Space Engineers Feedback

242
Votes
Tech Tree Plz!!!!!
A tech tree needs to be implemented starting out with everything in game is a little boring. Having some sort of research or tech gathering would improve the game and make it more challenging.


Warrior8892 shared this idea 15/09/17 05:14
Darkaiser 15/09/17 16:41
I agree! Keep it simple (like a Research Block or something) but yes, I agree with this idea!
DJ117HALO 15/09/17 17:48
Yes agreed I like me a challenge
Hunterakagman 15/09/17 18:34
As long as it's optional, I have no problem.
Rulin 15/09/17 18:54
I see a "planned" tag, does this mean it will eventually be implemented at some point? :)
Soultechnology 15/09/17 22:52
i actually like this idea, so long as its simple. like a block or a build one of these o get these or simple easy tasks.... something so you might have to do something you wouldn't normally do to get something you normally use. starting out with basic and rough technologies might be interesting. like no ark furnace right off the bat and maybe atmo -> hydro -> ion thrust-er progress (if planet start). if your in a primarily planetary survival there kinda is research with lack of plat and difficulty of resources however a tech tree could make it interesting SO LONG AS ITS MOD COMPATIBLE! as with everything. and i like seeing keen trying to implement mods people thing are mandatory and fit in the game rather then making it mod dependant.
mrkelmad 16/09/17 00:18
I really like the idea of a tech tree. but it would need to be higly customisable in the options. Some cool features would be the resarch of upgrades, for example, higher refinery affinity less power consumption etc or higher reactor power output and so on the diffrent level of this of course. Also, let us look better items like with the had equipment but for more items like bigger and better drills or different power options that you start with burning minerals like coal then solar power than nuclear and then maybe fusion . I also think it would be cool if you would implement the research so that it would cost resources, processing power, time and energy. and for the advanced stuff maybe some items you have to find. the increasing resources cost would really give the survival game a better Endgame (which it lakes at the moment ) cause you would keep playing because you want to look these and this. A little bit like factorio but with some graphics and game play mechanics of space engineers
ChrisHiss 16/09/17 01:59
I don't like the idea of tech tree, though, I would like something which works with tiers!
Hunterakagman 16/09/17 02:18
Speaking of tiers, I would recommend keeping the player tools tiered and the ship ones upgradeable, like the yield block. Remember that this game is meant to be a sandbox. I would recommend adding bases to the star system world instead that contain harder to get parts like the super conductors and thruster components. Some friendly, enemy, and neutral.
StrayCargo 16/09/17 12:17
I think this is a great idea but should be set aside for the time while they work on fixing a lot of the major issues such as lighting and overall sim speed. There are not enough items in the base game to require or need a tech tree at this time. Not to mention the game is already pretty basic maybe a tutorial map would help which I believe they have.
AlwayzPatrick 16/09/17 12:37
I wouldn't like it like in medieval engineers. I would rather research by finding data off enemies and AI
Schlitzi 16/09/17 16:45
a good idea because as a beginner a tech tree will help you to find the objects you need at first
kertlund 16/09/17 17:47
something like Empyrion's tech tree would be great .
kertlund 16/09/17 19:17
@Rulin , yes but its still "Planned" it does not mean its yet made or will be anytime soon , but i think it will come in the next major update example 1.9 or 1.2 .
admiralpeck 16/09/17 23:40
maybe keen should make a game that is a cross between SE and ME where like you kind of progress from wood to stone to metal, to actual steel so it's like you have to progress from the starting point in medieval engineers and end up at the top of space engineers, just thinking because it would be great for a long-term progression system, but they need to "finish" both games first before they take on any more projects
DrThunder7 17/09/17 00:35
Why limit the game? Isn't this supposed to be open world sandbox game?
ryan_keel@live.com 17/09/17 00:38
If this is implemented, I think it should be something that can be toggled. While the idea is interesting, I don't want to be forced to build a certain way until I get to a special stage in the game. I would use this, but not in EVERY survival scenario. I build and play in special and unique starting situations, if I wasn't able to build something I needed right out of the spawn I could be totally screwed and not be able to progress.
