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July 10, 2025

Marek’s Dev Diary: July 10, 2025

What is this

Every Thursday, I will share a dev diary about what we’ve been working on over the past few weeks. I’ll focus on the interesting challenges and solutions that I encountered. I won’t be able to cover everything, but I’ll share what caught my interest.

Why am I doing it

I want to bring our community along on this journey, and I simply love writing about things I’m passionate about! This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly. Any plans I mention aren’t set in stone and everything is subject to change. Also, if you don’t like spoilers, then don’t read this.

Space Engineers 1

The next update for Space Engineers brings many new gameplay elements to survival mode – including more environmental hazards. Here is a small teaser. 

Space Engineers 2 – Rethinking Combat 

This week we spent time discussing what combat should look and feel like in Space Engineers 2. Nothing is final yet. We’re exploring ideas, identifying the pain points from SE1, and trying to define what kind of combat experience we actually want to build.

What are we aiming for?

We started by outlining a few core principles that we think should guide combat design in SE2:

  • Longer, more tactical engagements
    Fights should take time – measured in minutes, not seconds. We want to avoid sudden one-shot kills and give players time to react.
  • Preparation should matter
    Players who scout, build defenses, or prepare ambushes should be able to generate unfair local advantages.
  • Rock-Paper-Scissors balance
    No single weapon or strategy should dominate. A system where different combat types counter each other could make battles more dynamic.
  • Player feedback and clarity
    You should know when you’ve hit something, what damage you’re doing, and what’s happening around you – without guesswork.
  • Support both attack and defense playstyles
    Offensive and defensive roles should both be viable, with tools and mechanics that support each side.

With those principles in mind, we discussed possible features and mechanics that could support this kind of gameplay.

 

Combat Duration & Survivability

In SE1, a single cockpit hit could end the fight instantly. We’re thinking about ways to prevent this – possibly through shields or other durability layers that give players more time to react. The idea isn’t to make combat slower for the sake of it, but to make it more interesting and fair.

 

Weapon Dynamics: Rock–Paper–Scissors

We explored a triangle-based balance model:

  • Aimed/manual weapons beat automated turrets
  • Automated turrets beat rockets/missiles
  • Rockets/missiles beat aimed weapons

This would encourage diverse ship builds and make strategic choices more meaningful, especially in PvP.

 

Detection, Infiltration & Defense

We’d like players to have ways to detect enemies – not just through visual spotting but via tools like scanners or sensors. This also opens up infiltration gameplay, where a player could sneak into an enemy base or ship and gain an advantage. But for that to work, defenders need countermeasures – like surveillance systems, detection blocks, or hacking protection.

We’re also toying with the idea of hacking encounters as a mini-game or high-stakes mechanic during infiltration.

 

Safe Zones & Risk Management

Safe zones came up a lot. We’re considering making them:

  • Limited in size and availability
  • Costly to maintain over time
  • Slow to set up

The idea is to preserve tension and avoid scenarios where players are untouchable. One suggestion was to have safe zone chips decay over time, even when stored, to prevent stockpiling. There could also be progression systems that allow players to expand their safe zones later in the game.

Character vs Grid Combat

Another angle we’re still thinking about: how important should character combat be compared to grid combat? Should it play more like a shooter, or more like an engineering-driven encounter?Some ideas we’re toying with:

  • Characters boarding grids and taking them over
  • Combat-focused suit upgrades
  • Dedicated tools for sabotage or infiltration

There’s also potential to make enemy characters more visible or tagged on your HUD if they’re hostile – not allied – making encounters easier to track and respond to.

Conclusion

As always, these are early design discussions. Some of these systems may evolve, combine, or be cut entirely. But this is the direction we’re thinking about as we continue shaping SE2 into the game we’ve always wanted to play.

Let me know what you think combat in SE2 should feel like!

Comments

  • July 10, 2025
    Anonymous

    Oh cmon guys, stop with silly animations on blocks. What is that even supposed to be ? You need consultants with actual engineering degrees, and from other fields of the game, what you are creating from your own imagination is an abhorrence.

    Replies
    • July 10, 2025
      Anonymous

      Huh? I’m guessing they have to hire a full time material scientist from NASA to consult on their block textures too?

    • July 10, 2025
      Anonymous

      As an engineer, they are doing great. All of their new animated blocks get the shape language and motion good enough to make sense. I love the direction they are going with adding more animated blocks.

    • July 10, 2025
      Anonymous

      It’s a hydrogen engine. I really don’t think it matters for most players. This game is not a sim.

    • July 10, 2025
      Anonymous

      Sci-fi game has imaginary sci-fi animated stuff. Wow, get used to it.

    • July 10, 2025
      Anonymous

      Dude common it’s a game the engine is cool ( make the pistons come out only a little )

    • July 10, 2025
      BkingXtremeNL

      I agree. If that’s supposed to be an engine it will shake the whole ship apart with those oscillation forces.

    • July 10, 2025
      Anonymous

      I mean, using your imagination to view things differently despite not making technical sense is overrated anyway. It’s only one of the most powerful tools a human has available, why would you use it anyway?

    • July 10, 2025
      Anonymous

      Need to remember this is a game about somewhere in the far future where anything is possible and a speed limit in space…

    • Not all blocks make sense (why does the tool of the lathe in the assembler spin too? The piece already gets rotation from the spindle), but this looks like a normal engine with V pistons. What’s the problem with it?

    • July 10, 2025
      Anonymous

      Perhaps it doesn’t make sense as a gasoline engine as it has no valves or camshafts; maybe a tirbine generator would make more since as it IS a genorator, not an engine. buuuut its designed and made in space! Creative freedom is fun, even if it looks a little silly to someone who knows how it actually would work. The important part is how its played! If we want it technically accurate, that is one of myriad reasons they just spent so much time giving us modding support. Some appreciation? Please?

  • July 10, 2025
    Anonymous

    Combat should be very active, i am talking about gravity ship mobility and responsiveness with standard thrusters. Slow immobile ships fighting each other simply does not spark interest in players.

    Replies
    • July 10, 2025
      Anonymous

      I agree. Real world large-ship space combat in real life would be more akin to that of fighter jets, long range and travelling at ridiculous speeds rather than moronic star wars style brawling similarly exciting to listening to my RE teacher talk about aliens for the entire period. Most modern sci-fi just butchers what space combat should be to be fun and exciting. Do I want Expanse style hyper-detailed spaceships engaging in complicated but realistic action, or do I want grey Doritos going at 3mph firing lasers with less range than throw a boulder.

  • July 10, 2025
    Anonymous

    I like the longer combat being a focus for sure. In SE1, I cannot tell you how many times my cockpit has been destroyed withing 5 seconds of engaging with an NPC Gatling, despite the cockpit being made with bulletproof glass.

    Replies
    • Keep in mind that the gatlings are firing 25x184mm NATO rounds. Bulletproof glass isn’t even slowing that.

  • July 10, 2025
    Anonymous

    something i have always found lacking on SE is boarding. people can just get from 0 to 100 in one second, relative dampeners have problems to trigger at quite small distances and high speeds and weapon shred anything that tries to land on another ship.i think that a better optimized missiles AI and being able to slap it on a pod with shields and something to damper the high velocity impact that the landing would be as well as breaching charges could make possible boarding (i would also suggest for turrets to stop firiing at ships connected by landing gear so landing on enemy ships is viable).by making boarding accessible, the game would allow a way for players to get around the problem of enemy shields as they would no longer be firing through them.about breaching charges: make them a 1x1x2 micro blocks and to have like 2 square meters of damage output towards the direction it is placed. with the building prefabs concept of SE2 or making the blocks to be a single component and pasted with 100 health it would be easy to do.

    Replies
    • July 10, 2025
      Anonymous

      Grappling hook for catching fast moving ships. Would only work in 0g fights.

    • July 10, 2025
      Anonymous

      why limit it to 0g? if u can hook, u hook. it doesnt matter if theres atmosphere or not

    • July 10, 2025
      Anonymous

      I’ve always wanted to make a board craft but SE1 just doesnt make it possible so this would be really cool.

  • July 10, 2025
    Anonymous

    i know that opening your helmet at alien planet is a bad idea as u get damage but, asides of the no breathing damage, will the rain make even more damage if your face is exposed?

  • July 10, 2025
    Anonymous

    I would like to raise 2 points around combat, or to be more precise about what happens after combat.1. Taking over enemy grid: right now in SE1 you basically need to grind down and repair most of the grid in order to take control over it. It’s faster to just destroy it for parts and print a new one. If for example taking control over all of the control seats would give you the control or some kind of other hacking system to take control over the grid it would make more sense to event try and take over control of defeated ships.2. Repairs after combat: Currently if you took a lot of damage but your ship is still functional, then it’s easier to just scrap the entire ship and print a new one, as large grid welders can’t reach more than a block to fix the insides of your ship. Some method where it would be possible to fix large ships from a blueprint by some kind of machine would be great. It can and probably should be slower than the player doing the fixes manually but there should be a way.

    Replies
    • Very good points.If we could have some kinda hacking machine that would slowly take over all ownership that would be best in my opinion. It should give off a signal or sounds so on multiplayer world you can’t just hide it somewhere and steal a ship easy.I would think a repairs station that uses nanobots or whatever to slowly repair a big ship normal welders can’t reach into would be really cool and more useful but it needs to be somehow balanced so it’s not used to rapid print an army of battle ships totally dominating any multiplayer server.

    • July 17, 2025
      Anonymous

      I’d love for there to be a better way to repair big ships

  • July 10, 2025
    Captain Matthew

    Please do not add shields. it goes against everything that SE is about. Exposed cockpits and bridges should be punished in combat since they aren’t protected by armour.making a combat ship should be a challenge to itself, like how making a mining ship is one or your first ship to get to space, starting on a planet in se1. thinking about not if but when you take damage should be encouraged in making combat ships.

    Replies
    • We understand the purist view of keeping SE “vanilla-style” with no shields, relying solely on armor and design. But let’s be real — Space Engineers is a sandbox game, and mods like shields exist for a reason: they expand gameplay, open up new combat dynamics, and give players more freedom to create ships that are both functional and fun.Not every ship needs to be an armored brick. Shields allow for design diversity — from sleek fighters to mobile command ships — without sacrificing survivability the moment a single turret fires. This isn’t about making combat “easy”; it’s about making it strategic. Shields still break. They still require power. They still require planning.If you want the hardcore “armor-only” experience, that’s your playstyle — but don’t force that limitation on everyone else. SE is about creativity, adaptability, and pushing boundaries, not gatekeeping how people play.We want shields. Let people build how they want.

    • July 10, 2025
      Anonymous

      Keen: Add glass to cockpit. Community: Attach 3 stages of armour to it, now!

    • July 10, 2025
      Anonymous

      I want to agree with you, but the reality of no shields is the combat you find in Se1. Combat ships just become slabs of armor with a coffin like cockpit in the middle. You lose out on so many designs and options without some sort of shields. In theory I agree there should be some engineering challenges unique to combat ships. But, as we saw in Se1, if the challenges are too cut and dry then combat ships become boring and all extremely similar. That’s just my take though.

    • July 10, 2025
      Anonymous

      I’m not against shields but I do think armour should be ARMOUR

    • July 10, 2025
      Anonymous

      Yep it’s never made sense that in stuff like star wars they had these super exposed bridges but it was because they had shields and thats not the direction I want SE2 to go. In a lot of my ships I have the big bridge for show but then a CIC surrounded by multiple layers of heavy armor which is a much more realistic way of combat.

    • July 10, 2025
      General Space

      I casually disagree here. I appreciate combat realism and would enjoy the direction you’ve described; however, the fact remains that things like exposed bridges are cool, dramatic, and compelling. They’re an important part of the general sci-fi/fantasy design language, and I think punishing them too hard in SE2 would bring a lot of disappointment for a lot of people, even if it would bring some satisfaction for a smaller niche of people like us.Now I don’t think shields are the only way to solve this problem, but I also they have enough potential to be worth considering; if implemented thoughtfully, they could be a great way to introduce some new types of engineering challenges to the game.

    • July 11, 2025
      Anonymous

      Don’t forget that energy shields are not a 100% guarantee against all weapons. I think shields will block lasers and bullets, but missiles will ignore them. It will be cool!

    • July 11, 2025
      Anonymous

      Shields could be effectively implemented without compromising aesthetics by way of active defense system (ADS) laser turrets that screen incoming projectiles. – Having a well-defended ship would come with the challenge of optimizing turret placement for best area coverage while balancing how much work each turret has to do. Players who want to protect specific sections could either ensure more ADS coverage on that face *or* reinforce armor.- Balance and progression could be adjusted with simple tweaks to fire rate, power requirements, effectiveness against different projectiles, etc.- Feeds further into Rock-Paper-Scissors combat: Potential counterplay to ADS could include overwhelming the system with gatlings, using projectiles too massive to effectively shoot down, precision strike on spots with poor coverage or directly on turrets, etc.- Allows for slower-paced combat without turning grids into “bullet sponges”; fights could be much like an armored duel between knights: A cautious standoff, both sides testing each other’s defenses, followed by a decisive burst of action that shifts the dynamics of the fight.- In the real world, early forms of this technology are being fielded right now for use against missiles and artillery.

    • July 12, 2025
      Anonymous

      I think that shields at most should block laser fire and reduce damage from gats. It should not however prevent ramming and other such maneuvers for the sake of balance. I think it allows for some of the range of building people are talking about but still encourages making intelligent decisions in a combat environment (ie not putting a Star Destroyer bridge on where it can just get blown up in a super exposed position). Overall I don’t like shields, but I hope they compromise.Also to Icey, who the heck is “we”?

    • Shields will end up in the game either officially or as a mod. There’s no getting around that. Keen can just make it a customisable option. You don’t want it in your playthrough? Turn it off. You have full control of your own server/experience.

    • Yeah I feel shields would remove the entire point of the ‘engineering’ part of Space Engineers. They also make fighters useless, as they can’t do enough damage to overcome the shields of larger ships.

    • I don’t want to be forced to make all my ships capable of withstanding combat (bulky), sometimes you just want a little fast ship that can be used to find ruined ships and run off with what you can grab before someone else finds it too and wants to fight for it, being able to take a few hits and still get away is why we need shields, they allow us to make ships that aren’t bulky and look cool but not get blown up after 1 well aimed or lucky shot. The point of a sandbox game like SE is the choice to play how you like so if you want the challenge of no shield then don’t use it, simple as that.

    • July 17, 2025
      Anonymous

      Big thumbs up to the person who suggested the ADS/laser defense system

    • July 19, 2025
      Anonymous

      I can see why you might want shields to enable more aesthetic choices but it it reduces the design aspect of ships so heavily, to be fair my perspective is coming from a pvp server but many of the ships have a bridge and a CIC allowing them to have high visibility cockpit areas that look cool while being able to take fights, though it certainly cost some resources.I like the idea of ADS systems, and to augment it the addition of scanners, weapon launch/ lock warning, or even rudimentary EW could be a way to make combat more deliberate and avoid the approach of giving both sides a bullet sponge. Making combat cost a ton more in ammunition doesn’t make me more excited to engage,

    • July 19, 2025
      Anonymous

      Shields are a very flexible concept, and allow for so much more than just bandaids like magic armor or implausibly durable ships as well as fun physics and gameplay. I’d rather that 100x over the same boring unrealistic “realism” that half a dozen games go for now

    • July 19, 2025
      Anonymous

      If they make the shields just pulse for a short time (like around one second) to disrupt or destroy munitions, that would mean they are weak to sustained fire, not making them overpowered. They could also take a long time to recharge and destroy your own munitions as well, meaning you have to use them strategically. Kind of like a stronger EMP.You could even make it disrupt stuff like small ships (fighters).You can justify the recharge time in lore by saying that shields weren’t a priority, so they are still relatively primitive and mostly used as a last resort against large salvos that would cripple or even kill the ship fully.Even so the ADS proposed above is a better main option, especially if they add EW, sensors and missile tracking through heat seekers or radar, which can be countered with chaff, flares and EMPs. This would just give you a spam counter.

