting your game with a station as your main base might not be the best idea, or I havn't found proper tactics to deal with the particular things that shot me to pieces.
Best moment so far: dealing with an enemy capital ship "star wars III, return of the jedi" style.
Pros: Quite effective for the moment and super cool when it actually works.
Cons: You need a spare ship lying around to pilot it at full speed into the enemy carriers bridge.
Ugly: Seeing that massive, now defunct hulk of materials drift by your base without having any real chance to salvage it, waving it goodbye as it silently starts it endless voyage into the darkness.
Bonus: Finding one of it's drones crashed into your base, hit nothing important but left over all of it's juicy interior parts. At least enough rare components to start a new mining ship.....
In any case, Space Engineers has a lot of systems in place and by now there are mods that make you want to use them. At least enough to spend a couple days to grind, defend and build that ludicrous powerful self repairing capital ship.
Well, what to say, Keen still didn't make a real game out of it. Still more or less Sandbox.
But now comes the but.
It seems the games blocks and systems are engineery enough, that some people actually were able to make sort of a game out of it.
Take a look at the "Modular Encounters Collection" in the steam workshop.
You'll find a collection of ships that plug into the current encounter mechanic, with the little addition, that these ships are actually dangerous and offer a variety of combat behaviours with so much as a basic AI.
Esepcially the corrupted and reaver sets offer some interesting challenges and spice things up considerably.
So yeah, you can have multiship space battles against an AI now.
Things seem nowhere near balanced and I am not sure how to deal with different things at different times, but I havn't tried a lot of tactics by now.
What I know is, starting your game with a station as your main base might not be the best idea, or I havn't found proper tactics to deal with the particular things that shot me to pieces.
Best moment so far: dealing with an enemy capital ship "star wars III, return of the jedi" style.
Pros: Quite effective for the moment and super cool when it actually works.
Cons: You need a spare ship lying around to pilot it at full speed into the enemy carriers bridge.
Ugly: Seeing that massive, now defunct hulk of materials drift by your base without having any real chance to salvage it, waving it goodbye as it silently starts it endless voyage into the darkness.
Bonus: Finding one of it's drones crashed into your base, hit nothing important but left over all of it's juicy interior parts. At least enough rare components to start a new mining ship.....
In any case, Space Engineers has a lot of systems in place and by now there are mods that make you want to use them. At least enough to spend a couple days to grind, defend and build that ludicrous powerful self repairing capital ship.