Jump to content

PunkRockZoologist

Members
  • Posts

    42
  • Joined

  • Last visited

Reputation

27 Excellent

Contact Methods

Profile Information

  • About me
    Entomology PhD and professional bug-tickler
  • Location
    Melbourne, Australia
  • Interests
    Bugs, publicly-funded space exploration (no space-billionaires!), space Communism (LLAP), environmental activism, cocktails, beer and Mexican food.

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. A retro-futurist style colony would be soooo rad!!! I can just imagine my atom-punk 50s sci fi funland on the Mün.
  2. Yeah, definitely want to see this. They should all still have "Ker" in them, or "Kerb", but I think some different Kerballey surnames would be really fun.
  3. That's the impression I got when they said it will be "easier for modders". Especially in terms of adding new stars and planets, seeing as there will be other star systems with exoplanets.
  4. I'll be interested to see which mods make the jump from KSP1 to KSP2. Given all of the base building functionality coming in the new game, and the better atmospheric visuals, most of the mods I use with KSP1 probably won't be necessary. So far it looks like only OPM and some form of Alcubierre-drive would be mods I'd look for, as those are both things they've said won't be in the base game. Trying a new install of KSP1 right now with all of my favourite mods and it's still a bit janky.
  5. I hope that when KSP2 comes out, if it doesn't already have these planets included, that you can recreate this mod for that too. From what they've said it sounds like planet pack mods will be easier to implement in that game.
  6. That sounds super neat. I'd love that. I love that they've said that the game will involve modding, but I'm hoping that for the experience I want it will require as few mods as possible. So far they've said the Kerbol system will be the same as in KSP1, and that there will be no FTL drives. So if that's the case I'll be looking for a KSP2 version of the Outer Planets Mod and an very-late-tech Alcubierre drive, and hopefully that will be it. So excited. Not eve upset it's been delayed, Make it right, not quick.
  7. Right!? I am just so tired of people complaining about a game not being worth "AAA Prices" or whatever they call it, just because it's an indie game, or it isn't long, or whatever other reason they come up with. As far as I'm concerned, play-time and style have nothing to do with how much I'm willing to pay for a game. What matters is enjoyment factor. I recently bought Star Wars Battlefront 2, and only did so because it was heavily marked down to like $6. I liked it ok, but I would not pay more than that for it, because I didn't enjoy it enough to justify more than that. KSP I enjoy immensely, and I would gladly pay $60 for that. And that's in US$. It will almost certainly be at least $80 for me in Australia, and I'll still be glad to pay that, because I know I'll like it that much. And before people jump in about budget and affordability, I have a very tight budget for games. I'm living on a PhD scholarship and saving for a house. I do NOT have a lot of money to throw around, and I would STILL be happy to pay $60+ for KSP2. I'm already saving for it.
  8. Now *that* would be awesome. They did have the ice moon in the trailer, and they've said some cryptic things about making the other planets more interesting, so maybe there will be ice over oceans. But I wouldn't count on it, just because they've also said no caves/negative space on planets. So I guess we'll just have to wait and see.
  9. Voxel/editable terrain would be pretty neat, but it would definitely be beyond the scope of what they're planning of KSP2. And they've stated outright that there will be "no terraforming" or other kinds of terrain editing. So yeah, mining will just extract resources from the solid ground. Not necessarily realistic, but the realism of Kerbal has always been to do with the space flight more than the infrastructure supporting it.
  10. Is anyone already planning out what and where their space colonies are going to be? If it's possible (and I know it probably won't be, but still, fingers crossed) I want to have a big O'Neill Cylinder station in Munar orbit, and another big colony in Jool orbit.
  11. Every new bit of information revealed makes me even more excited for this game. This all sounds like exactly what I want from a KSP sequel.
  12. I certainly hope so. This all sounds amazing.
  13. No word on that as far as I know, but they have stated that they plan to open up more of the game's code to modders, or words to that effect. I don't do modding or coding, so I don't know what that means exactly, but it sounds as if the game will be even more mod-friendly than KSP1.
  14. Or better yet, a sliding scale. I know there are people out there who want to make the game as granular and challenging as possible, so I think they should have an option for that. Either no worrying about life support at all, ar all the way up at the other end of the scale, you have to worry about *everything*. I think that would be sweet. Doubt we'd see something that complicated in the base game, but we can dream.
  15. Some form of logistics would be fun, but it would have to be quite simplified, I think. Or just something you can toggle on/off. I love the idea of life support requirements, but having a mission fail when you're 90% of the way to Duna because you miscalculated how much food and air you need really sucks, and not in a fun way like crashing into Ike would.
×
×
  • Create New...