Tom7i 17/09/17 00:52
"Why limit the game? Isn't this supposed to be open world sandbox game?" My thoughts as well. "If this is implemented, I think it should be something that can be toggled." Absolutely this^^ I don't want to be forced to learn how to craft a motor by killing 50 wolves or something similar, already bening an Engineer and all.
crane228 17/09/17 01:45
Why would you want to restrict the content at the start? I may be ok with tech tree if it was optional, tho i would never use it
Rulin 17/09/17 01:48
This is why I also suggested a tech tree, but primary for further improvement of already existing blocks. Like thruster tuning or upgrading. (t1=100%, t2=150% etc)
antokamire 17/09/17 14:09
horrible this will just ruin every game play element in the game and an endless amount of researching just to unlock solar panels and such. which would make getting started too big of a challenge for me. Also I rather have upgrades that you can research and apply than not having a jump drive because you need to research it first, because the jump drive is about the only thing in the game where you could do without in the begining. Instead of a Research Tree I would only comply with a Resource bound restriction tree. like you found rare materials A which can only be mined when you have material B, because Drills can only be upgraded with material B or a module/other drill which can only be build with material B. without limiting the basic gameplay which is what we have right now.
megapro 17/09/17 14:20
It would be cool if the blocks that are in the game right now won't get blocked behind a techtree however I'd like to see upgrades for the existing blocks (something like a level 2 thruster/drill/rocket launcher etc.) that you're able to research in the game. the currently available blocks are all very basic and shouldn't be behind a research wall (most blocks at least... you could argue about blocks like the jumpdrive or upgarde modules)
Syncaidius1 18/09/17 15:41
While I personally love tech trees or natural progression in games, there should be a toggle for those that do not like it. Hopefully we're getting some kind of natural-progression tech tree, where we have to locate regional resources to be able to refine/build better things. Being able to turn off regional ores should also be possible (e.g. ice on moons only, platinum at 1000km+ from the world center, etc). Either way, nice to see progression is planned in some form. :)
Syncaidius1 18/09/17 15:42
Double post because no edit button: I meant "ice on poles only" not "ice on moons only". If it was only on moons, we'd never get off a planet!
Poodledeedoop 18/09/17 23:33
I think a tech tree in the form of suit upgrades would complement the current survival game play very well. Currently, there isn't much of a consequence of dying. As a matter of fact, killing yourself actually regenerates your oxygen and energy, and even gives you some extra materials. Increasing the cost of dying for the player might make the act of surviving a much more pressing motivation for the player to pursue.
Darkaiser 18/09/17 23:35
I like this idea. Sort of like losing the Tier 3 tools if you die, if you've spent time and resources upgrading your suit, it motivates you not die or at least recover the body.
amrylin1337 19/09/17 05:11
You can get this effect by having ore rarity make sense and what comes first be necessary for what comes later....the tree could be nothing but the visualization of what's available.
FoolishOwl 19/09/17 20:20
I basically agree with @DrThunder7, but as long as everything's available in creative mode, a tech tree in survival mode shouldn't interfere with Space Engineer's core as an open sandbox.
vantyto 19/09/17 20:33
for tech tree, game should have more types of same item (like stronger, and less stronger thusters, etc.), maybe "kerbal space program" is good inspiration.... and maybe some RARE technology, that can be researched under some special sytuation, and maybe some notcraftable block/item, that can be only found somewhere
Muwoka 20/09/17 21:51
No tech tree please, it would just be like so many games... linear Why always trying to be like other games, where the way to go is written down ? Space Engineers is a game of free movement. We don't have a tree tech in real live. We have needs to produce things, but they already exist ingame. I wouldn't bother if things were made more complex in the process of producing some objects but in my opinion going the "tech tree" direction is not the good one. Too many games are made "easy" as they don't ask people to chose by themselves, but follow a gameline decided in advance. Please don't make this game looking like the "others"
BeardieD 21/09/17 16:22
A tech tree would ruin this game for many, so if added it must be an option in the game options!