    • July 20, 2025
      Anonymous

      Apparently some people dislike the idea of shields. Fine, then do it like Avorion where the damage is spread over the whole ship. Getting insta-killed every time, because you have a cock-pit that isn’t in the center of a giant heavy-block Rubik’s cube is stupid. In a game where you can spend tens of hours building a ship, just to get sniped by an computer aimed turret is beyond frustrating. After discovering the Energy Shields mod, I’ve essentially not played Space Engineers without it.

    • July 22, 2025
      Anonymous

      I personally Think shields should be large enough that in addition to being overwhelmed by enough firepower, things like fighters can get inside the shields of the enemy ship and bringing your ship right up next to the other one can let you shoot through them. It makes shields much more situational and makes them a tool for a specific purpose and not a catch all magical defense that allows you to build poorly engineered ships. you can still build around having a shield as a main defense, but you need to accompany it with good anti-fighter PD and enough thrust to outrun or outmaneuver close up broadsides with other ships. Space engineers is an engineering game, and you should have to think when you build a combat ship. Redundancy, Armor, Magazine and Fuel Storage, Weapon Placement, Power Management, Bridge Location, all of that makes designing a combat ship an incredibly compelling dynamic puzzle, and the goal should always to be to make that puzzle more interesting. I want to be able to beat an opponent with superior numbers, resources, and weapons based on the fact that I have a better engineered ship and can change tactics on the fly based on the situation. Energy Shields as they are done with the SE1 mod I am not a fan of as they are a magic barrier with no counterplay aside from more gun. My favorite think about SE combat is that its not just a health bar, if you are running damage control for a ship you have to constantly run around reconnecting conveyors, patching holes, and choosing which components to repair. It means that there is a reason to build redundant fuel lines, backup power, and things like armored fuel tanks or engine nacelles. The goal should be to build a combat system that encourages good looking, interesting ship design (which I know SE1 really doesn’t do), tactical depth, and the ability to approach combat in whatever way you want.

  • July 10, 2025
    Anonymous

    about engineer combat: in SE1, the fighting is too unfair, an interior turret instakills a player 8/10 times, with a perfect accuracy at huge ranges, players need to deal more damage to weapon blocks. maybe making weapons to be a different category of block which gets a multiplier of x3 or x4 of damage when shoot by a player.the Hud tagging of enemies seems cool but limits the infiltration. one option would be to tag on hud players who shoot at a certain range and only if they are in your field of view (no seeing throught walls) and making upgrades to the suits focused on stealth for the ping to last less while other players can get upgrades for the ping to last more or for the weapons to be supressed. i would also make the suit upgrades to be like a skill tree of the player instead of actual suits as people dies too easy on SE and would be a shame having to get a new specified suit over and over again.

    Replies
    • July 10, 2025
      Anonymous

      This is completely untrue. Interior turrets have an AI range of 600m. Their bullet spread at 600m is over 2m, bigger than the character. You can be completely still at 620m and not ever get hit and take your time lining up a rocket shot with your shoulder fired rocket launcher and one shot the interior turret.At 799m for a Gatling turret, you can fire one rocket without getting hit, tap s to get out of range, reload and then move right back in range and finish the turret off with another rocket. Bullet spread is over 8 meters at 800m for the Gatling.To get even closer and under the guns, you just fly in little circles as you fly toward the turrets and they will miss you and you can get under them and grind into the target.

    • July 10, 2025
      Anonymous

      It doesn’t really make sense for a small player character to be able to take on a turret the same size as the character though….

    • July 12, 2025
      Anonymous

      To be honest, as someone who was the typical grinder monkey for my group, boarding and destroying a ship with just a few bottles of hydrogen and a few explosives in worst case scenarios was super easy.

  • July 10, 2025
    Anonymous

    Combat involving characters should account for less than 10% of the overall gameplay.Also, balance between large and small ships should be handled separately — at least when it comes to weapon blocks, not physical collisions.

    Replies
    • July 10, 2025
      Anonymous

      disagree in the combat involving characters thing. whats the point on building dropships, apcs and all that kind of vehicles if the only viable option is to slap turrets

    • July 22, 2025
      Anonymous

      I disagree on handling them separately, I think the unified grid system is one of the biggest improvements over the SE1 and the fact that it is an engineering game means people can build ships of any size with any weaponry. The best solution is to just build a combat system where big weapons are harder to put on small ships because of power, mass, and recoil, and where maneuverability is a viable defense and small ships don’t get instantly obliterated. That way piloting fighters requires more skill but you get a sliding scale of advantages and disadvantages on either end of the ship size scale. That allows you to do things like build larger picket ships with massive amounts of small grid PD, or to make the space equivalent of an A-10 with a gigantic weapon but all the accompanying challenges and disadvantages that come with that.

  • July 10, 2025
    Anonymous

    YEAAAAAHHHAHAHAHA YOU GUYS LISTENED WHEN I MENTIONED HACKING AND STEALTHY INFILTRATION WOOOOOOOO

  • Oh, heck yeah. I wanted to bring it up at some point that combat in SE1 is too quick. Understandable, that engineers get 1 shot by a bullet but makes very unsastisfying gameplay, that for every encounter I have to bring a tank with a cockpit on the back, hoping that it won’t get destroyed by the time I deal with a turret. Also the peak and lean method for clearing turrets is a bit strange. With heavier and bulkier suits coming based on the concept arts, I think it’s really time to make sure an engineer can deal with turrets longer than in SE1..

  • July 10, 2025
    Anonymous

    Something I felt was severely limited in SE1 was ground combat and air-to-ground/anti-air combat. The guns and gunplay felt really poor, even for a game that wasn’t trying to be a shooter in the first place. Recoil and bullet spread were all over the place, anti-personnel weapons could punch through armor blocks, and ATGMs and AA missiles were either built using vanilla blocks—making them heavy and often not worth the resources—or they were modular or weapons blocks from mods, which tended to be overpowered. Overall, there was generally no reason—other than roleplay—to build armored fighting vehicles to assault a base with the aim of capturing it.I would love to see a quick and easy takeover of an enemy production facility bog down into an SE-version of Stalingrad, where players on each side have to come up with new ground vehicles or tactics to dislodge one another.Mortars, artillery, ATGMs, handheld anti-tank weapons, grenades, breaching or satchel charges, squad weapons, stationary MGs—the sci-fi equivalent of a Maxim machine gun on the third floor getting blasted by a space Churchill AVRE.A ticket system for respawn points (maybe something like Foxhole’s shirts) could be a way to end an assault if the logistics of bringing new tickets to the front break down.Maybe I’m swimming alone here, asking SE2 to be too much of a milsim/warsim game, but I believe this direction could help SE2 not only set itself apart from SE1 even more, but also attract new players—especially those who might feel overwhelmed or intimidated by the building aspect of the game. It would give players another meaningful way to engage with the game beyond just building and exploring.

    Replies
    • July 19, 2025
      Anonymous

      It would make attacking tanks and bases viable as a footsoldier.The main problem I have in SE1 is getting beamed at 500m by turrets. The weapons you get to shoot back were nowhere near strong enough in my opinion, and it discourages going anywhere on foot.Building missiles is stupidly expensive, and the damage they deal are not worth it (for the most part).The ticket system could be used on servers as a separate gamemode, where you get to spawn in grids for tickets based on their complexity.But this would make the character weapons actually usefull.

  • July 10, 2025
    Anonymous

    How exactly do you plan to treat rockets in the rock-paper-scissor scenario you are envisioning for combat? I can see the idea of manual weapons able to snipe turrets because of deliberate aiming from the player and turrets intercepting barrages of missles more efficently than a player can do, but i’m puzzled on how missiles fit into the equation to counter manual aimed weapons.

    Replies
    • July 11, 2025
      Anonymous

      I think you answered your own question. The missiles counter manual aimed weapons because they cant shoot missiles down. So a ship with no automatic weapons will get easily destroyed by missiles.

    • July 21, 2025
      Anonymous

      But if the ship *does* have autoturrets, rockets don’t have a place. Aimed weapons would be your damage dealers, autoturrets would be your point defense, but rockets are invalidated by the PD. The only use-case would be against ships too small to have PD, which would be harder to hit with rockets than with ballistics. Unless they plan on making homing missiles a thing from the start.

  • July 10, 2025
    Anonymous

    You have described perfectly what I’d love combat to me. But please for the love of god, no shields. Unless you’ve already finished how shields work and stuff, which I doubt, (at which point it would be a waste to remove) shields would just make the game feel unrealistic and way too arcade-like. Shields were an excuse for movies and video games to not have to care about making realistic damage to equipment until the shield went down, at which point you design some giant explosion for the first hit after the shields go down and that’s the battle done. I haven’t gone on many hateful rants like this myself, but shields just don’t belong in SE or its successor. What is the reason for such a complex building system when a shot doesn’t actually do anything to yourself. Apologies for the two intellectual people who think shields should be a thing, but no.

    Replies
    • July 11, 2025
      Anonymous

      I think that shields can only exist if combat isn’t balanced correctly. For example, if combat is similar to Se1 then many types of ships and designs go out the window for combat. Instead, it will be a repeat of Se1 with blocks of armor covered in a million guns flying around as “ships”. In this scenario, I think shields are a fix that allows for people to design and use more visually pleasing or exciting ships in combat. However, if combat can be balanced in such a way that fixes the boring and repetitive combat loop of Se1 then I would agree with you about shields.On the other hand, we have no clue how powerful these shields would be. I could see them being a very cool addition if they required a few blocks to set up and were not as OP as in star wars. Something like a weaker shield that you could use on fighters to get them close to ships would be interesting.I do see where you are coming from, but I think that shields should be seen as a way to add even more engineering possibilities, not limit them. If anything, combat as it exists now in Se1 is what limits engineering because it forces you to bury everything in armor.

    • July 12, 2025
      Anonymous

      I just want to let you know you’re not alone and I support you.

  • July 10, 2025
    [Alt-tron]

    I have to say, slowly but surely SE2 is going to be a clear replacement to SE 1 in the coming years. I’m coming up to my 15,000hr mark in SE 1 and I will admit I am very critical of the game, the direction, the content, but still find much enjoyment in many aspects of the game. The upcoming survival changes need to push the player harder and further than ever to give them not only a want but a NEED to create. Environmental challenges that give purpose to builds. Counters to certain playstyles that min/max the fun out of gameplay would also be recommended as the entry price for MP survival combat is too high for the majority of players. There is no fun in watching turrets miss a grid moving at “break neck” speeds and there is no glory in taking out an opponent that simply doesn’t have the skill to fight back (believe me). Perhaps a G-force damage calculation should be applied for players moving at extreme acceleration.

  • If you add shields that should definitely be an endgame thing, like alien tech and such. Early game might work better with reinforcements and armored cockpits and such, or decoy cocpit modules that would draw enemy fire to a different part of the ship. Kind of like a “fake cockpit”. Otherwise, I’m all in for slower combat.

    Replies
    • I wouldn’t mind shields as a prototech only thing, but not something buildable normally.

  • July 10, 2025
    AnónimoS11

    I think the idea of slower, more tactical combat is very very interesting. The triangle of power idea is also quite interesting, but I think you need to make sure to keep the sandboxy feel there, after all, in theory, the power triangle breaks the minute I decide to have all three types of weapons on my ship, I would imagine, so balance is going to be tough. Maybe make having weapons problematic on its own, so that players will naturally not just create battle beasts that can still destroy everything in seconds unless they really really want to. Maybe make ammo really expensive, or make weapons that basically consume all the power on the grid after they’ve been fired, like the railgun in SE1 does to smaller ships, or maybe make weapons overheat easily and turn off until they cool down again. There are plenty of interesting possibilities, so I’m sure you guys can find the right way forward.

    Replies
    • July 14, 2025
      Anonymous

      No, to fix balancing, the -combat triangle- needs to be taken a layer deeper, to the ‘weapon design’ of, in itself for Space Engineers 2.We are the engineers…therefore we engineer the weapons. A new manufacturing block, a weapon foundry i.e., for three things: upper receiver, lower receiver, and ammo == ‘This’ is the triangle for combat.We decide the upper receiver (barrel length, size, caliber, number of, rotary, optics, etc) with the accompanying characteristics(range, stability, heat management, weight, mobility etc). Lower receiver (cyclic rate, magazine type, ammo number, mounting type, etc), and finally ammo (energy type, airburst, penetrating, indirect, direct, etc).How a game about engineers, that has less ability to create your own weapons than a game like Call of Duty has, creates balancing problems. You the engineer decides the ‘balance’ by engineering new counters to the counters, to the counter-counters, and so forth. The current method, of Keen essentially doing all the weapon engineering (design) decisions, when they release a ‘completed’ weapon design, means that we as the player are unable to ‘engineer’ a counter to the employment of them… Which leads to players trying to essentially ‘unbalance’ the gameplay to get a counter…which leads to Keen doing all the ‘engineering’ of a new/old weapon all over again for a new counter to fix the ‘balance’…leading to players figuring out a new way to counter Keen’s design decisions on a weapon by unbalancing the gameplay again…Cutting us, the Engineer, out of the loop creates balance issues since we are relying on Keen to do all the weighing of a complete weapons design decisions and engineering thereof, when it should be…us… doing the design and weighing and evaluations.We the players engineer will the balance. Keen needs to just give the weapon systems to us to engineer. That -is- the gameplay loop 😉 Add in shields (energy/kinetic/thermal/gravity etc), armor types, and so on…

    • July 18, 2025
      Anonymous

      Make this a feedback suggestion on the support site, this is exactly what needs to happen

  • July 10, 2025
    Anonymous

    For players invading grids to be a functional part of the game, mechanisms that allow for boarding pods are a must. This verges into the category that most excites/concerns me for SE2 – Player made weapons.By miles, my favorite part of SE is PMW. Large missiles, kinetic torpedoes, I’d like to see groundwork done on SE2 to reconcile the jank in that department and make it natural to use creativity to build innovative combat mechanisms. Let it evolve naturally from player use, not “who can fit the most gun blocks on their ship”

  • July 10, 2025
    Anonymous

    A couple of pain points from SE1 and some possible ideas.1. In SE1 my biggest pain point was that fighters with forward cockpits were totally useless. As you mentioned getting 100-0 in 2 seconds feels bad. I’m happy to see you considering this problem.2. Combat in an old game Star Wars Empire at War had a system where shields blocked energy weapons but not the ballistic weapons. Perhaps including a system where energy weapons are longer range but blockable by shields and then ballistic weapons are shorter range but bypass shields.3. Combat would feel better with .ore active management. This could include a better system for launching decoys, the rock paper scissors .model you mentioned sounds awesome, my only concern is that all ships will need all the weapon types to be viable.4. In SE1 I always found the custom turret controller to be one of the best additions added to the game. I would love to see that brought back ASAP but with a better interface for managing weight so that large turrets can be better controlled.5. Lastly, I feel like a good philosophy for the combat could be a 2 staged approach. The ship vs ship combat should really feel like an engineering challenge, but having a need to board and hijack should play a bit more like a shooter. Almost like the engineering challenge is disabling and boarding the enemy ship and then once onboard having a slightly more engaging and dynamic shooter type of gameplay to steal or hack or sabotage would be awesome. I’ve always loved the fantasy of sneakily boarding an enemy ship to sabotage systems while my friends pilot our capital ship in combat.

