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Notes -
But Space Engineers has a grid.
The problem with Space Engineers is that a building game with a default multiplayer build limit that you can max out in 6 hours is kinda pointless. Played some of it but honestly..
Yeah, I meant more in the sense that intersections of two grids (or more, or where subgridding) can be annoying to line up at best, and Clangtastic more often.
The PCU limits are really conservative, especially with modern computers. The defaults can be easily disabled and the hard limits are a lot more reasonable, but it’s definitely a thing I hope is much improved for the vrage3 version.
Playing in a sandbox by myself is not interesting anymore(put a ~few 100 hrs into that).
PvP multiplayer is where it's at, but last I checked those servers either had punishing settings where you'd spend a day slaving away to build the equivalent of the 'starter' ship.
I tried it a few times, and if you gave me the yellow starter ship out in orbit, I could get enough materials to build this in three hours..
These are gravity drive powered remote control miners that chew a straight way through an asteroid, throw out uninteresting ore and then report 'job done'.
You can basically build anything. The guys basically made a 'game construction kit', not a game. I basically gave up on it after I understood something as simple as a huge (100k tons) ship can lag a server by itself if it's moving. The engine is a toy engine.
They also gradually removed much of the challenge of the game itself.
Ironically, the actual 'Space Engineers' game is KSP. You've got heat, aerodynamics, actual slightly simplified orbital mechanics.
I dunno, I remember merge blocks being fairly okayish. I used them for docking without issues.
Yeah, that's fair, especially the frustrations about the game itself not really existing. Having some level of self-imposed limits on guns and ship complexity can keep a server moderately performant even with bigger ships -- I have had several 2m-5m kg multi-ship combat scenarios that were reasonably playable physics-update wise -- but the lack of reason to do it is more serious for the game.
It's realistic that space doesn't really have a ton of choke points, but it has a very First Year No Man's Sky feel to it, without a lot of the charm that NMS had. Keen's put into a wide variety of game modes that just don't really exist in the vanilla game. Even with Contact finally adding a reason to actually use the combat system after literally ten years, it ends up resulting in a couple dozen randomly-placed encounters with nothing but GPS waypoints to push toward them. MEMS and similar mods show solutions to these things, and I can understand not wanting to be quite as overwhelmingly common as in those mods, but it's disappointing in many ways.
KSP is definitely more 'complete' as a game (and more realistic, as you mention on the orbital mechanics stuff), even if some of the mechanics in the non-sandbox mode are kinda dumb. In exchange, it's a good deal more limited on the construction side.
They're a lot smarter than Connectors, but there's some hilarious stuff that happens if you have too many around, or if certain blocks are on the subgrid (eg, magplates, short wheel suspensions, rotors oh god rotors).
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