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patrickkk

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    Bottle Rocketeer
  1. It has been discussed before that hard currently means grind-y unless you're building the cheapest possible rockets (like i do now). I would like to propose some mechanisms that actually make things harder. Without (as far as i can tell) requiring a lot of development. (just a lot of balancing) Depending on the difficulty you could decrease the margins for doing X within an area. (put satellite in orbit/do observational study ect.) very exact positioning will also give more use to RCS on smaller ships decrease time windows for contracts to leave less room for retries. for example get to the mun and back within less time leaves little room for retries Resque /docking within limited orbits/time (requires launching and docking within a few orbits for example) Make the atmosphere more unforgiving (the rocket breaks up faster due to side way stress) so you can't really go off pro-grade as much (ever seen a rocket steer sideways and back?) decrease impact tolerance (landing/docking will be harder) decrease SAS torque What do you think of these ideas? Got any other ideas that will make things harder and require some KSP skill?
  2. I have a suggestion: - continous builds on space stations. Not sure how difficult it would be to implement. but it would be fun to create larger and larger space stations. - the same could be done for bases. the idea beeing that you dont have to build a huge (space)station all over every time. oh and great mod!
  3. A nice addition to the current science possibilities would be missions or complex experiments to encurage actual eva's (both in space as well as on the surface) some examples that come to mind are - Bring a specific craft into space which must be maintained (hubble telescope) --would encurage bringing an object into a specific orbit -- maintenance would encourage actual space EVA's and docking - construct a space station with certain specific elements in space -- same as above - place objects on several positions on the surface (for example mirrors on the moon) -- would make rovers useful if the positions are not to close, but also not to far. -- would encurage surface EVA's - collect multiple samples with a minimal spread of 2000 meter (example) an process them on site (with a science bay requiring at least 2 operators) -- would encurage multiple cerbal pods -- would encurage rovers - take surface readings traveling 1000 meters -- would encurage surface EVA's + rovers many more could be possible. share your mission ideas.
  4. I know that the science aspect is still under development (and i love it so far!) and that there are several discussions on how it can be improved, please leave those discussions in their respective threads. But i have a suggestion that would greatly improve doing science and especially planning my new science related flights. a science log - a way to see all performed experiments in an orderly fashion (per celestial body for example). this way we don't have to remember all we have done in the past. I can understand that this is postponed until the science aspect of the game is more mature, but it would be a really nice feature.
  5. I agree that its currently not optimal. I trust that this will be addressed at some point. My current solution is to simply not use transmissions at all i like this suggestion. This could also be combined with a difficulty level where at higher difficulty you would recieve less science anyway. some things that would also be cool is more comlpex missions, where you for example place mirrors on the mun/other celestial bodies on several locations. or collect multiple samples (with minimal seperation of X kilometers)that need preprocessing on site. so buggys become usefull.
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