  • Overall, really agree with the combat philosophies described above and see a lot of room for improvement from SE1, especially in combat length and tracking missiles. Three pieces of feedback from my time in SE that’d I and my community would love to see:1. Homing missiles and flare/decoy measures built into the game. Would really add something, especially for fighters, and modding solutions, while sometimes great, are not truly built into the engine. Also totally fine if vanilla scripts + AI solution make this something engineers have to build.2. More distinct differences between space and atmospheric combat in gravity drop of weapons, maneuverability, and speed. My group fell in love with simple “aerodynamic wing” mods that generate lift/steering based on forward momentum, as it transformed atmosphere fights into dogfights, while space remained more conducive for strafing space combat3. Consider how to incentivize using small grids and larges grids together in combat. In SE1, small grids are overly fragile and easily defeated by turrets in vanilla. To help incentivize mixed use (for so or mp) consider potentially a higher atmospheric grid speed for smaller grids on a logarithmic curve, make heavy armor weight less punishing/boost small thruster performance, and consider how additional defensive options can be given to stay in the fight longer, such as decoys/countermeasures,/ECM against turrets.Thank you!

  • Apologies if duplicate, but seems my first comment didn’t post!Overall, love the direction SE2 combat is heading, especially with the emphasis on longevity. 3 pieces of feedback from myself and my play group:1. Consider how to differentiate atmospheric and space combat more. Gravity on weapon, lower max range, and most importantly, changes to ship maneuvering. My group found that simple atmospheric “wing” mods that vastly increased lift/steering at high speeds made atmospheric combat feel very different and more exciting. This could be done with atmospheric drag OR could simply be done by making atmospheric thrusters more powerful.2. Consider how to make smaller grid/strike craft have viable and survivable in vanilla, even in late game/mp. Aside of shields, would love to see more effective small thrusters (allowing for higher maneuverability), higher durability armor/shield options (perhaps costing resources for lighter weight – in SE1, small heavy armor is prohibitive for most grids in weight with little durability payoff), and other defensive counter measures to increase their ability to stay in the fight (countermeasures, decoys, ECM?).3. We LOVED custom turrets being added to SE1, providing the perfect mix of engineering and combat planning (with occasional jenk). Keep this function and incentivize it more by providing a second tier of armored rotators/hinges.

  • July 10, 2025
    Anonymous

    It would be nice to somehow implement ship size dynamics so even small fighters are useful, compared to SE1 turret spam, maybe you could make a way to organically limit the number of turrets like heat management or something like that

  • July 10, 2025
    Anonymous

    I really like how combat works in EVE online, for example citadels have certain vulnerability windows, where you can attack them. Safe zones could have something similar so base raiding is still possible and interesting

  • Combat:SE1 combat is pretty unforgiving, you do get used to it eventually, but when I first started playing many years ago it was soul destroying. The respawn system makes you feel like your characters life is cheap. Big turrets should cause maintenance issues, too many turrets too close together should break their own supporting grid blocks.In SE1 AI turret targetting, in the open, is too aware, there needs to be a gap in the targetting function to let some things get through. Some leeway in AI recognising friend or threat by percentage would be useful. Disguises, camouflage, signal suppression or ID faking could be a factor.A highly durable armour type that would be too expensive and too rare to use on capital ships, but cost effective on small vessels and cockpits would be an option.A short duration stealth space suit would be useful, it could have a stealth liquid crystal consumable that would be required to activate the suits stealth function.

  • For the grid combat vs character combat: I think FPS combat would be nice – if you go with the first idea, to board and take over, I think you can separate the dangers to external and internal. External dangers could be larger guns, harpoons, EMPs etc. internal dangers can be smaller caliber turrets, environment flooded rooms, like water and other chemicals, gases, laser, and mechanical traps. That variety would ensure that both combat would be viable and interesting, yet you wouldn’t need a tank to progress inside a building. Suit upgrades could be merged with the ability to survive envornmental hazards, like poison and acid resistances to survive a room with acid, grounded suits to survive electrical traps, hardened suits to survive pressure based and mechanical traps. Maybe throw in a cranial shielding to protect against psychonics? Since we are far in the future, you can dig more into the fantastical elements.

  • July 10, 2025
    Anonymous

    I’m fine with cockpit getting shredded in a matter of seconds. A bullet that is designed to be fired at a lg ship should shredded a small grid block. I think maybe having different ammo types for a turret; AP and non AP. Also having upgradable turret AI, at base AI they could be slow at tracking targets (this would also work with have player controlled turrets being better than AI controlled). If early game NPC’s used the non AP ammo and base targeting AI, this would give a player in a small ships a chance of wining the fight. If a player wants to go after a bigger target they will need a bigger ship. Another idea would be to give all projects a ricochet mechanic (similar to how rocket type ammo works in SE1). This would encourage experimentation with amour shape and design. Also having the unified grid system is already a plus for ship durability assume ammo can still be moved by small conveyors. It’ll be way easier to have multiple conveyor lines running through your ships to keep ammo and H2 fed the the blocks that need it.Adding things like shields or making bullets do less damage is only going to encourage turret spam not stop it.

    Replies
    • We are programmed to seek a David and Goliath moment. Just look at the appeal of taking down the Deathstar against all of the odds. This is what people want, incredibly difficult, but not impossible and ever so satisfying.

    • Realistically the cockpits are already too tough, though obviously that’s fine for gameplay. Gatlings are firing 25x184mm NATO according to Space Engineers. If a single one of those rounds hits the bulletproof cockpit glass, then it’s going straight through that glass and turning the pilot into a new coat of paint for the interior.I find SE combat is already too much of a point blank slugging match, so to find out people want to make that even more extreme is a bit of a shock to me.

  • July 10, 2025
    Anonymous

    There needs to be some grinder defense for active ships that dissappears on wrecks.

  • July 10, 2025
    Anonymous

    Something I felt was severely limited in SE1 was ground combat and air-to-ground/anti-air combat. The guns and gunplay felt really poor, even for a game that wasn’t trying to be a shooter in the first place. Recoil and bullet spread were all over the place, anti-personnel weapons could punch through armor blocks, and ATGMs and AA missiles were either built using vanilla blocks—making them heavy and often not worth the resources—or they were modular or weapons blocks from mods, which tended to be overpowered. Overall, there was generally no reason—other than roleplay—to build armored fighting vehicles to assault a base with the aim of capturing it.I would love to see a quick and easy takeover of an enemy production facility bog down into an SE-version of Stalingrad, where players on each side have to come up with new ground vehicles or tactics to dislodge one another.Mortars, artillery, ATGMs, handheld anti-tank weapons, grenades, breaching or satchel charges, squad weapons, stationary MGs—the sci-fi equivalent of a Maxim machine gun on the third floor getting blasted by a space Churchill AVRE.A ticket system for respawn points (maybe something like Foxhole’s shirts) could be a way to end an assault if the logistics of bringing new tickets to the front break down.Maybe I’m swimming alone here, asking SE2 to be too much of a milsim/warsim game, but I believe this direction could help SE2 not only set itself apart from SE1 even more, but also attract new players—especially those who might feel overwhelmed or intimidated by the building aspect of the game. It would give players another meaningful way to engage with the game beyond just building and exploring.(Sorry if I am double posting, the post didn’t show up the first time)

  • July 10, 2025
    Greg the Mad

    I agree that survivability would be great. I mostly avoid combat in SE1 because it’s quite easy to get killed by a single turret if you’re not careful. And if you simply overpower it, there’s not much left to salvage. I love the idea of the three sided combat, but I’m not sold yet on what those sides will be. Would be cool to have a ship with 3 sides, one dedicated to each type of combat, so you can always turn the dominant side to the enemy. Enemy ships could have multiple phases, where they open up at some point, showing different weapons, requiring a different combat style.One thing you should consider, but I haven’t seen mention here, are drones. Building a small fleet of automated fighters, or piloting one remotely. In SE1 already .5m block drones fit through doors. Can you infiltrate a base with a drone. And if not, why? I’d probably still use one just too peek around corners. 😀

  • July 10, 2025
    Anonymous

    Regarding shields, and ship survivability:If you go down the shields route, I would encourage you to do something interesting with them. They don’t need to just be an HP pool. They could do some sort of partial damage absorption, or work like Dune shields.The other option, instead of shields is some sort of mid or late game block called something along the lines of “Hardened Command Room”. There could be variants of it, a basic one would be 7.5×7.5×2.5 meters and would take a massive amount of damage to kill, but would have a limit of 1/2 per grid, or some other limit factor, like massive power draw. The inside would be empty, except for a single control seat. Because it is SE 2, players could add more seats, and decorations to the inside of the command room.

  • July 10, 2025
    Anonymous

    It’s too easy to grind your way into an enemy base or ship, nothing feels safe or secure against an engineer with a hand tool. Obviously weapons should be able to blow there way into a ship hull, but there needs to be a way to protect against this for hand tools maybe. Some kind of high tech block that prevents non faction grind/weld actions. It would add a gameplay element of boarding a ship by blasting your way in, then having to find this protection block before you can begin dismantling the base/ship. This is handled in other games through something like a flag in the base which marks your territory and protects your blocks till it’s taken down/runs out of power. This would be a nice half way point between safe zones, and easy to break down structures.

    Replies
    • July 12, 2025
      Anonymous

      I don’t think there should be a block that prevents it, but instead a block that can defend against it if it’s not addressed or worked around. For example using the ai features in SE1 or something similar to have a drone or ai engineer (don’t know if we can have those on our bases), come to the area suffering the damage.

  • July 10, 2025
    General Space

    Both active/assault boarding and infiltration boarding should be viable approaches and legitimate threats to consider when designing ships!

  • July 10, 2025
    Anonymous

    Shields should be left to the modding community. That being said I hope you don’t focus too much on the pvp aspect, since I’m fairly sure this is not the majority of players.But other than that all those ideas sound really good.

  • July 10, 2025
    Anonymous

    I’m glad that you guys are thinking about this stuff, since this could make or break the game for a lot of people. Super impressed with your progress on the game so far, love these peeks into how it gets made!

  • July 10, 2025
    Anonymous

    A possible but unrealistic way to prolong battles would be to make gun AI avoid cockpits, but it would mean that craft could be OP if somebody puts all their other critical infrastructure right next to one

  • July 10, 2025
    Anonymous

    I know a lot of people would probably disagree and it isn’t realistic. But as someone who loves to build small grid fighters it would be fantastic if smaller vehicles were able to achieve higher speeds than their large grid counterparts. But this is kinda silly since typically they can accelerate faster

  • July 10, 2025
    Andres Uhlig

    Will there be radiological environmental hazards? Like if a reactor is damaged and it starts spewing that green gas it does right now will we be affected by that?To that end, I’m curious and excited to see what blocks you will add or what existing ones you will change to allow for protection from environmental hazards. Maybe heavy armor will withstand that caustic rain on Alien Planet.Overall I’m honestly more excited for the Survival update than I am for VS2, but I’m still excited for VS2. Love it all.

  • July 10, 2025
    Anonymous

    It would be great if they added energy shields. As an addition to the rock-paper-scissors concept, you can add emp-missiles, missiles that could knock down shields. Also, for balance, you can divide the damage into energy and ballistic, and the player had the opportunity to slightly adjust their shields during the battle. For example, by default, shields protect equally from hits from both energy and ballistic damage, but the shield overheats faster, but if we have an understanding of what type of weapon our enemy has, we can change the coefficient in the other direction, and we, for example, will have more protection from ballistic damage, at the same time the damage from energy weapons will increase. If you want the shields to have more hp and they overheat less – make more emitters, a cooling system, add some additional modules that are crafted from very rare materials, or are found in lost ruins. This will not allow you to turn a small fighter into a giant destroyer, because the best shields require serious cooling systems. This is increase the battle time, and will give players a sense of travel and exploration.

  • July 10, 2025
    Anonymous

    while i appreciate what it is you do with SE2 I have to ask when control customization is to be implemented? I am surprised that half a year after release there still isn’t a way to bind keys and it is the main obstacle to me enjoying the game. Be it due to changing keyboards, keyboard layouts or just ergonomic reasons the lack of customizable key binds is a big barrier for me

  • July 10, 2025
    Timberhouse

    Shields solve a variety of situations, but on the other hand, if they’re just a full-body buffer, it justifies obvious flaws in realism and makes them invalid design for combat.Some ideas: partial protection, limited to armor or not compatible with armor, proportional damage falloff, parry with short-term activation rather than permanent.

  • July 10, 2025
    Anonymous

    It would be cool if game had native support for HOTAS controlers, im sure ship pilots would love more precise controls and ease of acces to more buttons under your fingers instead of switching ewuipment bars.

  • July 10, 2025
    Compaszer

    I really like your approach on combat, it tackles exactly the problems I had with SE1 combat.Especially the idea of a shield. I always found it frustrating that by the time I was in my fighter jet, my main ship already took damage. And even if I was in my fighter jet, crossfire still damaged my ship. Having a shield on the main ship would prevent this. Shields do not need to be strong enough to protect in a full hit on battle, but to give time to react and protect from crossfire.I would imagine that shields shield better the more energy they get (than you have to decide wether you want to focus your energy on shields, thrusters or weapons) and maybe they contain shield components that get damaged with every hit and need to be replaced after a fight (if they deplete mid fight, you’re now shieldless).Maybe there are even different variants of shields: Some that are spherical, some that are just one plane (therefor need less energy), etc.

  • Pls add different shell types like He or Ap or even Aphe shells, it would give the player more opportunities to customize their weapons and would enhance the rock paper scissors mechanic

  • July 10, 2025
    Timberhouse

    Combat requires time to search and prepare for an intercept. Combat takes place at visual range, but radar needs to see the enemy from much farther away. The enemy approaches at 300m/s. If I need to wake up in a minute, I need a minimum range of 18km. If I need to engage in a few minutes of combat before the enemy destroys my freighter, I need 100km.

  • July 10, 2025
    Anonymous

    Don’t forget about the programmable block-based weapon (all sorts of missiles, active defense, and aiming support systems). Maybe you can upgrade the functionality of the programmable blocks in SE2?

  • Regarding combat, the game focuses on engineers, so long, strategic combat would be interesting. Large ships where you need to control energy and coordinate weapon systems would be particularly interesting. NPCs as crew would be very interesting, allowing for automatic turrets, for example, or improving the ship’s overall efficiency.Infiltration in SE1 is not exciting because Massimo will have small turrets to get in the way, once again NPCs to protect the interiors of the ships would be a great addition, and hacking by grinding doors and commands does not make sense, there could be a tool for this purpose, such as a wrist computer and a minigame on it.finally, the defense of bases to differentiate themselves from large ships could have powerful radars with high energy consumption that allow situational awareness of the base in advance to prepare its defenses, and once again NPCs that would take control of ships to repel aggression.