NikolasMarch 24/09/17 06:11
simple, and more importantly, optional as different people have different priorities, this need to be fully understood before preventing one block from being built until you have another block. Playing survival usually has its own priorities depending on start location, and starting ship, so would need to be flexible for players that like minimal hard start spawn ships, that dont have as much flexibility with their starting components :)
duncandisorder 01/10/17 00:51
Please help support my "Furniture and Greenhouse" idea. It really is a good idea, if I say so myself. Personally, I think the game has overlooked a vital part of ship building. We have no furniture, like beds and desks or no bathroom items, like sinks, toilets and showers. Anyway, there's more to my idea, I would appreciate any votes. Thank you. https://feedback.keenswh.com/idea/furniture-and-greenhouse59c67aa110fc8
ChrisHiss 01/10/17 19:52
Like some people, I don't wan't a tech tree! It would limit the game so it would kill it sandbox aspect. Having such limitations in creatiing to a sandbox like SE is not good. Though, like I said, I would like to work with tiers! I mean, for example, having a tier 1, tier 2 tier 3 thruster/refinery/rotor/piston/reactor... If you want to build a tier 4 drill, it would cost a lot more rare ressources than the tier 1 one, and will consume more power because of it's performances. Do you agree with this idea?
kertlund 01/10/17 19:58
ChrisHiss , if you want sandbox go to creative thats sandbox .
andreykl 01/10/17 23:10
At least better support for 'tech trees' and interface for mods and scenarios are needed... otherwise game is interesting enough.
AceNepets 05/10/17 01:01
No. Just No. At least not as a default enabled option. What you are insisting on is that DRM exist in 2077, wherein the IP and software that the assembler needs to produce items has to be earned in some way or another, as if our character needs to pay their subscription fees or face death.
Aban 09/10/17 22:57
YES, a friend and I have wanted this for so long. You should definitely make it optional and customizable and also you should be able to use the tech that you have not unlocked but not make it. So like if you found someones ship with hydro thrusters or something and you havn't unlocked them you can still use them. It would be cool if you made it so that we progress through the tech tree by doing actions related with the tech for example, you weld a armor block you have placed to get more research points towards something in a structure category like a heavy armor block, but you should only be able to get a limited amount a points in a time period so that people cant farm points as easily by grinding and then building it over and over. That way it will feel less grindy and you could still get points by just building a ship or something.
HighGround 11/10/17 08:17
A tech tree (something similar to Medieval Engineers) would be welcome. Not having access to every block right off the bat would make the game more challenging. For example start out with a large block refinery, assembler, power source (wind, solar, battery, hydrogen engine), research station. And have access to small block wheels, cockpit, air vent, power source. Plus basic tools. Form there we'd have to research specific technologies which would cost specific amount of minerals and components. This could be done for large and small blocks as well. Plus you could also add in a tiered system for thrusters as well.
Maybesomeday85 15/10/17 22:23
As long it can be toggled on/off from settings and can be customized, many scenario creators would love this option ingame.
Lukow 18/10/17 16:58
I agree, but it should be optional and with it it might be good to add some new blocks and tools so it have some meaning, but it should be simple and it would be great if it will somehow upgrade output/damage of some group of items for example some research for power would add 20% to power output of blocks and etc.
petdomaa100 08/11/17 14:38
I think it's a very good idea to have in the game. This would allow more OP things in the game, because you couldn't yust build it up right the start of the game. Like a homing rocket. The tech tree sould be able to swich off in the advanced menu, because some one meybe doesn't want it. But I would like it! :)
Ilias 01/12/17 12:40
Only if not bothering and optional, otherwise the ultimate creative game will just be worsed.
Ilias 01/12/17 12:42
And logical, do not alowing players go OP to others just because they wasting more time for the game, and do not just with no reason making game process slower.
Zammarok 04/12/17 08:57
I would agree IF and only if there was more tech.
mccorkle 27/12/17 14:59
Has anyone else used the Phoera's "Grind to Learn" mod? Though it isn't exactly a tech tree -- you don't get blocks to build in your G menu until you've found them somewhere in the world and ground them down: https://steamcommunity.com/sharedfiles/filedetails/?id=766520824 I'm currently playing with Grind to Learn mod and many of the PvE mods from Meridius_IX's Modular Encounters Collection and I've pirated and hacked my way from the earth like to the alien planet and am on my return trip now in full survival with Corruption PvE drones hounding me 24/7. It might be the most fun I've had in SE since I got the game. https://steamcommunity.com/workshop/filedetails/?id=888460730
Malkavian407 04/02/18 08:34
Vote for. But not at the moment.
