Basically, "Missions%" is same "NG+" run, like PracticeBot13 did - winning every level by insta-win code separately. "Glitchless%" is just "ANY%" category. And "Low%", as you said, is too boring and tedious.
So it leaves us with "Cheat%" (where using cheats is allowed) and "Any%" runs with speeding.
So i want to make there list of glitches useful to speedrunning (don't use them in multiplayer).
Additionally to infinite equipment glitch (send lend-lease to some nation, print 24000, then add another 2 zeros so counter will show "00" - this lend-lease will give huge amount of said equipment) and dividing air wing into groups of 1 plane each (they act better this way, and also this allows to spawn aces much faster) i found video what explains how to use simultaneously 2 incompatible techs (example: 2 different land/air/sea doctrines, concentrated AND dispersed economy, 2 special forces training programs).
Didn't find English version for now.
Formally, if we start game with no pre-writed scripts in it's folder, but with instant-win code somewhere in non-game folder, and after game start copy code from non-game folder to game, save it, and launch it to win game.
If we take Rules-As-Written, it is "Any%" run, because "if you use scripts, must written during the game" - what is true, because instant-win code was copied from other folder during the game.
If we take Rules-As-Intended, this is obviously a "NG+", because it still uses pre-made code, even if it was written before loading it into game.
I think what this strategy deletes most of diffrences between "Any%" and "NG+", and is just RAW-paradox.
The real new category could be "Low%" (complete game with no coding at all) - but there is no active speedrunners on it, and it has same tactics as normal "Any%", but more slow, tedious and boring then normal playthrough, as it forces you to move all units manually, even if they could move by their own (example: in last mission, you will be forced to manually control both Phazer Shooter and Shielder, what makes "assault" slower).
There is game run what is not listed in leaderboard.
If we measure it in time, it will be faster then current official "Any%" WR (aka. place №0), but slower then official "100%" run (place№ 1.5).
So, what of categories suggested by me is actually good for speedrunning? And when we will make these categories? I think at least "Rocket rush" (any% and new game+) and "tutorial" worth it (possible other variants as well).
Most of Space Engineers speedruns including category extensions and survival mode (some of them is non-valid or from wrong game, but most is normal): https://www.youtube.com/playlist?list=PLUUWQNnKFbltntbrI27aGyl2tWm9Nvpp5
There is pretty much big amount of guides of "Division layouts", but little to no guides about unit layouts - especially layouts of tanks (with "No step back" DLC), as their characteristics can be very different (example - medium tanks can be "beefed up" to level of super-heavy tank). Also, old glitch what allowed to get tons of equipment (by sending exact 2400000 units lend-lease and spending it on planes and converting entire army into tank and mechanized divisions), without new glitches main characteristic is cost-efficensy.
Actually for "Any%" speedruns set in "normal" scenarios more suitable tactic is change world setting to easiest possible, then either repeatedly respawn and scrap starter ship, capture cargo ships or build antenna, place pirate name on it and give it to SPRT (https://steamlists.com/space-engineers-sprt-drone-spawning-antenna-names-and-their-drones) to scrap drones (best variant is multiple antennas named "Stash Beacon", what spawn peaceful Stash-Sattelite with 6 minute cooldown). In these 3 strategies you mainly will get resources by scrapping. Also, mining strategy also can be speed up, as these speedrunners didn't played on most optimized settings.
Maybe add world conguest category (RTA NSS and IGT). Timer stops when you conguer all map except for non-colonized lands (when you is only country remaining in world). Because if in other Paradox Grand Strategies we have WC category - then why we can't have it there?
Where we will place run made by this speedrunner, what is probably fastest WC in-game time:
This run is not like actual speedrun, but "strategy" of how to make speedrun.
You can write another speedrunners what are not listed in leaderboard.
Думаю, что планетарные бои отлично подойдут для спидрана, аркадные тоже пойдут, текстовые квесты - довольно кисло (особенно те что без рандома), но "за кампанию" можно вписать. Сделано все это будет в Category Extensions, что будет компенсировать большое (по сравнению с количеством категорий для обычного прохождения) количество карт/уровней/квестов. Запускать их нужно из главного меню игры. В те же Category Extension можно вписать прохождения на сложности свыше 200%, категории с выборочным процентом сложности, где выставлять сложность отдельных элементов выше 200% разрешается (скажем, все на 50%, пиратов на 500%, и сразу лететь вступать в пираты), а так же более экзотические категории (можно будет такие придумать).
Если отбросить совершенно капитанские советы вроде "делать такое-то действие быстрее" (их до идеала можно довести только в TAS), остается лишь один: можно ли влететь сразу в первую ворону, или же нужно ждать вторую? Ведь раз никто ещё так не делал, значит это может быть невозможно.
Also this run is pretty good, the only problem is to determine minimum requiriments of "late game".
And also, Rocket Rush Any% needs entirely new tactics, as you said. Actually we must made at least 3 Rocket Rush categories, In Category Extensions, "New Game+": "Any%", "Default Settings" and "Death World".
Other category is "Refinery + Assembler" category: build get those 2 machines working as fast as possible.
How about making category where you spawn in point A and must reach point B as fast as possible. It can be done on many maps and include flying from one spot of planet to other (from equator to north/south pole), from planet/moon to other planet/moon and other variations.
Example:
Фактически да - выходит что-то среднее между неоптимизированным спидраном и очень поспешным обычным прохождением.
С другой стороны, можно гордиться самим фактом установки мирового рекорда с первой же попытки без предварительной подготовки (то есть впервые сел проходит игру - и с первого же прохождения поставил WR).
В принципе, возможность оптимизировать что-то есть, хотя таких моментов мало. Я вижу такие:
- В 14 уровне можно пройти быстрее, если влететь в первую же ворону;
- Уровни 7 и 11 можно пройти быстрее, если быстрее решать паззлы с холодильником и электрощитком соответственно;
- Ну и в целом если быстрее делать действия (то есть минимизировать время, когда персонажи бездействуют), можно пройти уровни быстрее.
Помимо этого можно сделать Category extensions, где будут аркадные бои (при запуске из меню), текстовые квесты, и всякие различные категории.