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Pthigrivi

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Everything posted by Pthigrivi

  1. That's odd, man. I mean the thing is none of us were there so none of us has any clue what happened. Its kind of silly guess at it. Either way there's nothing we're going to say or discover on this message board thats going to change matters. People left on their own terms and next month they'll be writing great code for someone else. Its just really not the end of the world. I just don't see what possible good from come of it? Teach someone a lesson? When we have no idea what we're talking about? How? And to what end?
  2. I guess I just don't care that much? I love the game and Im sad so many folks are leaving but it seems weird to get all up in their business about it.
  3. I just don't see what could possibly be achieved by that. We're not going to know, and its not really our business anyway. Either 1.3 will have fancy new features or it wont, they'll hire a bunch of cool new devs or they wont, its just not really our business what's happening personally between any of them. That's their deal and they're all adults and they can figure it out. Im really happy 1.2 is so great and I'm hugely grateful to everyone who worked so hard on it, those that are staying and those that are moving on alike. I really hope Arsonide and Nathan and Claw and all those guys find kickass new work out there. They're crazy talented and Im sure they'll do well. I guess I just don't see how some weird citizens inquiry is going to help matters.
  4. Not really knowing enough to opine on anyone's decisions here I'll just say Im pretty sad about all this. They've have done some incredible work over the last few years. They gave their all on this update and its really fantastic. Really sad to see them go.
  5. Thanks! Somehow I completely missed this.
  6. Oh interesting. I almost never use the the small converter so I hadn't noticed. Not too fussed about the efficiency, I guess I'd just have expected that to be switched? It seemed more intuitive that the larger converter would have more capabilities?
  7. Yeah basically the ability to mine Fertilizer somehow. I can config my converter to do it, which isn't a big deal, just curious if there might be something official at some point?
  8. Any chance we'll see ISRU integration without loading MKS? Pretty excited for the update man You guys are killin it.
  9. My last stock implimentation used a lander with a converter on minmus and skipped using a base/station. It just cuts down on the number of rendezvous you have to do. The lander transfers to a tanker that aerobrakes down to LKO and can fuel up a station or dock with modules directly. It works best if you time your transfers for Minmus's ascending and descending nodes to reduce inclination burns. http://imgur.com/a/F9xRo (have I lost my mind? how do you embed albums now?)
  10. Why do people think this is mutually exclusive? Presumably they could finish the rocket parts and then fill in some of these gaps? Like I really want low-profile adapters for MK3 and 3.75m, but that doesn't mean I tell people because of that we shouldn't have a gemini capsule.
  11. I'd especially like to see LF tanks as they could do double-duty as LV-N tanks. A 2.5m cockpit and passenger cabin would be fun too.
  12. This kind of thing has been discussed before. Im into it but y'know as always the devil is in the details.
  13. What Im saying is within the confines of the game returning a piece of data should max out that experiment in that biome so players don't feel like they need to repeat that experiment while sitting on the surface to get the full amount. That could reduce the experienced level of grind (repeated tasks) by half. What Im saying is reducing the value of that data actually makes the grind problem worse, not better. Players will still do repeat missions to the Mun instead of going to Duna to get the parts they think they'll need, they'll just have to do more of them. There are definitely good ways to reduce grind and encourage players to explore farther, I just don't think this is one of them.
  14. Yeah I mean thats kind of the thing, even if you get just the right set of mechanics adding time as a real resource adds a lot of complexity to the game. I think its really good that players should carefully think about research and building time and strategizing around all that but to make things manageable each one of those things needs to be dead simple. Buildings should take 30 days to upgrade, research nodes could happen in 1 week increments, vessels could take 1 day to construct for each 6,000f and the World first deadlines are just hard dates that don't move. That plus long-term experiments and IRSU and potentially life support down the road is already plenty to deal with. Another thing is, and this is probably true if Squad starts considering time based mechanics or not, for any of this to work we really need a solid mission planning tool. Players need to have access to dV and flight durations for each place they plan to go so they can make sensible decisions. I'd be surprised if KCT like things happen for 1.3 but I would love to see a big push to give players the tools they need to go interplanetary without having to mod the game or look it up online.
  15. Well if your intent is to reduce grind (a worthy goal) Im not sure if this gets you there. I do agree with you on #1. Actually that's not how it works now, you get most of the science for returning the first sample but you actually don't get all of it, requiring a player to repeat experiments on the surface, which is kind of silly. Really a returned sample should be worth 100% full stop. In fact if it was that way you could clean up the science UI because all you'd need to show one bar showing the transmitted vs recovered value. 1.2 does a lot to reduce grind because you can now put the Science container on an action group and your experiments on another and do almost all your science with 2 buttons. It could still use more work though and I quite agree with Gilph on the MPL mechanic. #2 is interesting because in practice it actually has the opposite effect in practice than what you're hoping for. Early on in career development things followed a similar diminishing returns kind of system and all it really did was require players to repeat those tasks even more. If right now you can unlock the nodes you need to go to Duna for instance with 2 biome hops, in your version a player could do 8 biome hops and still not get there. I agree there's still something missing to the science experience and the repetition is still not quite squeezed out. To me its more about changing the way the experiments themselves work than drastically reducing payouts.
  16. Its been a while since I started a new career and Im finding the progression is pretty good but there are definitely some moves that could be made there. It seems as though they really want to make an early path from your first flight to orbital without hanging us up on planes or probes, and Im wondering if this is necessary? I guess Im thinking you could move the first Avionics and the Stayputnic is into the third tier so players could branch out sooner. A lot of parts arent exactly in a straight line from eachother but definitely some cleanup could happen there. I was thinking of writing a more thorough set of recommendations once I get toward the end of the tree.
  17. Well I think what Rodhern means are kind of like victory points that measure your overall progress through the game, which is interesting--I do think the game is missing a kind of overarching goal that supersedes the tech-tree--but in general here I'm hoping for a system thats as simple and clean as it can possibly be as Tater is quite right the problem is actually surprisingly complicated.
  18. Oh! "If You Build It"(station and base building)... *walks away quietly*
  19. I'd still love to see strategies that straight up manually modify contract weights. Im sure its too late for 1.2 but its a great idea. Your investment in that strategy could effect both the chance of it popping up and the payout maybe. "Eee tee phone home" (satellites), "Shmoes in Space" (tourism), "All Mine" (mining)... Ive got a million of them.
  20. Yeah I was just curious. It occurred to me that the new science container poses the same problem if you put more than one on the same group,.. I'm guess its the last one.
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