  • July 10, 2025
    Anonymous

    Maybe keen can add blocks that can be used to create semi-working mechs and mobile suits. It makes a lot of sense if you want to add a player vs grid to your game. It could be mech legs and arms with very small cockpits, and a heavy machine gun, or it could be a single structure mech (a variant of the suit that you can either wear or not wear).

  • July 10, 2025
    Anonymous

    This blog update has me extremely giddy. I’m so excited for all of this. Every bit especially character improvement I’m hoping to see the offset camera added to se1 as well to make for more immersive gameplay. I don’t even use 3rd person anymore cuz I can’t stand it. I’ll say the only things I disagree with here is firing order for the hydrogen engine it almost looks like it’s humping.. and the damage response. I feel like as the recover for damage yes that would be awesome to know how hard or bad you got hit or took damage. However there still supposed to be some realism here and it would be odd to know the exact damage you did to someone 2km away. The guessing part of that drives suspense and caution and the need to focus. Keep up the amazing work guys seriously this is amazing and an outstandingly crazy cool update you have coming. Everyone should be stoked. Se2 if you all really keep at it will rival gta6. And I’m sure of it.

  • I think the combat system for grid-to-grid combat should lay a strong foundation for modding. Adding new mechanics like guided missiles, countermeasures etc should be possible without too much performance impact.Personally I would love combat to be based on modern ship-to-ship and air-to-air combat, this would also fit the rock-paper-scissors concept.By that I mean stuff like taking down incoming missiles with your own missiles or CIWS, air-to-air missiles needing a lock before launching, flares/chaff/ecm, diffrent targeting and detection types like infrared/radar/gps etc.Weapons should be expensive but impactfull. Both in terms of space taken up and resources needed for building them/crafting ammo.Maybe a dedicated cargo-system for ammo, so storing huge cruise-missiles actually takes up some space on your ship.Give the player more control about automated weapons, like what type of systems they should target or where on the enemy grid you want them to hit. Explosive weapons should not just deal damage in a shere, some should be better at penetrating deep into enemy grids to take out reactors or other systems.Those descisions should feel meaningfull but require good sensors and some time for gathering data.I agree there should be some extra protection for cockpits without having to bury them deep inside your ship but generally speaking I’m not a huge fan of shields.

  • Have you considered more powerful weapons that are unique to stations? I always believed that stations should be far more capable defensively than ships yet in SE1 they have the same weapons available. This may help with your safe zone dynamic making base defenses a viable alternative to safe zones (or at least a first step in security). It would also provide a tactical advantage to combatants near their own bases.

  • July 10, 2025
    Anonymous

    We definitely need some kind of sensor suite technology like radars, because SE1 combat essentially gives every object the same ability to detect every other object.

  • (I think my first comment just dissapeared)The combat system should lay a good foundation for later modding, adding new mechanics like guided missiles should be possible without a huge performance impact.Give players more control about what their automated weapons should aim for (like generators/sensors/turrets/fixed weapons etc.), those descisions should matter but require good sensors and some time for scanning/analysing the enemy grid.Weapons should be big and expensive but impactfull. Maybe a dedicated cargo-system for ammo, storing huge missiles should actually take up some space on your grid.Generally speaking I think grid-to-grid combat should be based on modern Anti-Ship/Anti-Air and Air-to-Air combat as that would really fit the rock-paper-scissors principle.Different sensors and targeting types like radar/infra-red/gps/visual etc. Smaller missiles based on air-to-air/air-to-ground missiles for attacking nimble ships, bigger missiles based on cruise- and ballistic missiles for attacking stations and huge ships.Countermeasures like flares/chaff and ecm. Missile detection systems and lock-on-warnings/RWS.CIWS and anti-missile-missiles.Fire-control being a modular system, more/better sensors and more computing power -> earlier detection and better target tracking.Bigger ships or ships with high power consumption/lots of engines being easier to detect and track.An atmospheric flight model/mode for smaller ships based on current aircraft. Ships should feel like they actually carry momentum especially in atomsphere. Bigger ships feeling more like, well, actuall ships.

  • July 10, 2025
    Anonymous

    Have you considered weapons that are unique to stations? I’ve long thought that station weapons should be far more capable offensively than ships. Stations that are far more capable offensively could be a tactical advantage that compliments, or even replaces, safezones. Station weapons would need to be stronger with better range – this may assist with a couple of your objectives

  • A better system for repairing grids AFTER but not DURING combat.I think in this case gameplay > realism so call it nanobots or whatever.Auto-Repair should also take a while so that you only fight when absolutely have to or are well prepared.The fights you DO engage in should feel important rather than something that happens every 5 minutes.I don’t care too much about boarding moving enemy grids DURING combat but infiltration and sabotage sounds like fun especially in a PVE context.

  • July 10, 2025
    Anonymous

    Please make character building tools such as the grinder have a greatly decreased effect on enemy grids. This will add purpose to character weapons.If you think about it, in se1 when a player spawns in, they can tear through any ship unfairly and with ease. If you compare that with a game like rust, the players bases are completely safe from new players which don’t have the necessary equipment to destroy the base. On the other hand, it is easy to destroy the walls on your own build.

    Replies
    • THIS is the solution we need, simple to add and game changing, not overbearing and stretched like some of the others’ suggestions.

  • July 10, 2025
    Anonymous

    I love most of the ideas here, but please no safe zones and if you must make shields, they should be expensive and overall quite weak 😭 I’d be more up for a decrease in turret precision, that would make things like player made missiles, fighter and cockpits more viable in general.

  • I for one support the idea with slow and cumbersome ships slugging it. Imagine battle star Galactica style. For enhanced armorHow about stargate Atlantis wraith regenerative armor or reactive armor?For shields Star Trek Enterprise ( Captain archers ) polarised armor. Not a traditional shield Bubble. For sure i believe boarding an enemy ship is something id like to be able to do. But not all players include interior to their ships.Id rather make planetary combat more viable. Tanks, artillery etc etc. Also a way to control a planet would be a nice addition.

  • July 10, 2025
    TheMightySpud

    Personally, I hate the combat in SE1, just not really that kind of player. But I do really like the idea of infiltration gameplay.Maybe some hand held explosives or something like that would be a cool ‘mechanic’ to have. Small enough to be placed strategically around a large ship or base.To offset this, maybe something like a bomb detector or something to trigger an alarm if something is placed on the ship/base/station.Just thinking out loud 🙂

  • July 10, 2025
    Anonymous

    Rather than shields being a base game solution, you may want to consider making better tiers of armor. This can be implemented through material acquisitions, production chain complexity, tech unlocks, etc. Light and heavy armor are far too limiting as it stands. Both forms of armor blocks are far too fragile, even heavy armor just gets shredded in short order if you get hit, and forget about covering things with armor panels. Realistically, as the tiers go up on these, the production complexity should go up, but so too should the effective damage reduction – For example, if some unobtanium armor panel that requires you to go 10 tiers of crafted components deep into a web of complexity, but provides as much durability as 5 fully sized heavy armor blocks stacked in a row (and the full sized version of this armor block being far more effective but also incredibly expensive), suddenly it becomes both worthwhile and practical to consider building armor into the design without having to make the ship basically a floating block of heavy armor. This can also apply to things like Bulletproof glass (and consequently cockpit protections), etc. Obviously this doesn’t have to be strictly material based, you could also bring in neat considerations like having armor that needs to be actively powered or hooked into the conveyor system, or some similar logistical concern in order to gain maximum benefits.That said, a tiering system also allows for secondary design considerations, such as maintainability (Higher functional block to armor ratio means repairing or making changes should generally be easier), cost (is some grotesque amount of fabrication time/material cost/whatever really worth it to put a high tier armor band around say, some freighter design, or if just picking something much lower tier but full block armor is good enough?), mass (being able to hover in atmospheric conditions on ion thrusters while being relatively well armored may not be a pipe dream), etc.As for combat, a few pain points I personally have that I haven’t seen mentioned are:1. The inability to have someone as a grid pilot while simultaneously having people engaged in gunnery.2. Weapon maximum engagement ranges being incredibly limited (This is probably the biggest reason for the short combat durations as they stand now. Neither side is shooting until both sides basically have no room to really evade properly. Projectile speeds and ranges should be much higher) 3. No ability to protect the actual player via equipment (No suit upgrades for better durability, no passive or active countermeasures, etc.)

  • July 10, 2025
    Anonymous

    Shields: The best take on shields that I know is from the PC game Freespace II.The shield generator had a certain Energy pool which could be distributed either evenly around the ship or incrementally focused towards a certain direction. Front, Rear, Left, Right.If I remember correctly, the ship’s energy could also be directed to systems such as Propulsion, Weapons, Shields in a similar fashion. Go KEEN! :o)

  • Here’s my two cents;1. Armor Presently in SE1, you can make quite durable ships by layering heavy armor and blast doors, but the restriction is always that anything that isn’t heavy as all heck and slow as a turtle can’t take more then a hit or two. Light “armor” doesn’t really have any meaningful protective value, and is more of an interior block. The new grid system can help with this a lot by letting you put a lot more internals behind thinner ship walls, but only really works if you don’t have to build five or ten meters of armor on every facing side to stop normal weapon fire. So really I’m saying to make armor tough, but not so incredibly heavy that you can’t actually add it. A medium-sided ship with a small thruster base should still be able to use heavy armor and remain maneuverable, but perhaps not enough to hold against heavy weapons or sustained lighter fire. My only request: No tiered armor. Different types of armor with different properties could be amazing – It’d allow for custom armor patterns with different functional properties – but generic tiers just take all the engineering fun out of it for no gain at all. Why on earth would anyone use tier 1 when they could use tier 3?2. ShieldsWhile I am somewhat of an armor purist myself, the creative freedom that comes with shields is too important to pass up in a creative game like space engineers. I’ll often see people recommend to restrict them in some way to prevent people from piling all the available defense methods, but there’s better options. Resource scarcity is a thing, and engineers who put all their expensive materials into one super ship will pay the price when they stumble into a trap. No defense is impregnable. 3. Turret spam.We’ve all seen it, most of us have done it at least once. Nobody really likes it, and it causes ships to die quickly too. My recommendation is to look into thermals. It doesn’t have to be anything overly complicated; perhaps use total armor mass as a sort of thermal battery to allow heavy ships to store up enormous amounts of heat in a sustained engagement, and manage it with thermoelectric generators (hint hint) or moderation in turret placement. For lighter or shield-heavy ships, perhaps shields could be used as a thermal radiator to cool them more quickly, but generate a lot of heat if they are struck. Thermals is a big deal in space, and I’ve rather missed it in space engineers. On the side, it also gives extra source values you could work with when brainstorming different sensor ideas.4. Ship speeds and engagement rangesA number of people before me have mentioned this, but it’s really not much fun to drift slowly by your enemies while watching all the automated turrets do all the work. I propose much greater variation in weapon ranges between weapon types, and generally faster ships. (This ties back to #1). Many types of weapons should be engineered, not placed, but point defense should have much more importance then it does in SE1. If we have highly reactive point defense facing against high velocity shells from outside the effective range of your ship, it introduces a lot more dynamic combat scenarios. It should make sense not to put every type of turret in the game on every ship.

  • July 10, 2025
    Anonymous

    In the matters of detecting enemies I think another layer of modification can be the character itself where you have a way to dress and undress the suits allowing for the possibility of making specialized suits for every situation ex:Normal engineer suit the one everyone starts with as it isBuilder engineer suit less hydrogen and oxygen same burn time but use less hydrogen thus making it a bit slower it grants greater inventory space for building materialsMining suit more energy oxygen hydrogen but with less maneuverability Combat suit with a HUD that can highlights enemies and Friends while being stronger and more oxygen while being a bit heavier this slowerAnother thing to give this system more modification is to make the suit sets of items the player can equip and maybe full customizable suits where you can use a slider to tune some aspect up while tunning others down the set based idea is more so you can have a jetpack that is faster with a chest plate that is stronger making it so you have can play your own styleAlso the possibility to not wear a suit at all just the engineers in some clothes to make the feel of Not everyone is a engineer another thing that would be cool is to modify the player HUD based on the helmet they are wearing or upgrades they have on their suits like radar sensors and stuff

  • July 10, 2025
    Anonymous

    Eve online has some interesting mechanics that could be a good source of inspiration. In Eve, fights are all about range management, different guns do optimal damage at different ranges so by controlling the engagement distance you can create an advantage.

  • July 11, 2025
    The arkifane

    This comment will probably get lost among so many others, but I think even those who don’t like shields might like my idea.Shields offer a lot of creative freedom, although they should have restrictions (high energy consumption) and categories. For example, a shield that’s basically a solid wall against everything in both directions (you can’t attack or be attacked) but consumes a lot of energy when hit, so it can block PMW (Player Made Weapons), something that a significant portion of the community uses. Alternatively, there could be a selective shield, one that can only block ammunition from “vanilla” weapons and can still be shot through. These couldn’t be activated simultaneously and could have individual weaknesses in the form of specialized weapons, ammo, or countermeasures, making a more classic armored ship more energy-efficient but slower than its shielded counterpart, yet perfectly competent in balanced combat, adding more depth to the combat with a simple choice (more energy capacity and less speed, or more speed and less energy). // (Obviously, if shield-piercing systems are implemented, it would also be good to implement weapons or ammo specialized in penetrating armor, since otherwise this would once again become the game’s only meta, and what we’re looking for is variety.)It would also be nice if you could deform both types of shields to give them different shapes, more angular or more rounded. I’m not sure to what extent it would be possible to give the player the ability to modify the shape of the shield and therefore its hitbox, but this would open the door to new PMWs or devices that use these modified shields in ways never seen before.Finally, I’d like to say that I’m a huge fan of Keen Software House and the incredible work they do, as well as someone who is fascinated by everything this community is capable of creating. You can do whatever you want with this idea I’m leaving here if it gets read. Good luck, and thanks for everything.

  • July 11, 2025
    Anonymous

    I have two thoughts on combat:(a) Shields should absolutely be a thing, there is a reason the shield mods are popular. But for balancing, shields should draw massive amounts of energy to be stable, and even more when hit – to the point of not leaving enough energy for thrusters when taking heavy fire.Alternatively you could borrow ideas from the cloak-drive mod, where you have to build heat vents to store the excess heat generated by the shield generation. Basically, introduce a mechanic where shields are only viable for short amounts of time.(b) Safezones are important for PvP, mainly for two reasons: (1) you want to give players an acceptable start when joining a server late, but this could be left to modders or server admins. (2) When no player from a faction is on the server, the rock-paper-scissor mechanic effectively breaks, because the “manually-aimed weapon” aspect is completely missing. When the enemy can really just shoot your base into pieces when you’re offline with no way to counter it, it’s really not fun. Therefore, there needs to be a cheap way (maybe even automated, to be enabled by server owners) to spawn a safezone when all players of a faction are offline.Also, as a general addition to combat: Physically-based projectiles, to allow realistically aimed artillery cannons.

