Marek Rosa - Goodai Blog 07月10日 19:50
Marek's Dev Diary: July 10, 2025
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本文是关于《Space Engineers 2》开发日志,主要探讨了游戏中战斗系统的设计思路。开发者分享了他们对于新版战斗的期望,包括更长的战斗时间、战术准备的重要性、武器间的平衡性、明确的反馈机制以及攻防兼备的游戏体验。文章还讨论了实现这些目标的具体方法,如引入护盾、基于“石头剪刀布”的武器平衡、侦测与渗透机制、安全区的设计以及角色与飞船战斗的平衡。这些设计都旨在为玩家提供更具深度和策略性的战斗体验。

🛡️ **战斗时长与生存能力:** 开发者计划通过引入护盾或其他耐久机制来增加战斗的持续时间,避免瞬间被击杀的情况。他们希望战斗更具趣味性和公平性,而不是单纯地延长时长。

⚔️ **武器动态:** 计划采用“石头剪刀布”的平衡模型,例如:瞄准/手动武器克制自动化炮塔,自动化炮塔克制火箭/导弹,火箭/导弹克制瞄准武器。这种设计鼓励多样化的飞船构建,使战略选择更具意义。

📡 **侦测、渗透与防御:** 游戏将提供侦测敌人的方法,如扫描仪或传感器,同时引入渗透玩法,允许玩家潜入敌方基地或飞船。为了平衡,防御方需要反制措施,如监视系统、侦测模块或黑客防护。

🛡️ **安全区与风险管理:** 开发者正在考虑限制安全区的大小和可用性,并增加维护成本。一个想法是让安全区芯片随着时间推移而衰减,以防止囤积。还可能设计进度系统,允许玩家在游戏后期扩展安全区。

🧍 **角色 vs 飞船战斗:** 开发者还在思考角色战斗与飞船战斗的平衡。他们考虑了角色登船、战斗导向的套装升级、专门的破坏或渗透工具等。此外,如果敌方角色是敌对的,可以在HUD上更容易地追踪和响应。

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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 turretsAutomated turrets beat rockets/missilesRockets/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 availabilityCostly to maintain over timeSlow 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 overCombat-focused suit upgradesDedicated 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!




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Space Engineers 2 战斗系统 游戏设计 生存模式
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