Rocket Farmer

What features in a DLC would you happily pay for?

61 posts in this topic

I think DLC that simply extends the existing game as it's played by most players is weak sauce. Mods and refinements of the core game fulfil that role already. I do think many of the things currently provided by mods should be added to the core game, such as more parts, joints, visual enhancements etc because that way they will be fully supported and updated along with the rest of the game. That's not enough to justify paying for it though. Most of the ideas suggested so far are just tweaks to existing gameplay. That's not enough to justify a further price tag.

IMHO paid DLC should be reserved for things that fundamentally change the game experience and enable new ways to play. DLC should provide entirely new, extensive game play modes along with parts and game mechanics to go with it. E.g.

  • A whole scad of new/alternate planetary systems, maybe customisable or randomised, which provide new kinds of challenges and parts or gameplay modes to accompany them.
  • Maybe Interstellar travel along with the above, with resource harvesting to manufacture parts and ability to construct VAB like assembly sites in a new system or take one there.
  • Whole-game riskins such as a thorough going steampunk redesign of everything, far beyond just re-skinnng of the standard parts. These should include entirely new parts sets from scratch, plus new themed planetary systems. Steampunk is obvious, with Victorian space-romance takes on the planetary system. Another might be an all robot alternate reality game where you are an AI and design and build your own robo kerbals with their own parts and tech tree as well as a new themed rocket parts set.

Its got to be dramatc. The downisde risk of this sort of thing though is that major gameplay changing DLCs will each only appeal to subsets of the player base. It's quite likely they will stick closely to the core game to stay appealing to a broad audience, but that sort of conservatism will constrain the possibilities quite a lot.

tye upcoming expansion is at the conservative end. It does offer new gameplay and mechanics. So it does pass that test for me, but only just. Even so I wish them well, it's a worthy project. For further expansions I'd like to see more ambition and therefore value.

Simon Hibbs

 

Edited by simonh

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No DLC's, full stop. I believe they repulse potential players, just implement these additions in the game as a normal part of the game. Or just give the modding community steroids, mods in KSP are already easy to install, but there's still a few eccentricities for new players to grasp.

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What would I want in a DLC? 

1. A better scale for the solar system. Kerrin could be appropriate for Kerbals, and be smaller, but large enough to hold a real atmosphere, and commensurately lower in gravity. Everything else scaled to realistic values, the sun a real sun size, gas giants suitably large, etc.

2. AI kerbals. Meaning kerbals that are actually useful agents, and can be taken by the player to do things on their own (out of focus).

3, A career mode that isn't awful.

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3 hours ago, Raptor kerman said:

No DLC's, full stop. I believe they repulse potential players, just implement these additions in the game as a normal part of the game. Or just give the modding community steroids, mods in KSP are already easy to install, but there's still a few eccentricities for new players to grasp.

Then how do you suggest paying the devs to add those features? Devs need money and when you're not selling a ton of new copies of the game, DLC is a logical step.

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- I'd pay a few bucks for a DLC that would change the look and body type of Kerbals just for fun. Added bonus is it's moddable so others can rescale or replace Kerbals

- Support for multiple solar systems. There's so much in the news about exoplanets it would be interesting to simulate near future explorations of them. 

- Expanded Kerbol system with more planets and points of interests added to all the planets with their own science: volcanos, methane lakes, canyons, dried up river deltas, etc

Edited by Tyko

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It would have to be something that justifies putting a price on it at all.  Eg:

  • A mobile app for VAB/SPH design work and/or mission planning while away from home.
  • Active terrain effects (lava / flowing water / snow & rain / etc)

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Many things suggested are already provided by mods, which makes a paid DLC dubious.

However, there is value in establishing a standard when there are multiple competing mods (as with life support mods, or mods that provide some sort of electric fan/prop propulsion)

I'd like a career overhaul - perhaps with yearly budgets rather than contracts, with budgets that decrease over time and doing things to increase rep increases the budget.. or something like that... just... something other than the contracts system

I know its provided by mods - but more customization of the starting system. One could have like 3 solar systems to choose from when starting a new game, in each solar system one gets to choose the starting planet (or at least from a selection of bodies... like Kerbin, Duna, Laythe for the current solar system) scale selection (like 1/9th scale, 1/3rd scale, full scale)

I do think a mission builder and mission selector could be nice... as long as a mission can have a bit more to it than the current scenarios, where its just basically a normal save file. Maybe some challenge missions like complete scenario X using as little fuel as possible or the shortest time possible.

maybe an in game way of creating the sort of challenges that we see on the forums, and evaluating&sharing those challenge results. It may not be multiplayer, but competing for score could be fun for the more competition oriented.

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A Saturn, Uranus, Neptune, and a Pluto analog. 

Another solar system

2.5m nuke to get to said solar system

More in depth science then just clicking "run experiment"

Parts dedicated to surface bases

Moving parts

Telescopes

Clouds 

Life support 

Edited by munlander1

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On 6/19/2017 at 7:03 AM, tater said:

2. AI kerbals. Meaning kerbals that are actually useful agents, and can be taken by the player to do things on their own (out of focus).

3, A career mode that isn't awful.

These...

12 hours ago, munlander1 said:

A Saturn, Uranus, Neptune, and a Pluto analog. 

Another solar system

2.5m nuke to get to said solar system

More in depth science then just clicking "run experiment"

Parts dedicated to surface bases

Moving parts

Telescopes

Clouds 

Life support 

...and these. But at that point we're probably not talking about DLC anymore. I can't see Take Two pouring that much time and money into something they're going to sell for $10-20 a seat. Those are the kind of features we're going to see in KSP 2.0. (I hope.)

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