  • July 11, 2025
    Anonymous

    We should have these “detection blocks” in SE1 to see how people would use them. It would breath some life into the game. Also some kind of intelligent animal events on planets. Maybe make electrical storms that effect machinery.

  • July 11, 2025
    Anonymous

    I think the combat elements that SE1 was missing were mainly:- shields. They look cool as hell, add tactical elements (increase power on starboard shields!!), and just make sense for a space game- AIM9 or sidewinder type missiles. Programmable blocks made this possible in SE1 and they are incredibly fun. It also just makes sense for space again.The turrets and forward facing weapons in SE1 were well done in my opinion, but the limited range made it play weird to build a giant ship but still have to get up close and personal to fight. Another note, the combat elements in From the Depths are really well done too and could be good inspiration. The auto repair systems made the game not as frustrating, being able to built custom weapons added depth, and the recon elements like building a satellite were also a good idea in that game.

    Replies
    • July 11, 2025
      Anonymous

      Absolutely agree on custom/modular weapons. This would be an incredible feature

  • July 11, 2025
    Yadokanium

    I believe that top speed should be determined individually depending on the weight of the ship and the number of thrusters.For example, the Relative Top Speed ​​modhttps://steamcommunity.com/workshop/filedetails/?id=1359618037

    Replies
    • July 11, 2025
      Yadokanium

      Addendum: In SE1, the maximum speed was constant, and there were problems such as not being able to catch up with other ships.

    • July 11, 2025
      Yadokanium

      Regarding top speed.I believe that top speed should be determined individually according to the weight of the ship and the number of thrusters.For example, there is the Relative Top Speed ​​MOD (https://steamcommunity.com/workshop/filedetails/?id=1359618037.In) SE1, the top speed was constant, and there were problems such as not being able to catch up with other ships.By setting a difference in the top speed of each ship, I think the range of tactics for each ship type will be expanded. For example, a high-speed destroyer and a slow, heavily armored battleship.

  • July 11, 2025
    Anonymous

    I love the rock-paper-scissors approach! Something my friends and myself have found unappealing about SE1 combat is that AI turrets are nearly always the better option compared to manually manning the guns. Manual guns having a distinct advantage over automated turrets gives more purpose to multi-crews, which I like.However, I think weapon systems in SE2 should expand beyond single blocks, and become modular, where weapons have many sub-blocks that make up the qualities of the final product. Looking to Starmade or From the Depths for inspiration here.

    Replies
    • July 12, 2025
      Anonymous

      make all turrets manual with a checkbox to link to ship targeting systems at the cost of a large power draw. something a base could easily handle but a ship might not be able to. then watch and laugh as everyone’s ship gets hydro manned

  • July 11, 2025
    Yadokanium

    Regarding top speed.I believe that top speed should be determined individually according to the weight of the ship and the number of thrusters.For example, there is the Relative Top Speed ​​MOD (https://steamcommunity.com/workshop/filedetails/?id=1359618037.In) SE1, the top speed was constant, and there were problems such as not being able to catch up with other ships.By setting a difference in the top speed of each ship, I think the range of tactics for each ship type will be expanded. For example, a high-speed destroyer and a slow, heavily armored battleship.

    Replies
    • July 11, 2025
      Anonymous

      Sorry. I accidentally posted the same comment multiple times. This most recent comment is the correct one.

  • July 11, 2025
    Anonymous

    I just want to throw in my opinion that I’m very happy you’re considering longer lasting fights. I want to design sleek fighters and getting shredded in seconds by AI turrets was not fun. Shields sounds fantastic for this purpose and it gives another consideration for design, power and general gameplay.

  • July 11, 2025
    Anonymous

    I believe energy-shields are an enrichment if it can’t be exploited. thinking a step further, energy management on the ships would add a lot of depth. the fossil fuels would have a tremendous advantage on the drawback of having cargo & weight for the fuel. adding basic space game combat rules like ‘lasers hit harder but are prevented by energy-shields while physical weapons aren’t’.

  • July 11, 2025
    ribera1945e

    First of all, I’m glad to see that you’re taking a deep look at the combat system in SE2 based on your experience with SE1.There are a lot of comments. I might get buried, but I’d like to post my thoughts along with the contents of the DEV diary.1. About battle time and survival rate. In SE1, if both grids were ready for battle, I think the battle was simply a war of attrition where you turned your maximum weapons and defenses against the enemy until one of you lost your cockpit. In an extremely optimized PVP, it was just a matter of firing railguns at each other while moving in circles. In the sense of firing railguns at each other until the cockpit surrounded by armor is lost, the battle time is not a few seconds, and it is unlikely that a single hit to the cockpit will end the battle instantly. But can we say that it is tactical, more interesting, and dynamic? No. I think that ships other than the “Railgun Lance” should have a role to play, and various creative ship designs should be utilized in the battle. This is guaranteed by the balance of rock-paper-scissors, feedback from players, and clarity, and to achieve this, we should be proactive in incorporating new elements that were not in SE1. Shields are a prime example. Of course, we should balance so that shield death stacks are not the strongest in creative, and we need to provide different types of shields, and make concentrated defense shields more powerful than all-around shields. Shields will be a big plus in terms of ship design creativity.2. Weapon dynamics. A triangle-based balance model is pretty ideal. If each field had smaller sub-fields and were divided into tiers, it would provide deeper strategic options.3. Detection, infiltration, and defense. Scanners and sensors will add depth to combat. Possible mechanisms include changing the detectability distance depending on the shape and material of the armor, as well as the size of the grid. This would allow for roles such as radar ships specialized in detection and stealth ships specialized in hiding. In addition, I think the aiming error of turret weapons should change depending on the strength of detection. This would help with balancing when turret weapons are placed on large or small ships.Finally, one combat element that I think is important is top speed. I think top speed should be determined by the mass and maximum thrust of the ship. The Relative Top Speed ​​mod in SE1 was one solution: having a lumbering battleship and a fast torpedo boat with different top speeds meant that they could each use their own tactics.

  • July 11, 2025
    aikiwolfie

    Combat: If the intention is to have PvP combat with infiltration mechanics then you need to be careful with how prominently you mark hostile players. Otherwise any wouldbe infiltrator will immediately be spotted.Safe zones: I think the safe zones in SE1 actually work really well. I think you got the balance right there. Yes people can stockpile zone chips. But they need to put some effort in to do that. If it’s really such a big problem that players are becoming untouchable. Boost the amount of power a safe zone requires or place a limit on how long a safe zone can be active. So far as I can remember they were introduced to protect players when they were offline. So perhaps the safe zone only really works if the player is offline.

  • July 12, 2025
    Kanajashi

    Here are my overly long and rambling thoughts on SE combat. I actually have to break this into multiple comments in order to get it all here because its far too long. Hope it gives you some inspiration!Combat Duration & SurvivabilityI can understand the frustration that can come with having your cockpit shot out and being taken out of the fight instantly. While something like shields can help with this, there are some other methods to fix this issue that I address later on in this comment that don’t involve science fiction “shields” but real life defensive systems.Having the concept of a “weak spot” on ships is something that I think should be preserved. With good scouting, knowledge of how ships are built and careful shooting you should be able to take out an enemy ship efficiently. While it was there for the plot, we all love the fact that the Death Star was taken out by a single fighter. It’s not about hitting them hard, but hitting them in the right spot.These weak spots should be build requirements for various systems on your ship. For example you could be required to have a large cooling array on the exterior of your ship in order to run a full sized reactor. If that cooling array is damaged then your reactor goes into a lower power mode and certain high power draw systems would have to shut down. This is one way to potentially balance shields if they were added to the game. You would need shield array emitters equipped on the exterior of your ship in order for the shield to work. If those fragile emitters were damaged then your shields would be inoperable.Similarly other defensive options should have some sort of drawback to using them. Shields would require fragile external equipment and high power draw. Armor could be extremely heavy and require additional gyros and thrusters in order to move the ship around at a reasonable speed. Active defensive systems (detailed below) could have limited ammo and require manual reloading making them less useful in a drawn out engagement.Potentially another way to balance shields could be to have some form of wind up or cool down time related to their use. You couldn’t just press a button and instantly your ship has a protective bubble around it. The shield would require several seconds to initialize and power up to reach its full strength. And then once the shield has fallen from being turned off or disabled by enemy fire it is impossible to restart for some fixed duration. This would leave you vulnerable to surprise stealth attacks where the enemy has a chance to fire before your shields are online.In terms of the typical play style of current SE combat with a protected bridge at the centre of your heavily armored ship, I just think that is the logical conclusion of our current system and reflects real life. There is a reason why naval warships have something called a “Citadel”. This is a heavily armoured section of the ship that contains the ship’s vital components of boiler rooms, ammo storage, etc. If something was important you put it behind a ton of armor, I don’t see how this should be any different when building combat focused SE ships.In SciFi media we can see this with Battlestar Galactica and its internal bridge and CIC. It was important so bury it inside the ship and surround it with armour. Compare this to the Enterprise with its bridge right on the surface of the ship because of the shields that protect them. Personally I think the idea of building up armored bulkheads throughout my ship along with a citadel with my critical components is a more interesting way to build ships and much more realistic.

    Replies
    • July 12, 2025
      Kanajashi

      Weapon Dynamics: Rock–Paper–ScissorsYou could base this rock-paper-scissors on the physical capabilities of the different weapons. For example, say artillery is extremely high damaging and powerful, but it’s hampered by an extremely slow traverse speed for the turret. That means even if you tried to use it to track a fighter, it wouldn’t have the traverse speed to keep up and the fighter could easily out maneuver the turret and take it out. Each weapon could be physically constrained in some way that would make them weaker against a particular ship type but strong against another.Alternatively you could do something with weapons and the damage they do against different defensive layers. For example an explosive weapon could do less damage to heavy armor while doing more damage to internal components. This way you would have to study the enemy and see what defensive layers they are using and plan a way to break through them. This could be taught to the player in game by having specific AI factions favour a particular defensive layer. One faction could have light armor and exposed components but have strong shields. You would need to take some form of energy weapon against them to break their shields before following up with explosives on their exposed components.

    • July 12, 2025
      Kanajashi

      Active sensors like FCR and RADAR send out a signal and listen for the reflected return. They would be able to track enemy ships with high accuracy and could be required for a weapon lock. Without them your turrets and missiles could be inaccurate as they do not have a strong fix on the position of the enemy. The downside of active sensors is you are putting out a signal and therefore making it easier for the enemy to detect you. Passive sensors like ELINT and IRST don’t send out a signal but listen for enemy signals. ELINT is looking for enemy RADAR and Radio signals while IRST is looking for the heat given off by ship thrusters and cooling arrays. While they have the benefit of being passive so they do not put out a signal that the enemy can track, they would have lower range and potentially lower accuracy compared to active systems.This has its own rock-paper-scissors mechanic where both you and your enemy are waiting in passive sensor mode for the other to break silence first. Do you send out a RADAR pulse and try to find the enemy actively? But that might let them know where you are with their passive RADAR trackers. This would be like two submarines holding back on a firing SONAR pulse to find each other because they would give their position away. This sort of gameplay situation is impossible with the current SE spotting mechanics.Looking at the defense side of the equation we could implement systems like jammers, flares, chaff, counter-rocket/artillery/mortar (C-RAM) and active protection systems (APS). Again these fall into two main groups with the disruption method or destruction method. Equipment like jammers, flares and chaff are meant to disrupt enemy sensors by providing additional false targets for the weapon systems to be distracted by.Jammers would confuse the enemy by giving them several potential targets to lock onto with only one of them being the real one. If you chose to lock onto the wrong target then your turrets would be firing off into open space wasting their ammo and allowing the enemy ship to get away.Flares and chaff would be the countermeasures for heat seeking and radar seeking weapons respectively. They would act similarly in distracting the enemy weapon system for a short duration where you can make an evasive action to get outside of its tracking range. You would need to equip and use both countermeasures if you didn’t know what the enemy was going to shoot at you with. However if you scouted the enemy beforehand and had ELINT systems in place to determine if the enemy was using RADAR, then you could take the correct countermeasure for the situation. Who doesn’t love that scene from Top Gun: Maverick where they blast over the mountain top and have to go full on defensive against the enemy missiles with high-g maneuvers and constant countermeasures? I want that kind of gameplay in SE2.C-RAM (also known as CIWS) and APS are active defense systems that try to destroy the incoming attack with their own weapons. These are high fire rate guns or computer controlled mortar systems that detect an enemy attack incoming, calculate an interception and fire their ordinance at the right time to destroy the incoming shell. These could be used as a “pseudo-shield” with the ability to stop an enemy attack for a limited amount of time before needing reloading or recharging. For example a small grid fighter could have an APS system installed in front of its cockpit. When that large artillery shell is about to hit the cockpit, instead of the fighter being knocked out of the battle the APS takes down the shell. The fighter has survived but now its one-shot “shield” is gone and the next shell will hit its target. The fighter has a decision to make, either continue pushing in without its protection or retreat out of range before the artillery can fire again.

    • July 12, 2025
      Kanajashi

      Safe Zones & Risk ManagementI don’t actually agree with making safe zones harder to maintain. They should be there so a player that can only log to a server for a few hours a week can keep his base from getting offline raided. A better way to do it is to disable “progress” while you are in a safe zone, you shouldn’t be able to build, repair, refine, assemble, etc while in a safe zone. It is simply a place to park your base/ships while you are offline, when you come online you need to drop the safe zone so you can get back to work.Character vs Grid CombatPersonally I don’t think SE or SE2 will ever have good character combat unless the controls and movement of the character is changed significantly. SE simply isn’t built to be a shooter, the characters move around too abruptly, recoil on weapons is unmanageable and kill times are way too fast. I peek around a corner and an interior turret instantly kills me while a decently armored ship can easily tank interior turret fire for long enough to line up its guns and take it out.I know this might be a more controversial take but I would like to see SE copy the movement and “feel” of various popular shooters. Great examples are The Division series and Helldivers 2. Both give an amazing feeling to the weight of your character moving through the world and wielding their weapons. Also the character animations are expertly done and it really feels like my helldiver is lugging around a large and heavy weapon.Additionally we need way more weapons for our engineers: shotguns, sniper rifles, SMGs, MANPADS, etc. Give me way more weapon options as well as defensive equipment like reinforced armor and ballistic shields. I want to be able to actually survive a single shot from a turret if I am equipped to do so. Imagine a situation where you have a squad of several engineers working together to raid a base where the guy in front is equipped with heavy armour and a ballistic shield. He can push around corners into turrets and tank for his team while someone behind him can fire their man portable railgun to take out the threat.

  • If “safe zone chips decay even when stored” is available.Can we consider it as another game—factorio ,the gleba productions of its DLC spaceage ?Then can we add this mechanics to some fresh production like food?

  • July 12, 2025
    Anonymous

    In regards to the ever contentious discussion of shields I implore you to investigate the Integrity Field Generator blocks in the game Avorion. The basic principle being that you have a type of block that massively fortifies those around it, until the integrity block is destroyed or some damage threshold is reached and then the surrounding blocks become severely vulnerable.

    Replies
    • July 12, 2025
      Anonymous

      Yeah i really like this approach too, because this style of gameplay makes you to design ships with structural integrity, and different shapes may have different positive or negative properties, depending on how they are implemented. I think this would be the best middle ground for most combat problems.

