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mattinoz

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Everything posted by mattinoz

  1. I'd be happy to kick a few dollars the developers way. A Jeb USB stick inside a Papercraft Rocket sure would be a nice way to do that. Or Bob in a spaceplane and Bill in Mun lander.
  2. Lets hope the launch pad isn't made of this "kerboomcrete". does this mean solid rocket boosters are just tubes of dirty and fuse?
  3. I don't see it as Punishing timewarp, I mean (I hope) it's not like they are going rain down asteroids on you if you stay in warp to long. To me it's more about encouraging multi-tasking.
  4. Even better if there is a good alarm clock system and mission planning then make it easy to wrap between the events. There could even be improvements to contracts to create re-acurring monthly contacts or sell cargo on regular launches to build an income stream to support the overhead of the base you've established. That said I'm assuming we get to build up our bases piece by piece and with upgrades that add to our running costs. I think it's a great time in how KSP develops over the next year as Squad round out the economics of the game.
  5. Sweet,.... so what specs do we need for that? Oh is that flag moving in a nice sea breeze on Kerbin?
  6. Depends if the parts in KSP are http://en.wikipedia.org/wiki/Maraging_steel
  7. Sure there is a nice order to everything with the hex grid. Admittedly it is like most of the Industrial clients will deal with, admin functions are just wedged in to whatever space can be found regardless of reason. Then down the track they realize they have office staff in hard hat area, the right staff aren't talking and it's not going to end well. Maybe that is why the base irks me - to much like real clients.
  8. From the Twitch TV of exploding building it seems the new admin building is just sort of thrown it at the back of the base. Contracts building was thrown in thick of the heavy machinery zone. Both these buildings are for dealing and wheeling with the non-existent population of Kerbal and right in the thick of the action and crash zone. To me building layout just becoming nonsensical? Science and Staff buildings to me should be in each others position as well. When we get to build up our own base do we get to place the objects ourselves to make a reasonable layout.
  9. I'd think a procedural damage model would work pretty well out of the box. Most parts are cans and are going to act like cans under the forces they'd be subject to in KSP. If mods can scale an object already why couldn't some code reshape based on how a can would deform based on stress. It could make some basic assumptions about all parts to start but open up those assumptions to tweaking. I wonder if part wear could lead to truly reusable craft. Reuse would be cheaper than recover/rebuild but would incur wear cost and risk plus you need to park craft on base and have the funds tied up.
  10. Isn't that all speculation more than stated feature development? It "may" lead to some of those things but it might lead to something entirely different. Oh one general question.... Was KSP built on an ammunition dump? It would be the Kerbal way. I mean all the building explode like the fuel is below them when it seems they are hit from above.
  11. This is why the males and their "overhead" have been left out of the space program to date.
  12. I think it would be hilarious if the distinguishing feature between male and female Kerbals was one of them had a nose. Even better if it's the males who have the nose so all the Kerbals so far are female.
  13. As it stands now Kerbals is not the Tycoon game that it says it wants to be. I mean you start the game with the base fully complete as per state of the game development and it has no relation at all to the state of the players game. I'd expect in a game of this style I'd have to build out the base as part of the game. With that expectation in mind why wouldn't I get the chance to recruit or promote kerbals in my company in to the positions. Maybe that is why there are 3 Kerbals for this building, each administers one strategy want to change strategy you have to fire one hire a different Kerbal. In the end there could be a dozen Kerbals to choose from for this position. As the Game stands the Kerbals themselves are really just along for the ride, and it seems like a massive opportunity to really round out the game play. If we get the choose our staff then we can go for whatever gender mix we want. In that case every position is still open.
  14. And they were right.... I do wonder why there is a space program on a planet with no other Kerbals. Who is making the parts.
  15. Oh great 3 more middle managers to deal with.... ;-) PR guy looks like he'd be more at home in the funner parts of the science building.
  16. Given the parts in the game at the moment seem to be only a rudimentary set and I could see the parts options increasing massively over time some sort of rework really is required. This looks to be a pretty good take on it to me.
  17. Sorry for the year old revive. Was looking to see if this had been discussed and this thread was the only one that came up. This is the sort of thing I think would be cool in the game. Kerbals that can pilot not just be celebrity ballast. Each Kerbal should be trainable in there own right, so if they fly solo they learn from the player driving. They should pick up your habits as well so you could train two kerbals in different ways. Or two Kerbals flying on the same mission would pick up skills from each other. Train up mission specialists so there is a reasons to take 3 Kerbals on a mission. I know might be a stretch but it just seems odd the Kerbal do none of the work and get all the credit.
  18. Does anyone need to write it. I mean it's basically a sandbox game accessible within the a career game. Ok Ok It's more complex than that but to me it would add so much to the game. Especially in terms of long term planning / fun. You could set yourself a goal. Play test that goal in the simulator. From that work out not just a build budget, but what parts you need where they are on the tree also ideal time and day to fire off. In effect creating your own deadlines. Love the idea of it being tied in to previous mission data collected as well. Also If Kerbals had a mission cost not just parts then having them tied up in the simulator would have a cost. I can see why Kerbals don't have a cost they are just "celebrity ballast" as the game stands. This really is a possible feature I think about a lot when playing. I mean what self respecting space program doesn't have one of those spinning g-force simulators.
  19. Great idea, would add to the challenge and fun in real but not overbearing kind of way. They could even go further and hide Science Prizes in the tree, randomised in the tree so no two play throughs are the same. So there is a different pay off means both in terms of Cash and Rep than just completing contracts.
  20. Not to mention how to get out of space again.... Apart from that nothing...
  21. Well they seem more like a balancing mechanism, to create challenge by restriction instead of opportunity. Not to mention the converted science games end up pretty much unplayable without ever having the choice not to convert or duplicate. Yes Yes I know risk of playing unfinished product. So between us we got annoyed for a while then quickly turned to well what would be cool to bring the fun back. Ended up restarting career from scratch and I can sort of see the point of contracts but they really do highlight the potential of the game more than it's current state. Hey, does anyone else find it sort of that a lot of the response to requests here is on the lines of "don't ask again there's a mod for that"? If modding is seen as such integrated part of the game why is in it built in and managed in game?
  22. LOL No the other Great Southern Land, up a bit and too the left.
  23. Heelloo.. Matt from the great southern landmass and Kasual Kerbalnaut here. Started playing about a year ago while waiting for new Sim City. Didn't end up playing much SC as kerbal was more fun. Also better suited to the drop in after work game. Also helps I have a co-worker or two who've been infected by the Kerbal bug. Many a stress release convo in the office starts with the phase "So I was playing Kerbals last night and did this thing...." Joined the forums now because well frankly 0.24 Contracts has made the game un-fun. Which has prompted a few discussions in office on how to make it better, thought might as well as join and share where appropriate. Matt
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