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Please Help improve Definition for Asteroid placement (pos/area/density/...)

Discussion in 'General' started by Takeshi, Nov 30, 2018.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Takeshi Apprentice Engineer

    it was so helpful to ask for votes to save the pressurisation feature here at the forum, maybe it will help to ask for votes to get improvements for the placement of asteroids in game (not my idea but i posted it at the support page and hope it find the way into the game).

    Basicly the goal is to get more room for definitions where and how asteroids spawn in Space. At the moment there is one definition for the whole space, i ask for more.


    See you in Space and Thank you.
    • Agree Agree x 2
  2. Ronin1973 Master Engineer

    The ability to distribute procedural asteroids and define the ore content of each area of distribution would go a long way in enriching the multiplayer experience.

    1. The ability to enter multiple definitions into the .sbc file.
    Each definition should have a central anchoring point on the map.
    The density of the distribution should scale from log, to linear, to exponential distances from the origin.
    Maximum and minimum distances from the origin point should be definable to limit the size of the asteroid field so as not to interfere with other asteroid fields, planets, or other bodies in the game.
    2. Define ore content for each defininiton
    A base ore type, vanilla or modded should be defined for each definition. Typically this defaults to "stone" but other ores should be accessible.
    A list of desirable ores within each definition including a frequency of ore content. Ores could then be considered abundant to rare, to extremely rare within that particular procedural asteroid definition.
    3. Attach hooks to spawn events to procedural asteroid definitions.
    If a player is within the asteroid field and procedural asteroids are spawning, a chance event like spawning of NPC ships should be availabe with the spawning of each asteroid into the players view.
    This would make exploring the defined asteroid field come with risk to the player. The reward would be access to the asteroid field which may contain rare ores or other booty.

    As stated, the strategic location of resources can create a fulfilling dynamic, especially in a multiplayer game. This could be used to create competition among players. It might also garner cooperation, especially if NPCs might be defending the asteroid field intensely. A resource might be defined as extremely rare and only available in that asteroid field definition... causing the player to explore a large area for a valuable ore resource adding to a sense of exploration and advantage in the game. But most of all, these parameters must be accessible in a meaningful way by the individual "map maker" building the map and its content for play.

    If you're going to build a sandbox then the improvement of tools to be used in that sandbox is a must.
    • Agree Agree x 1
  3. Stardriver907 Senior Engineer

    For people that like a vanilla-only game, this is a must-have. Otherwise, asteroid diversity will only be available through mods. The asteroids you get currently from Keen are likely all we'll ever get in this particular game. This will not rule out modded asteroids, since Modders are far more likely to go out on a limb with their creations ;) but, as with pressurization, this needs to be a base feature in Space Engineers so that a player can create a better experience with a bare-bones session that's actually worth playing.

    I support this :tu:
Thread Status:
This last post in this thread was made more than 31 days old.