    • July 12, 2025
      Anonymous

      Sounds like a Cope block ngl. If you engineer your ship to be a fighting ship, then you can take a beating. a paper plane is and should remain… a paper plane.

  • I have some thoughts to possible fix one issue “if” this is the case. Well, regarding the small grid blocks 25cm and the welder, I think it would be tedious to build an elaborate structure and weld it since I can foresee that there would be a lot of components “inside” and in between the “shell” and “walls” of our buildings. A good solution is to have the first welder be a singular block welder, and the next upgrade adds radius to the welding reach, therefore being able to weld things inside without having to open holes to weld things inside ect. (Maybe this is allready solved, I’m just new to the SE series and I’m building things in SE2 with 25cm.) Thanks for reading!

  • July 12, 2025
    Anonymous

    The wider the gameplay options are, the better. Worst situation is that we have the same metal Doritos flying around in se2. Variation is only good, and i feel like people overlook aesthetics. If you can’t be creative with your work when engineering, the whole experience falls short, imo. But BALANCE is everything. Make it challenging, even with shields! No easy solutions to all problems, don’t matter how late game it is!

  • July 12, 2025
    Anonymous

    many people crying out for shields in the game… We already have shields. Safe zones. Now think about this for one second. I am going to destroy your ship. You have a super duper mega shield. now I cram 5 accounts worth of damage into a brick with the same amount of your shields and I can destroy your shields. now we are both flying un engineered Bricks. that doesn’t sound anything like fun. People dont actually want shields they want to run away from fights without feeling defeated. Now they can gloat in the chat box about how they “won” because they got away unharmed…

    Replies
    • July 18, 2025
      Anonymous

      This is why I have been advocating for weak shields. Enough to stop a fighter being oneshot by another fighter or to stop a hydroman attack but nowhere close to enough to stop a battleship from forcing you to design a proper armour scheme. Also safezones need to be replaced with some sort of offline protection imo. People just running away to a safe zone is so annoying but so is being offline raided. A system that protects your stuff when you arent there to fight for it but doesnt let you go invincible against an attacker when you are online would be great. (Would need a delay of like 10 mins so people cant just log off to protect their shit)

  • July 13, 2025
    Timberhouse

    Here are a few more ideas.- Weapons should be heavier. Real combat machines are designed for a smaller number of weapons that are larger and more powerful. SE1 weapons are small and light, so fighters and battleships alike are wrapped in a small mass of weapons. Larger weapons that match the scale of the ship will make each ship look unique. In addition, a smaller number of weapons may reduce the load on the game.- Damage types need to be considered. There will probably be heat, impact, radiation, and electricity. Not just simple damage, but protection for crew and precision machinery needs to be considered. This is not only in combat, but also in environments including outer space.- Beam weapons and other “future” weapons are needed. Even on modern Earth, lasers and railguns are becoming “already existing” weapons. Is it possible that there are no existing weapons in future space battles? At least there should be a framework for that. We should not underestimate the fact that WC excluded vanilla mods and divided the community.- The concept of electronic warfare is needed. A fight for drones and observation facilities during the reconnaissance phase prior to the capital ship engagement can create longer battles. This would include direct and indirect hacking and jamming. Electronic jamming during battle also reduces the accuracy of attacks, lowering the chance of a battle being shut down by a fatal attack.- Gravity or magnetic interference with speed should be allowed. Many grids move fast in battle, making it difficult to capture after the battle. Hold them back and increase the rewards of the battle a little.- Safe zones should not be difficult to maintain. That means only players who can always connect can join the server. They should not be interfered with, at least while absent. The size and time of safe zones are already limited by power consumption. Limiting the number per player or faction may be possible.- Reinforcements prolong battles and also increase the variety of battles. As you know, NPCs in SE1 are blessed with reinforcements, so it is not unfair to give them the opportunity. Players may need to engineer communication networks for that.

  • In SE1, lately my friend and I have been focusing on large capital space ships and fighting NPC ships spawned by MES (Modular Encounters Systems), and one thing that is always inescapable in SE1 is that the world feels really empty because of the lack of NPCs. I know that the mod Crew Enabled exists and we do use that, but the AI is very limited.I think what would be great to have in SE2, would be not only NPCs with decent AI, but ones that perform essential tasks like manning turrets, performing repairs, flying ships, building, healing other NPCs and players, etc. It would be really cool to have that along with an easy way to organize your crew. Maybe a certain specific block can be used to organize NPCs into squads and issue orders to them and so on. I think this would work nicely for combat especially. You could perhaps make certain turrets only function in automatic mode and others only function with a crew member, either NPC or player.It would be awesome to command a giant capital ship with a crew of like 300 NPCs or something and have them man various stations and engage in combat with other ships. I can imagine a certain compartment being breached by an enemy shell, killing a bunch of crew members, which would allow the possibility of a turret being effectively knocked out without directly destroying the gun itself. Things like this would open up so many possibilities.Another somewhat related thing, which I’m sure the dev team has been thinking about, is optimization. Currently in SE1, ships exceeding somewhere around 300 meters in size really tax servers. If SE2 could support ~1000 meter sized capital ships without much performance loss, that would be amazing.

  • July 14, 2025
    Anonymous

    By having lots of counter-measure options you will extend the duration of fights without decreasing the lethality of combat. The last things players want is for ships to turn into bullet sponges. The most satisfying experience is when you are duking it out with another player. Both sides are strategically deploying their assets and mitigating incoming damage till finally a critical hit lands causing one side to buckle.Dont think of things as a damage triangle think of it as measure, counter-measure.Artillery slugs are reliable but not as impactful. HE rounds are much better but can be intercepted and explode from point defense weapons.Point defense weapons are deadly accurate but can be overwhelmed. You should add specific weapons into the game specifically design to saturate point defense but the cost will be the size of weapon and ammo demands. Requiring players to be strategic about when they are used.Missiles are extremely fast and can jink, making PD turrets struggle a bit. Add Laser, Chaff or Missile PD variant options to deal with them but make sure each have trade offs. (longer time to kill, slower fire rate, small magazine capacity)Gatling fire will always be strong against interior components but you could have a medium armor block that instead of reduces incoming damage by a % removes a flat amount of damage per hit.For Example: Heavy Armor10,000 HP50% Damage reductionMedium armor7,500 HP-125 Damage per hitGatling damage 150Heavy: 75Medium: 25Time to kill:Heavy: 133 hitsMedium: 300 hitsArtillery Damage: 2000Heavy: 1000 damageMedium: 1875 damagetime to kill:Heavy 10 hitsMedium: 4 hits

  • July 15, 2025
    Anonymous

    I really like the idea of taking over peoples grids. It reminds me of rust and if the pvp aspect is done well then this game could really take off and gain alot of those pvp focused players. The most annoying and heartbreaking thing in SE1 was that people could just drill into bases with the starter drill, i think you all know this but it should cost alot to raid someone and be very high risk high reward. I look forward to seeing what you all decide to do.

    Replies
    • July 15, 2025
      Anonymous

      Also the cpu thing is necessary but very dumb. I heavily dislike other people creating steam accounts just to be able to flex on everyone poorer and I absolutely hate community run servers and will die by official. I have no idea how you all can fix this problem but if its the same as SE1 then this game is just pay to win with extra steps.

  • July 15, 2025
    Anonymous

    Intel gathering is something I really think you should look into. The current method in SE1 is to:- Pray they’re nice and have an antenna (Encounters/Signals/NPCs sometimes do this)- Wait until your turrets happens to shoot at something (I remember this issue with some old encounters spawning drones)- Use your eyes (sometimes hard, space is big!)At minimum, it should improve the experience so that being blind-sided is only possible through intentional stealth/infiltration gameplay. It would be very interesting to see in-game systems (radars, passive detection, etc), but I’m sure you can find something interesting.If I was to give my own suggestion, I think there should be a risk and reward for increased intel-gathering. Users who want to remain quiet and hidden can invest in passive radar systems, but have poor detection range. Users who desire large range surveillance through active radar systems should accept the risk of being spotted themselves. Additionally, systems like beacon/antenna to intentionally reveal yourself, useful for users encouraging interaction, or even as bait! I’m sure structure/ship size can be a factor in being detected as well.The other much more simple suggestion is to just reveal everything to players, but base the range off of either a threat metric or simply it’s size.Either way, I recommend playing around with the idea 🙂

    Replies
    • July 18, 2025
      Anonymous

      Radar would be really cool I think. Maybe just add a small static block that scans a small area so if you want better coverage (and a greater likelihood of detecting a potential stealth build) you have to use more or maybe stick the block on a rotor to make an AWACS style grid. Then those passive users could detect it with a RWR block or something.

  • July 16, 2025
    Anonymous

    -Shields seem like a terrible idea for vanilla, they turn defense in to an easily solvable math-problem to min-max a design around that invalidates more playstyles and strategies than they add. If you’re getting blown out of the cockpit too often the solutions are to engineer a ship with a better protected cockpit and get better at evading fire.-Boarding actions are cool and dramatic, but also wildly unrealistic against something that isn’t being compliant and hasn’t already been disabled. Hacking should get updates, stealth/detection is a cool idea, but trying to encouraging attempts to actively board an opponent in combat is just going to get a lot of people that can’t afford a safe-zone destroyed by someone that parked a medbay near their base to play the infinitely respawning grinder-monkiey while the defender is offline.

  • I think merging sandbox and the campaign is a great idea! I imagine SE2 a little bit like Skyrim, where you get thrown into the story, but at any moment could just walk off, explore the world and do stuff on your own. Eventually you will stumble upon lost places, side quest and other encounters. You gather experience, become stronger and when you feel like it you return to the main story. I hope to get this vibe of freedom and an interesting wolrd to explore in se2 too. But what ver you will release in the end i‘m sure it‘s gonna be great. You guys at Keen are just the best, and i trust in your vision to create a great game.Much love from germany :)Kennard

  • July 17, 2025
    Anonymous

    can we please have a smoother multicockpit experience. me and my friends would love to “main” one main base ship with one person driving and another using the turrets or some other device but problems happen with who can shoot what guns or who is controlling the craft even after setting “main cockpit” option in se1

  • July 18, 2025
    Anonymous

    I would love to have a speed boost on ships when you press shift, like the jetpacks. It would make flying much more dynamic and allow to do precise maneuvers even with fast ships

  • July 18, 2025
    Point By Point

    Hey, I love your game and I love the combat, but I feel like The Expanse can be a very good reference point for how space combat should be.Like having NPCs board your ship after they disable it to take it over would be cool, or vice versa, you boarding a enemy ship to take it over too would be an amazing addition to the game.And also, I would love you to add torpedoes, maybe nuclear ones, in the game like in The Expanse show.And making the rail guns much more powerful would be cool, because in SE 1 railguns feel more like a needle hitting a ship rather than a powerful beam ripping through it.

  • July 18, 2025
    Anonymous

    I think really weak shields would be worth adding to protect you from maybe one short burst from a couple of autocannons so you dont just get ambushed and die in a fighter without having to make some ugly armour panel over the cockpit. They cannot be strong though otherwise a lot of meta players probably won’t bother with armour design and will just over rely on shields.When it comes to boarding actions there should be some sort of mitigation against grinder and offline attacks (maybe weak grinders against others girds or offline invincibility) otherwise it would defeat the point of getting people to fight over a grid because people will do some silly unfun strategy. That being said I think implementing a mitigation against it will probably be worth it for that dramatic takeover whatever the draw back ends up being.

  • July 18, 2025
    Anonymous

    An easy way to fix hydro manning would be to make your grinder only work normally on your factions grids. Against enemies make it take say 20 times longer so hacking a door would be better than grinding, forcing actual boarding actions or the need to use ship scale grinders.

  • July 18, 2025
    Mike Djordan

    As I read through the combat rework for “space engineers 2”, i love how you see thing and if all you’ve say will be in the game (SHIELD FINALLY !), i gonna LOVE playing “SE2” as a pvp player !

  • July 18, 2025
    Anonymous

    I think that Space Engineers 2 should have shields, it would be a unique aspect to add and a new challenge for attackers.

  • July 19, 2025
    FateRunner

    I have my idea of improved combat. Most of it is about weapon ranges which never made much sense to me in SE1. TLDR: Weapons shooting any kind of projectile (gattlings, railguns, missiles etc.) should have “infinite” (2-3x render distance) range.I think there is no reason for post modern weapons to have only a few km range in space when modern weapon systems like artillery have at least multiple tens of km of range on Earth and basically infinite in space unless it hits something. I think 2-3x rander distance would be enough in reality as it would be basically same as infinite from the POV of the shooter and it would limit the performance hit compared to projectiles traveling to infinity. But an even longer range would be better in my opinion because we could do orbital bombardment or extreme railgun snipe shot if we are lucky enough.Ofcourse this range would have to be somehow compensated to make sure it is not too OP. I think this could be done by something like effective range for normal non tracking projectiles. Basically every weapon would have some kind of spread and the effective range would say that it would hit within a given radius around crosshair and after that range it could miss due to spread. Also this radius could be different for every weapon. For example artillery would be designed to hit big targets so it would have for example 100m radius at its effective range. And gatling could have 10m as it would be used against small targets. And if we ever get tracking missiles the effective range would be the distance after which the missile fuel would run out and from that point it would travel in a straight line based on the direction it had at that moment.Also there would have to be a detection and warning system so we could get out of stray projectiles fired in some distant combat. This detection system could have multiple tiers and upgrades to improve its functionality. One of the parameters that could change would be detection range. Another parameter could be detection accuracy. This would be basically how accurately this system can detect and predict the path of the projectile. And there could be multiple trigger actions. I can think about a few right now. For example these: Projectiles within detection range, predicted path within some distance (could be configurable value in control panel) from ship, projectile on collision course with ship. Based on this we could have multiple severity of warnings. General warning based on projectile presence to be alert of possible incoming combat. Second level to be more alert about incoming projectiles so we don’t run into its path. And the most severe warning to initialize evasive maneuvering to get out of the way of incoming projectiles. I think this also could have some kind of LCD UI which would show the detection ranges and projectile paths. If I remember correctly there was some kind of similar UI in The Expanse series  and for example the CQB episode during the Donnager fight.I don’t really know how possible this is in SE2, but in my opinion this would make the combat more interesting and create multiple roles in fleet fights. For example there could be a small, fast and stealthy ship which would work as a remote target painting ship and then a bigger railgun ship out of visible range which would try to shoot in the correct spot pointed by the small ship. Of course the effective range would come into account here so the hit probability would be low, but could be a great opening to a fight.

    Replies
    • July 19, 2025
      FateRunner

      And I forgot about turrets. I think they still should have a targeting range which would work the same as in SE1, but the projectile range and effective range would apply to them the same way as for the fixed weapons.

