Space Engineers

Space Engineers

Crashed Carrier Scenario (v 0.2a) | 1 planet only, mods, wip, pve, npcs
Hull Breach  [开发者] 2020 年 5 月 19 日 上午 4:23
Progress / thoughts
DISCLAIMER: THE FOLLOWING ARE JUST THOUGHTS, NOT FIXED PLANS!


The user SlowPokeFarm (author of the desert planet mod) told me that he will try to enable spiders on his mod planet. If this should happen, I will active spiders in this scenario but I replace them with the bugs from Starship Troopers. There's a nice mod here on the workshop. Giant bugs with blade arms will be a fitting encounter for a desert planet.

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I'm currently trying to make rover-bots that will drive around the desert and randomly attack the players.

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Maybe it would be a good idea to make the crashed ship indestructible. It gives the players a lot of resources. I think, it makes the game too easy.
And indestructible ship would be a nice hideout but the players would still have to search for ores and upgrade the station or make a new one. Just some first thoughts.

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I never tried to make quests but with some tutorials I should be able to make a few. I'm thinking about small quests like:

"There's a crashed ship with an intact antenna somewhere in the desert. Retrieve the radio components. We need them to make a new antenna and to send an SOS"

"There's an ancient ruin somewhere with mysterious loot."

"Enemy will attack you in 20min. Prepare!"

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I could deactivate uranium on the planets again so players would have to raid the enemy stations for uranium.

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If I was able to deactivate certain blocks (like thruster components) in assemblers (not in the game itself), the goal of the scenario could be to build a ship that you can use to escape the planet. Players would have to do quests and raid enemy bases to get enought thruster components. Radio Components and superconductors (jump drive) could also be deactivated in assemblers.

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What do you guys think?
最后由 Hull Breach 编辑于; 2020 年 5 月 19 日 上午 4:25
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正在显示第 1 - 14 条,共 14 条留言
Spaceman Spiff 2020 年 5 月 19 日 上午 7:09 
You have identified two possible main scenarios: 1) leave the ship as-is which gives the player significant quantities of easy-to-get components and certainly enough to build a monster ship to get the player off that rock, or 2) make the ship indestructible thereby forcing the player to mine their own resources for the same purpose (i.e., to get off that rock). Other options just increase the difficulty a bit, but without harassing NPCs it's a relatively easy start either way. I'll scratch my head a bit and see if I can come up with some additional options. Oh, and quests are always a good idea.
Navarone 2020 年 5 月 19 日 下午 9:12 
I think it would be a good idea to have several objectives around the planet that the player needs to reach in order to 'complete' the scenario. That way, you have a reason to circumnavigate the planet instead of just hunkering down and turtling up.

With the total lack of air vehicles, it would have a very Deserts of Kharak feel to it, I think. Especially with the general setting.

I think that the crashed carrier should be left as-is, because just leaving a massive chunk of resources there makes me twitch. I'm the kind of guy who will spend seven hours grinding up an entire captured ship just because it's there.
Anubuis01 2020 年 5 月 20 日 上午 7:13 
I'm with Xenolith on this.
Hull Breach  [开发者] 2020 年 5 月 20 日 上午 9:42 
Thank you for all the feedback. I think that i prefer the "indestructible carrier" idea, too.
Paul 2020 年 5 月 21 日 上午 2:36 
You could use a scrap mod to prevent people from grinding the ship... it still gives you some resources if you really need it, and keeps it flexible if you want to build on that wreck, but you are never going to get enough materials just by grinding that and it is probably not worth it then
Gary 2020 年 5 月 21 日 上午 3:59 
引用自 Paul
You could use a scrap mod to prevent people from grinding the ship... it still gives you some resources if you really need it, and keeps it flexible if you want to build on that wreck, but you are never going to get enough materials just by grinding that and it is probably not worth it then
with the scrap mod as well, you can have that mad max look as people bolt enemy crafts that they recover to their bases/rovers
Navarone 2020 年 5 月 21 日 下午 2:21 
...I think I was slightly ambiguous in my statement, so allow me to correct myself:
I like grinding things to bits for all their sweet sweet materials. I'll stand there and do it for hours. A mod that makes that inefficient would take a portion of the fun out of it for me.

That being said, I can definitely understand a mod that lowers the yield from grinding by a percentage, so you can't just steal stuff and paste it onto your own ship. Something like only getting 75% or even 50% of the materials would still make it somewhat worthwhile to grind stuff for scrap, but people would get sick to death of it and only do it for highly desirable components.

It'd be a pain in the neck when trying to design anything, though. You'd tell yourself, "Nah, this gravity generator would fit better somewhere else..." and then you can't move it or you won't have one.
最后由 Navarone 编辑于; 2020 年 5 月 21 日 下午 2:22
Ephraim_Striker 2020 年 5 月 27 日 上午 9:09 
the indestructible carrier idea seems to go against space engineers, plus the idea of being a scrapper taking it apart and using it is kinda cool. What if you just removed/damaged a lot of teh functional components so that it was mostly an empty armor shell?
Navarone 2020 年 5 月 27 日 下午 1:42 
I'm with gobilbo on that, I like my material-scrounging.
Soapy Potato 2020 年 6 月 22 日 上午 8:50 
Hey friend... I was going to just steal the blueprint of the wrecked ship but got to reading and wanted to say... "Scrap this" the mod makes this seem alot more difficult and fun. You get some of the materials back for the compobents but it still feels real and not indestructible. Maybe grind down some of the more important parts like ion thrusters and reactors, to where there's no Thruster components or free gold silver Platinum. Make it look like the wreck has been scavenged before you found it maybe... or before you "woke up"
Talons 2022 年 7 月 21 日 上午 11:59 
Is it intentional that I cannot use a projector on this world? I set up two projectors (large and small grid). I put the projector on only show buildable blocks but I cannot actually weld those parts. Yes, I have all the components I need to build the part and I have not added anything (mods or scripts) to the game.
Hull Breach  [开发者] 2022 年 7 月 22 日 上午 10:30 
I created this scenario long before they updated panet gameplay (that's why I didn't update it anymore), so I don't know exactly if everythings is working. But as far as I remember, projections should work on this map. Maybe it's deactivated in your world settings?
Talons 2022 年 7 月 23 日 下午 1:14 
Thank you for taking time to respond. I understand this is an older work and your taking time to answer my question is, well, surprising - lol. I ran a few tests and I can weld up small grid ships that are in my blueprint directory just not the Carrier. I have it on "only show buildable blocks" and welder well sometimes pick up the hologram and name the block but just won't weld - with either hand held or welder block. The only thing I have thought of is that maybe I am using the wrong blueprint (?). I've also tried both creative and survival. This is the link to the blueprint I am using https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1385620523
Talons 2022 年 7 月 23 日 下午 1:18 
Hull Breach --- I Just noticed a message with build info mod used "Cannot build block in safe zone" SO, I went to game control and selected ignore Safe Zones - now every hologram block says "Something is in the way." Finally copied the whole mess (sorry I am a bit new to SE) onto another planed and everything welds fine. :) Again, thank you for being kind enough to reply.
最后由 Talons 编辑于; 2022 年 7 月 23 日 下午 1:29
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