Azirahael 06/02/18 01:32
Also some form of better gating regarding resources. Like, we have platinum on asteroids only. And that limits elite tools and ion thrusters and some other high end stuff. We need another layer. Stuff that we need that can only be found on super hazardous planets, or inside pirate bases. something like that. That gives us organic advancement, without additional artificial limits.And this stuff is used to craft Component X which is used in high end stuff like Jump drives, Ultra tools, the best weapons and so on. And if the default scenario was built with this in mind, and with say, a big battlestation guarding the exit from the system, then you could sandbox to your heart's content, fighting if you want, and building up to take on the big BattleStation to finish the level. It would also act as a template for even more involved scenarios.
BloodyRex 09/02/18 21:33
I've played some empyrion alongside SE, and I've enjoyed the feel of their techtree/leveling system... I don't want to take away the opportunities that you have at the very beginning in SE, but some kind of progression would be nice... Tiered materials, alloys, tech efficiencies, boosts, etc... And make it toggle-able ;)
SioxerNiki 13/02/18 11:39
Oh please no.... Really... Please no... It is an artificial stop gap that is only really interesting the first time you play the game, after that it becomes the chore you have to do until you can start building your proper infrastructure. Sandbox games and tech trees I dislike heavily... Imagine Minecraft where you have to "Research" Diamond Pick Axes before you can use them? Imagine if you had to research enchanting? It is an artificial stop gap that artificially increases the time spent playing the game.
MaxCorp 13/02/18 14:39
SioxerNiki - I think you are referring to if they implement the system badly into the game, in which case hopefully they hear the community out for feedback. As for the suggestion itself, the tech tree can be implemented successfully! Take oxygen not included for example, you must re research the same tech every time but it is never a chore. There is no recourse limitation like in Minecraft where you can't get obsidian right off the bat using your wooden pickaxe, you need to find and craft tools advanced enough to mine it while in SE you can drill out everything you need using your base drill in a matter of seconds if you are lucky in an asteroid field or just spawn in a senario. Maybe if the system follows a technological progression like Soultechnology proposes then it would also give a reason to why you can't instantly create a star trek esc battle cruiser with the current tech you own. Like oxygen not included, the system might be better off using some sort of automated research station that needs power and resources to research a certain 'branch' of tech to unlock, KSP does this too.
SioxerNiki 13/02/18 15:25
MaxCorp Minecraft is a bad example, it does not include a tech tree in any way. Oxygen Not Included is not the same genre, not even close. A better example would have been Factorio, but Factorio is built from ground up to research, and expand a production line, so even that is not even a good example. As I said in my original post, any kind of time based research system (even an automated one) is essentially a stop gap to play the game and a chore in a sandbox game. You know what is genious about Minecraft? The fact that it has zero tech trees, and you can have diamond gear within 30 minutes of starting the game (I have done that), so essentially there is no limitation beyond you doing things quickly... Same should be in SE... You should not be limited by an artificial timer of any kind, or a "Quest system" like Starbound had before release.... Even Starbounds system is annoying, you have to spend HOURS every time you start a new save to get everything you need to even get started playing the sandbox portion... Because any lower tier than max tier is essentially 100% completely obsolete, and is only interesting to play through a couple of times. I almost always shut down Starbound when I want to play with others, because of the tier system. Sandbox should be sandbox, and your imagination should set the limits, not artificial limitations...
mccorkle 13/02/18 19:07
I still support tech tree as an interesting addition to make the game more "hard core" for survival games (and I love my tech trees in RTSes and RPGs), but much like oxygen and creative mode, it should be optional which is why I love the grind-to-learn mod. I can turn it on when I want, and play through to see what comes out of a month or two of hard core playing on the same save file (usually a new ship or two and a hefty retrofit of another). At the end of the day, sandbox games need options to keep them alive for the player base over a long period. I believe an official tech tree (or checkbox to enable grind-to-learn) would be an excellent new option to give the game more life for players who want it.
Ilias 13/02/18 19:20
i totaly agree with @SioxerNiki , but from my point of view implementing this will not cause problems if it will be optional and could be disabled in world's settings.
Ilias 13/02/18 19:20
i totaly agree with @SioxerNiki , but from my point of view implementing this will not cause problems if it will be optional and could be disabled in world's settings.