  • July 19, 2025
    Anonymous

    Lots of other good comments here, but will try to add a few thoughts that I see not/under represented:Engineering is all about tradeoffs, and so I think combat in an engineering game should be really clear about the axes of combat effectiveness and their tradeoffs against each other, as can then be manifested in ship designs/engineering. Ideally the min/max equations of those tradeoffs would encourage “giving up” on some of these axes to excel at others, creating variety of ship roles:- Stealth / Detection – Being stealthy should have to take away from firepower, speed, defense, and/or detection. Ideally through understandable and realistic systems like mass, power usage, thermals and radar cross-section (size). Similarly, strong detection capabilities shouldn’t be “free” and should weigh against stealth and/or the other attributes (power requirements, lots of big antennas that take up weapon/armor space on outside of ship, and active vs passive detection all help with this)- Evasion / Chasing – Speed tanking should be effective at least against heavier damage potential weapons at range, and maybe more for small fighters to be effective. Giant ships with more weapons and armor should struggle to catch small ones, at least if both are designed for combat use.- Damage Potential – high damage potential weapons should both be harder to hit with (accuracy, for missiles ability to jam/shoot, for lasers ability to mitigate with special armor, whatever), and probably also force a tradeoff through size, mass, ammo size/amount, or power requirements to reduce other ship capabilities. This makes super high damage weapons suited for larger/closer/slower/less-stealthy targets.- Accuracy – makes weapons more or less effective against far targets and speed tankers, projectile speed is a component of accuracy.- Countermeasure immunity/effectiveness – Ability for large and even slow ships to play defensively by stopping or greatly reducing certain high damage-potential attacks, at some cost. Point defense and flares are examples of this. If certain types of jamming/countermeasures relate to ship attributes, it can help small/light ships be harder to target and hit with high-damage weapons (ex. flare/jamming more effective if defending ship signature is much smaller)- Armor – should make ships worse at chase/evasion, require less exposed magazines for powerful weapons to reduce weakpoints, decrease stealthiness, etc.

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    • July 19, 2025
      Anonymous

      Outside of the above, some other hopes:- cost is often a poor balance mechanic for multiplayer (or even single player skill-based) games. While some use is fine for a sense of progression and rewarding industry, engineering skill is far reduced when later things are clearly “just better” in every dimension than earlier things (ex. armor, super lasers with no downsides). There should hopefully still be some reasons to use most blocks, even if they’re overall less useful than early game.- Relating target locks/jamming to targeted ship attributes goes a long way to giving lighter/smaller ships a role.- It’s an engineering game, so I think player engineered weapons are key. That can be player turrets from static weapons, constructed projectiles and missiles, or even build able weapons systems from base blocks. Key is using systems that make the weapons obey the axes above. Bonus points for strong programmable block interaction, still sad that creative missiles in SE1 can’t interact with target-lock system at all.- Shields have a high potential of breaking combat balance, due to upsetting the axes above (ex. armor without forcing slowness, size, etc). I could see a case for introducing them late-game, but please make that come with limited protection, limited effectiveness against some weapon types, ways to disable, massive operating costs to force size/slowness, or all of the above.- For player-vs-grid combat and boarding, risk/reward is a huge problem. Right now it costs nothing to spawn 45 times until I get lucky to sneak past ship defenses and grind my way in. I should probably have to risk something to be effective against ships (weapons, tools, suit/spawn cost, whatever), AND effective boarding should probably be limited to disabled ships (a way to take over the ship for parts without blowing it to pieces to kill the crew).

  • July 19, 2025
    DontFollowOrders

    250mm weapons should be optimized for attacking grids, 50mm weapons should be optimized for attacking characters, and the weapons triangle should be mostly oriented toward the 250mm weapons.Character vs character combat should be anchored around 3-5s TTK, and character vs grid combat should be even more lethal, though players should be able to see grids from further away than grids can detect players.Anti-grid character weapons should be anything but fast or strong, especially if they can shoot further than the grid can see, less so if the player can manage to come within detection range and continue engaging the grid.Only a concentrated group effort, or environment permitted ambush should see characters prevail over grids.Anti-character grid weapons should be either single target output, short range, or inaccurate. Make it somewhat hard to delete the characters on the first shot without maneuver. Due to sheer component density, grids should usually still be winning despite taking damage, but with this design philosophy, skill will earn the grid pilots less damage for their efforts.

  • July 19, 2025
    Anonymous

    One simple request; Add shields! But give us the option to turn them on or off in the singleplayer / server settings.

  • July 19, 2025
    Anonymous

    Combat in Space Engineers needs to add something SORELY missing in SE1. FULL GATED DAMAGE REDUCTION!! As in 10 DR means that when 11 damage is delt to a DR/10 block, 1dam occurs. In actual reality armor works because anything insufficient to punch through the armor, like a .45acp fired in a 20mm of steel plate, does effectively zero damage to said armor. But in SE1 its possible to whittle down heavy grid armor with a pistol. Let alone something like a Gatling gun. Because SE1 just worked on percentile damage reduction, fast-firing weapons like the Gatling guns massively outstripped heavier weapons like the assault cannon for killing even heavily armored grids. It resulted in the fact that armor was largely pointless in the game, as grids were still very quickly killed, even one-shot even if the player went through the trouble to armor them. So rewarding players for going through the trouble to apply heavy armor panels to their grids by making those grid effectively ignore damage from anything but armor-penetrating weapons. It needs to be possible to make grids that can soak obscene amounts of punishment at the cost of extreme weight and all the limits of armor.

  • I have had these thoughts on shields quite some time. Thank you for this opportunity to vent them. Shield generators should not just cover 360 but be limited to a certain area/distance/strength ratio. So the further your shield is projected, and larger the shield area is, the weaker the shield is. So for strongest shield you need to put the generator close to the ship hull and only cover a portion of the ship, and if you put the generator close to ship mass center to protect the generator and whole ship the less it protects as you need to project over a larger area and further from the generator. You can have one central generator to protect the whole ship for normal operation, then stronger forward , left, right, up, down, etc shields for battles. That enables mechanics where you need to find the weak angle and focus fire on one side to beat a large ship. And to counter the large ship needs to keep rotating its weakening side away from enemy fire.I think this would also bring the great mechanic that smaller ships are a lot easier to shield well as it is viable to have one generator covering the whole ship but still get good strength as the projection distance is short, while large grids become a lot harder to shield well. Combined with lighter weapons able to penetrate shields you get small grid fighters not only viable but even desired in large ship battles.I think the easy model is that a shield generator has a power storage capacity and recharge rate much like the jump drive, and it just needs more upkeep drain for a larger area and projection distance. Hits to the shield takes away from the same storage but as there is more upkeep the buffer for taking hits gets smaller and recharge slower. So simply put smaller shields recharge faster even though the capacity is the same.Shields should work both ways so you need to temporarily lower them to use heavier weapons while low caliber for missile (CIWS) and personal defenses goes through.It should not just block all weapons and grids like a safe zone. There should be a number of counters, not only bombard until drained.I think grids should be unaffected to be able to use small ships and engineer clones to creep under the shield to take generators out. Projectiles, including grids, are blocked based on energy, so fast moving grids are blocked (“normal” missiles) but slow moving grids (docking/undocking ships and missiles specifically engineered to take out shields) are allowed through.Likewise high energy bullets that does plenty of damage are blocked but slower short range small grid weapons can go through. For a simple SE1 parallel: interior turret shoots through but large grid turret does not. Small grid gattling goes through but small grid assault turret does not. Any form of eventual lasers or other energy weapon should be fully blocked by shields and not even drain them much but be better at other things. That’s ofc mainly for incentive to build and use diverse arsenals.A challenge for small grids is enough power generation to recharge the shield. Shields become “disposable” and need to be recharged at base unless you bring enough batteries or power generation to sustain both shield recharge and flight. A nice midgame mechanic and perfect for scouts, bombers and expensive missiles.

  • July 19, 2025
    Anonymous

    Larger turrets in SE2 should be more inaccurate as they’ll probably be attacking larger ships anyway.For example: a large artillery turret should have a fair degree of inaccuracy as it will be primarily used against larger grids as well. However, this will make smaller, more nimble fighters a better option as you could try to physically evade the bullets from a turret you’re flying towards. Obviously, this wouldn’t always work and sometimes your fighter would get nailed in the face, but I think it would be a great way to add some reliability to smaller fighters.

  • July 19, 2025
    CosmicAggressor

    I think shield could work in space engineers but not in the all around either you have shields and are protected or don’t have shields and are not protected way that we see with mods.Instead it should be more like cosmoteer where shields take up a significant amount of power and volume, some better shield varients actually need to be placed outside the ship, the shield on covers a portion of the imediate area, and you have to do some propper designing to make it actually cover the whole ship, and even with a perfect dubble or tripple layer shield weapons still have a chance to get through unimpeaded.But yea as someone who has long been focused on building warships in space engineers I am excited to see what se2 does. Since almost anything would be better than what se1 did particularly before warfare 2 when rockets were your heavy weapon and gattling guns were basicly the only weapon worth having.

  • July 19, 2025
    creeloper27

    Just a few Related Ideas regarding Combat:- Relative Dampeners on Enemy Ships, the ability to lock your dampeners onto enemy ships so that it is easier to outmanover them if you are very agile would be nice- Better UI, take inspiration from Elite Dangerous and Star Citizen, their UIs especially while in combat are incredible, I feel like some core concepts they use could be reiterated in SE2- Cockpit Upgrades, these could be modules you install on the cockpit or even on the ship itself as a block, have some that project in your ui the current velocity vector of locked ships, or your own, predict enemy ship movements using some advanced math, show overlay of how much ammo or what weapons they have (scanner blocks and counter scanners with modular upgrades could be a cool idea on its own)- BIG BOMBS, emp and force push, they do not do block damage but partially power off temporarly enemy ships too close and push them around, this could be usefull to damage and put shields offline as well- Overclock blocks, ability to push blocks beyond their 100% operation, especially thrusters, this could be a very interesting mechanic while fighting or trying to not crash, you can overclock blocks to get them to operate at 120% or even more but they overheat and start to take damage while you use them like this, it’s a nice last resourt tactic, could allow using this on weapons and even production blocks, cool mechanic in general- Additional Armor/Window Tier, ability to increase the integrity/health of armor blocks even further, an extremly expensive additional tier of armor (especially windows variant) that is so expensive / hard to find you cannot use more than a few pieces of it on your ships (maybe simply extremly heavy could be another idea), this way you can make more star citizen like open cockpits with these special reinforced windows and blocks and in general you can better protect your cockpit, this would allow for so much more player freedom and creativity while keeping the ship combat viable!- Shields, this is a VERY contraversial thing, I know, but if implemented right this can be a wonderfull addition, I suggest you read the related proposal on the official SE2 feature proposal page.

  • July 19, 2025
    Anonymous

    Would be nice to limit how many weapons you could fit on a ship, but not physically like the grinders and welders on official servers on SE1 but by physical blocks ex. : Combat module or weapon controller MCU which is limited by how many weapons it can control, having more weapons would mean a slower fire rate since it needs to coordinate the munition to each gun, reload and everything else, basic electronics limits

  • July 19, 2025
    Anonymous

    Part 1I have 6 ideas to help make combat dynamic and allow for both drawn out battles and quick, decisive ones. It will take a bit to explain, but please hear me out. Several things would be implemented.1 – Range increase: I think increasing the range of larger weapons (thinking gatling and up) and increasing the effect of gravity on projectiles would allow for more defensive play by being able to utilize artillery in indirect fire. This would mean that the player would either have to have pre-designated hit zones that have been tested prior to use for blanket coverage, or have a spotter (drone, NPC, or other player) to communicate for effective fire. The challenge would be more in space where shots wouldn’t be effected by gravity, but would be able to be dodged at longer ranges due to travel time. Smaller caliber weapons would simply get greater spread in space and increased gravity effects for longer ranges on planets. This would also have an interesting effect on stealth builds if they relied on lots of energy and would make those more dangerous if the stealth attacker can’t knock out the target on the first volley (assuming a reveal on attack mechanic).2 – HUD display: What if sensors had a small range on their own, but increase the range based on number or size/type of antenna used? For example, if a ship only has a sensor, it will only show ships up to 5 kilometers. Put a small or basic antenna on it and now it can see up to 20 kilometers. Put a large or advanced antenna on it and it can spot things up to 100 kilometers away. Now to address how things are displayed. The closer the object, the better the information. At 100 kilometers, any detected object is just a dot that is seen as friend, foe, or neutral. At 40 or 50 kilometers, you may get what faction it is or if it is a moving or stationary object denoted via shape of the initial dot. So a moving grid would resolve into a circle, and a stationary grid would change to a triangle. Finally, at 18 or 20 kilometers, you get all the information and can set the sensor block to only display certain things that the player cares about so that they can reduce on screen clutter.

  • July 19, 2025
    Anonymous

    Part 2The next 3 items would work best in tandem.3 – Energy weapons: Energy weapons would be geared for space combat with longer ranges than solid matter weapons, with a damage output that drops off by range. Energy weapons would also require large stores of energy even if the production of the energy is small. My thought is to introduce capacitors that would store a lot of energy and act as a faster recharge battery, but it releases all of it’s charge at once. Capacitors would just need to be attached to the grid (so no conveyoring), but they would generate a large quantity of heat upon discharge (this would be taken care of via the next item, Heat Management Systems). In atmosphere, the energy from energy weapons would dissipate at short ranges and the effectiveness would be greatly diminished (think 400 meters max range), but they would not be effected by gravity. 3 types: Pulsed Lasers (gatling equivalent), Plasma Cannon, and Steady Laser. – Pulsed Lasers would have double the range of a gatling gun with a matched range for 100% damage/shot output and would decrease the percent over range to 1% damage/shot at max range. In atmosphere, 1% damage/shot would start at 400 meters. – Steady Lasers would have a smaller alpha damage but would continually stack heat and damage over time to be the effective mid tier damage weapon. Range would be similar to the Pulsed Laser with damage depending on how much constant energy you can supply it with. – Plasma Cannons would be heavy hitting AoE “balls” of plasma that would cool quickly (short range), but deal massive amounts of heat and physical damage to grids. Plasma cannons would require capacitors to operate. In atmosphere, plasma cannons would work more like a very expensive shotgun with only 100 meters range. (note, you could have large and small capacitors for the pulsed energy weapons) 4 – Heat Management Systems: Grids would build up heat as energy weapons, shields (hear me out on it), and cloaking systems are used. If your grid gets too hot, the reload of pulsed energy weapons gets longer until full failure. Shield generators, capacitors, gas tanks (hydrogen and oxygen), and cloaking field generators would explode. Ion thrusters would take damage, etc. Heat vents and exhaust pipes/vents would provide cooling with the vent blocks giving a consistent rate of heat dump per minute (and variable as needed) while exhaust pipes/vents would take Ice or water to provide a form of large single “chunk” of heat dissipation and would have to be conveyored for multiple uses or hand-loaded for single use. 5 – Energy Shields: Energy shields would only be effective against energy weapons. They would take the damage inflicted by the energy weapon and turn it into heat. At a certain heat threshold, the generator would automatically turn off preventing damage, but retaining its “heat index” that would add to the overall ship’s heat meter. It would then take a certain amount of time to dissipate that heat across the grid “reload” and then put a new shield up at 50% the capacity of the fresh shield during combat. Solid matter weapons would pass through completely undisturbed.A Stealth generator could work on similar principals with its field “taking damage” at a constant slow rate to depletion or until being broken by weapons fire.

  • July 20, 2025
    AceTheBirb

    When I heard about the suit upgrades, I honestly had a few ideas on stuff because I wanted to be able to make the suit itself modular for the sake of user preference. This is what I got:- Armor Upgrades: increase damage resistance, but at a cost of movement speed/acceleration.- Exo-Suit: Powered armor upgrades to let the player wield tools/weapons with less recoil and bouncing. Increases ground movement at cost of jetpack movement.- Scanner: Some RPGs have a scanning function to find ores, structures, and enemies. SE engineers have a built-in Ore Detector, so imagine the Scanner as an upgrade to that with more functionality.- Tether: If you find yourself out of fuel, the tether could be used to reel yourself back to a ship. This could alternatively be a tool rather than a module.I did have an idea for some alternate jetpacks that enabled atmospheric gliding at cost of directional thrust as well as a jetpack meant to keep an engineer stable in gravity for construction, but a lot of the stuff I mentioned might be problematic.I do have another idea, but I am going to elaborate on it in reply to this comment.

    Replies
    • July 20, 2025
      AceTheBirb

      My second idea is one based on the AiEnabled mods, where you could make your own NPC robots to aid in building, salvaging, and combat. The one issue is the risk of potential lag, but given the intention to have NPCs built into SE2, I am under the assumption that it could be possible and optimized to boot.

  • July 20, 2025
    Anonymous

    If infiltration is an option a serious look needs to be taken at voxel deformations. They ruined planet PvP in SE1 because any damage to terrain is instantly a player sign. The problem was with the LOD map, it was trivial to abuse. Hiding was impossible.

  • A shield alternative:Instead of a big bubble shield around a grid, it might instead be better to have a system of block “hardening.” In a way, this is a shield, but what it would specifically do is, when enabled, increase a block’s resistance to damage. This would include grinding (or the SE2 equivalent) and also make the block unrepairable until the hardening is disabled. Hardening would be limited to certain types or technological tiers of blocks (obviously armour, but cockpits, doors and perhaps others, too) and it would also require power.Perhaps a hardening capacitor/controller block could be added as well. The number and/or tech levels of these blocks would determine the strength of the hardening over a given number of relevant blocks. Thus, a large ship with only a single capacitor would have very weak hardening, while more capacitors (or better ones) would be stronger up to a limit defined by the blocks.The major difference between this and a conventional shield is that the blocks still receive damage. They can just take more. This means that a player can’t simply disengage and wait for a weakened shield to recharge while the ship beneath is completely fine. One must disengage, turn off hardening and make actual repairs to damaged blocks.

  • July 20, 2025
    Anonymous

    To me shields could be ok but only if they have a weakpoint out of their sphere of influence, like a power generation unit that when destroyed either shut down the shield or make it weaker. So it’s more tactical and you need to find where is the power generation before starting combat. And maybe the ability to go through a shield and do some sabotage with the engineer.

  • I detailed my thoughts about combat here: https://support.keenswh.com/spaceengineers/pc/topic/48766-suggestions-for-se2-combat-in-response-to-marek-rosa-dev-blogBasically I am concerned about rock paper scissors becoming an dice roll mess. I believe in pvp skill expression is key, for example if you watched Top Gun (Maverick I think) you can see how interactive and relevant dogfighting strategies are.I believe that auto turrets should be massively limited and manual aim emphasised. There should be strategies that allow solo players to easily fend off and avoid zergs ganking etc. There can be distinctive ship styles like, scout/espionage, defense/base, fighter, battleship, cargo/carrier/transport. And battle styles like, sniper, gattling, hacker. I believe that energy shields would enhance gameplay. There could be a diminishing returns system that helps things moderate, for example an item called server provides cpu which turrets and shields etc require but adding more servers gives diminishing returns and they are heavy and cost power etc so it reduces mobility the more u have.I actually detailed a lot more and in depth too in the forum please give it a read.

  • July 20, 2025
    Anonymous

    I really like shield mods in SE 1 but can understand why people might not so a cool middle ground you could maybe do is a block that polarizes your ship increasing all block strength by a set amount but requires rare resources to build and scaling power consumption based on how high or low the player has set it. I think people would like this because it doesn’t block damage so you can still see the impact of your attacks in a fight and target weak points but it gives both sides vital time to make tactical decisions.

  • July 20, 2025
    Anonymous

    For feedback regarding combat, my biggest complaint currently in SE1 all combat pretty much starts within only 800m because thats the max range of most weapons (except the railgun with 1200m). Currently as of today in the year of 2025, we can launch intercontinental missiles pretty much all the way around the world at hypersonic speed (22,305 km/h) and thats fighting against gravity and air resistance, most modern naval vessels can detect and engage enemy missiles with just their on-board sensors up to 20-30 nautical miles with the curvature of the earth being the limiting factor, but I’m supposed to believe 50 years from now in the middle of space with no gravity, no air resistance, and no obstruction to LOS that we can only attack at ranges up to 800m?I’ve really enjoyed the TV / Book Series ‘The Expanse’ and it’s fairly realistic concepts of space warfare in just a few hundred years from now. Engagements starts with missiles / torpedos at range of 1000+km, with point-defense turrets only really being able to engage them within 5km. There’s also rail-guns for ranges less than 1000+km (depending on target size & manuverability). While I understand there’s probably some limitations to going this extreme in a game, I would very much love it if we could atleast launch missiles starting at 100km towards a target, start shooting those missiles down at around 5km, railguns being effective in the 5-25km range.

  • July 20, 2025
    Anonymous

    I think shields should be available tech for larger ships. I think having deflector only style shields though is best. They should use a lot of power/resource and essentially more designed to protect larger ships ‘bridges’ rather than full combat ship protection! Game is looking great!!

  • July 20, 2025
    Anonymous

    Shields would be great if easily dissabled. Shield generator could be internal… but blocks that actually project the shield could be only placed on the exterior of the ship. Precise weapon hits at long ranges to disable them, or emp weapons. Exterior shield projectors only cover an area/side of the ship, so when attacked you might make a hole in the shield that can now be shot through. Allows for ship positioning and movement to be more creative. Blast through a ships Port side shield from a distance, then send fighters in with missiles etc to drop their payload in the new gap in the shields. Other shield balancing ideas could be;- speed caps- block limit caps- (and my favourite) not being able to shoot out the shield. The shield would have to be turned off to fire back. Soak shield damage before it breaks, or turn it off and fire back immediatley

  • Shields just absolutely don’t fit the general tone and feel of the game. Plus, you really don’t need them because you already have everything in the design that you need to make combat much more interesting.You’ve gone to such extreme lengths already to make physics a thing. Destruction models, impact forces. Why would you hide all of these great mechanics behind a binary energy shield?What you do instead is give armor blocks better purpose in the sense that they increase structural integrity and damage resistance of the blocks around them.So, for example, when you have a cockpit that is partly exposed but embedded in a layer of heavy armor, the cockpit should see an adequate HP increase and improved resistance to projectile damage.That way you retain everything that makes SE what it is, while also giving armor blocks an actual purpose beyond just blocking hits.This also creates better ways to balance weapons around. By design, railguns would automatically be better at sniping specific blocks (very high single target projectile damage), while missiles are better suited at weakening armor (hitting multiple blocks, explosive damage).

  • Here are my modifications of MODs on the SE1 server, which largely draw inspiration from EVE Online. Thanks to SE1’s robust physics, battles become even more fantastic. I hope these MODs can be incorporated as Vanilla weapons and shields in SE2, as this would significantly improve the performance of the SE Dedicated Server. Currently, even the most powerful CPUs cannot handle battles with more than four players in SE1.Rather than adding various flashy effects, I hope more effort can be devoted to optimizing performance—otherwise, server lifespans will be very short. Without player collaboration and combat, servers simply die once players finish building. Right now, the biggest bottleneck limiting player cooperation and battles is performance.

  • ## MOD Description#### Aryx Weapon Enterprises & Weapon CoreThis MOD is almost a must-have for all servers. It offers a rich variety of weapons with excellent performance and visually appealing designs.Some balance adjustments have been made to this MOD.Design Principles:Kinetic Weapons consume resources, deal minimal damage to shields (with a small chance to penetrate), and primarily target armor.Energy Weapons consume power, deal minimal damage to armor but have splash damage, making them effective against shields. While splash damage won’t quickly breach armor, it can overwhelm nanobot repair systems.Missiles & Torpedoes deal explosive damage, effective against both armor and shields but weaker overall. Different ammunition types can be swapped to adjust effectiveness against armor or shields.The TL-350A Torpedo is exceptionally powerful but slow, making it ideal for stealth bombing missions.Range Adjustments:Vanilla weapons have a range of 800–2000m, and due to server limitations, Aryx weapon ranges have been reduced to 20% of original values, fitting them into the same 800–2000m bracket.Benefits:All weapons can now engage at max range. They are balanced with server performance, which supports maximum 2000m visual distance.Closer combat enables speed tanking (smaller engagement radius increases angular velocity, demanding better turret tracking).More intense and visually engaging battles.Damage Adjustments:Original damage values were too high, often destroying enemies in a few shots—realistic but bad for gameplay.Weapons now deal 10% of original damage, prolonging battles and increasing unpredictability.#### Defense ShieldNo shields? Then it’s not a proper space battle.However, compared to vanilla armor, shield values were excessively high. Adjustments:Shield capacity reduced to 10%. Shield recharge rate reduced to 3%.Purpose:Prevent “shield-tanking” meta (stacking shields with power and thrusters), making armor relevant again.Two defense systems:Armor Tanking: Compact but heavy, relies on nanobots (consumes materials).Shield Tanking: Bulky but lightweight, relies on shield controllers (consumes power).Remote armor repair (via nanobots) and shield-repair ammunition (from WeaponCore) enable support roles.No shield capacity limitation: Shield capacity = Power / Volume. Even with infinite power, diminishing returns (due to increased size and hitbox) prevent imbalance.

  • #### Ore Detector+Detection range increased to 1000m.Eliminates tedious ore hunting.#### Stealth DriveCompatible with WeaponCore and vanilla weapons.Enables stealth bomber gameplay.#### Nanobot Build & Repair SystemPrimarily for construction, eliminating manual material hauling.Also usable for armor-tank repairs.Additional uses:Building bases inside asteroids for protection.Grinding enemies as a weapon.#### Nanobot Drill & Fill SystemVanilla drills are limited per player due to high CPU usage.This MOD offers a nanobot-based drill for mining, collecting, and filling.Recommended to use in collection mode and disable stone when not needed.Can also be used as a terrain-clearing weapon (e.g., digging out buried bases by Nanobot Build and Repair System).Balance Adjustments:Original mining speed was too high, inflating zone chip prices while depressing mineral values.Example: Original silver mining rate (4 drills) = 13,680,000 kg/h → even at 10 SC/kg, players could buy multiple zone chips per hour (vs. actual min. price of 200 SC/kg).Slower mining encourages dedicated mining ships and prevents instant mass-production of armor/modules.#### DHI Systems: Fusion ReactionEfficient hydrogen fusion reactors, eco-friendly and fuel-saving.Balanced power output—strong enough to run shields but not excessive.Lets players focus on creativity and combat instead of drilling for resources.No other power gens added to prevent “massive shield-stacking” meta (since shield capacity scales with power/volume).#### Heavier Armor for WeaponCoreArmor rebalanced to counter Aryx weapons.#### Deep Space ScannerA space survival game needs pirates! Without a proper scanner, players (often 2000km apart) would rarely interact.Features:Scans a conical area ahead.Added adjustable scan angle:Power affects max range (cone height) and signal strength.Scan angle affects scan time and signal strength.Pirates must practice to scan efficiently.Miners/builders should install it—it alerts when scanned (radar signal shown on HUD).Ore-scanning mode helps miners identify valuable asteroids quickly (though a “rock-only” asteroid might hide riches deep inside).Future adjustments based on jump-drive balance. If players jump too far, where will be no interactions between players, and neither the scanner can find player base.#### Jump Drive InhibitorDon’t want prey escaping? Activate the inhibitor!Max range extended to 10km (since “light speed” in this galaxy is 500m/s).Power draw: 200MW.Also affects your own jump drives.Effectiveness decreases with more nearby ships (due to power limits).

  • ## Module LimitsDrills / Nano Drills: ×4 (to encourage specialized mining ships).Nanobot Build & Repair: ×4 (prevents spam, promotes dedicated builder ships).Safe Zone: ×1 per player (use wisely).Jump Drives: ×2 per ship (limits extreme distancing; “linked” ships count as one).## Other RestrictionsMore power full respawn ships, to save beginer’s time, while 20h cooldown (prevents farming).Asteroids: Refresh every 20h (controls mineral inflation).Galaxy Station connectors: Auto-unlock after 1h (prevents griefing; unlocked ships can be moved freely).Max factions: 3 (promotes conflict/alliances, not isolation).# Pricing LogicPrices are based on time value, anchored to zone chips (100M SC/hour).Example: Iron ore mining rate = 190 kg/s → 684,000 kg/h.Price = 100M SC / 684,000 kg = 146.2 SC/kg × rarity (1.4) = 205 SC/kg.Rare minerals (e.g., Mg, U) have higher multipliers.

  • July 21, 2025
    Anonymous

    There are plenty of great combat related comments here already, however, one aspect that drove me away from a combat focused play style was the paper durability of ships and the tedium of repairs. I suppose it may just be a skill issue and bad ship design on my part, but I did come across a game that handled this quite well.I would encourage taking some inspiration from another game called Avorion. I feel that they bridge the simulated block destruction and abstract ship health concepts very well by using what they call integrity fields. The core idea is:- Integrity field distributes damage across blocks inside the field- Integrity (health) will go down as the ship (grid) takes damage- Once integrity reaches a configurable %, individual blocks start getting destroyed- No integrity field == no health, blocks are destroyed if they take damageIn regards to repairs, I think just using a projector and moving your ship through a welding array is perfect for SE, so that’s fine. You probably wouldn’t want to engage in combat too early in your playthrough anyway.I’m not sure if this damage distribution feature would be a perfect fit for SE or if the community would even accept it, but I know that I would be much more excited to take my ships out into combat scenarios knowing I have at least some buffer before having hours worth of work reduced to scrap in a matter of seconds.

    Replies
    • I disagree to distribute damage to the entire ship. The block destruction machanism is fine, while the problem you have mentioned is “the paper durability of ships and the tedium of repairs”. It’s simple to solve the “paper durability”, as I have mentioned in my comment that the balance of armor/shield and weapon strength should be tuned. As the “tedium of repairs”, I recommand to introduce Nanobot Build And Repair System MOD from SE1 into SE2 as a vanilla block, which is not only a build and repair block, but also a defence and offence block.

  • July 22, 2025
    Anonymous

    I think for ship combat, like the issue of a single shot destroying a cockpit could work by having important or essential parts losing some function but not completely unlike how there was only 2 stages in se1, also the parts like cockpit if they get hit could draw health from surrounding blocks so there is still damage happening but it doesn’t completely destroy function and ability to fight

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Biography

I have always been driven by the need to create — games, AI agents, ideas. That’s why I started Keen Software House: to create games that only existed in my head. After Space Engineers took off, I founded GoodAI to develop AGI, to help humanity and understand the universe.

These days I’m focused on Space Engineers 2, the VRAGE3 engine, AI People, and autonomous agents in general — powering NPCs in our games, or swarms of autonomous and intelligent drones.

It’s all part of my long-term plan: to make civilization stronger, greater, and more resilient.

Our home base is a 17th-century Oranžérie in Prague — but we’re a remote-first, global team of 100+ programmers, artists, designers, and engineers.

I am proudly European , and in the last few years, I’ve come to love South Africa and its people.

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