SioxerNiki 13/02/18 19:29
@mccorkle Tech trees don't make it any more "hard core". RTSs and th are both "instantiated" games with 20-60 minutes of playtime, while SE should have hours upon hours of playtime. I have a feeling a lot of people asking for a tech tree is going to be the same people who is going to complain and mod it away afterwards. And just making it optional... For gods sake, from what I see everyone is asking for their feature to be "optional"... I mean we could make it so it takes about 3 hours to set up a new game because there is 300 different options in the new game menu. There is already plenty in it, and I really don't feel artificial stop gaps, whether it is for "hardcore" reasons or not is not the way to increase the playtime in a sandbox game. If you want the game to be more hardcore, start with only an arc furnace, limited fuel, limited supplies and ask for more bottleneck resources. Actually I am quite sure that even the people that want more hardcore experiences wont actually enjoy what ever tech tree that Keen puts out, because it has to be casual enough that everyone can play with it, meaning you would have to mod anyway. So hardcoreness is not really an argumement.
mccorkle 13/02/18 19:35
Didn't mean to hit a nerve @SioxerNiki. This is a suggestion board. I was agreeing with a suggestion. A "tech tree" with (almost) monthly restarts is how I play Space Engineers right now and I find it fun like that. I think it would be cool to have a tech tree, but only if its optional. If you don't like the suggestion (and wouldn't play the game with a tech tree), that's cool, put your votes in another suggestion. No one here wants to put there peanut butter in your jelly sandwich, I promise.
SioxerNiki 13/02/18 19:53
@mccorkle And even if it gets added optionally it takes away dev time from other much needed issues, like more content to actually do, instead of an abritrary timer to unlock new equipment. It is still comments, and I don't think the comments are supposed to just to be support.. What I am doing is comments. I see a feature that I think could completely ruin the vanilla game, and should I just stay silent? You see a feature you want to get included... Should you stay silent? If you didn't notice you can't vote "no"... So the only way to show that a feature is controversial is to comment... If shields were on Feedback and negative comments weren't allowed, then you would see tons of upvotes, it would probably be added and then you would see a fuck ton of people in the community getting mad as fuck over the addition.
SioxerNiki 13/02/18 19:53
@mccorkle And even if it gets added optionally it takes away dev time from other much needed issues, like more content to actually do, instead of an abritrary timer to unlock new equipment. It is still comments, and I don't think the comments are supposed to just to be support.. What I am doing is comments. I see a feature that I think could completely ruin the vanilla game, and should I just stay silent? You see a feature you want to get included... Should you stay silent? If you didn't notice you can't vote "no"... So the only way to show that a feature is controversial is to comment... If shields were on Feedback and negative comments weren't allowed, then you would see tons of upvotes, it would probably be added and then you would see a fuck ton of people in the community getting mad as fuck over the addition.
mccorkle 13/02/18 22:00
Haha, I think no matter what gets added, a bunch of people will get angry :-D Either way, you have valid points and both of our comments have merit.
pingger 04/03/18 17:34
Is there the possibility to down vote an idea? Pls don't lock blocks behind a time gate ... or we will soon end up with lootboxes you have to pay for... I mean look at the cosmetic items ....
UnknownEngineer 07/03/18 03:14
An idea to go along side this one, a research block that you inseart researhable items (plants/minerals) to get research points to spend on items or blocks that you want. Also side note the game might not have enough items/blocks to have a real effective tech tree.
Reaper93 01/04/18 19:30
I think more could be done do restrict certain types of blocks from being built. For example, right now you need to go to space to get platinum in order to build any ion thrusters at all. Perhaps something similar could be made with hydrogen thrusters and reactors? Or even add two battery variants. One that's buildable directly, but they're weaker and contain less power, while being vulnerable to enemy fire. The other being stronger, containing more power and being slightly more resistant to blowing up.
TheEnomGT 03/04/18 20:52
Really good idea. Also there should be more blocks and more materials
Doomedperson 17/07/18 20:58
+3. This is a great idea and there are many viable ways to implement it, so I will state my vision of this. Use a worktable or a similarly-named block to take some metals and try to create new components. I think of this as a minigame similar to Thaumcraft research (link below). If successful, you get the blueprints for the component, which you can then put in an assembler to create the actual part(or copies of the blueprint). This could also force players to explore and find NPC bases or ships, which might hold blueprints for things like grav gen components, superconductor components, or even thruster components. http://thaumcraft-4.wikia.com/wiki/Research_table