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woodensen

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    Bottle Rocketeer
  1. well, i like pewdiepie. I'll admit his videos nowadays is not funny anymore, but i like him as a kindhearted person. he really care and communicate with his subs all the time. And he do a lot of donation. with the money he make, he can even buy a mansion. and yeah, the KSP video he post isnt as enthusiastic as when he played dark souls
  2. Whoa, thanks again for doing this. He said that there are other minor things that are changed. as far as you observed on his stream, is there any mention of change on science reward change on contracts? Thanks
  3. Holy mother of God i thought i was alone.. i was born in Jakarta too haha.
  4. Indonesia. But currently studying in malaysia
  5. Yeah, lately im more into sandbox than career. The game have not yet finished though, so we wont know what career will look like later. In the end, it may exceed your expectation and become the ultimate game like minecraft, or becoming a typical indie project that has faithful fanbase just like any other typical indie games on steam. I dont know, but lately ive been led to believe that SQUAD doesnt care about what the community think how the game is supposed to be. If thats the case, this thread and all the arguments and ideas inside it (and all other threads) would be just in vain. But thats where mods comes in. We (community) have no right to tell the devs what to do, but the devs has given us pretty modable platform. So, yeah, i wont rely too much on SQUAD. They have already done their part. I rely more on the indigenous folks here.
  6. I see. Thanks once again for your initiative informing us all in the hype-train.
  7. ah, yes. this is what i felt when i played KSP career on normal for the first time. Ive unlocked all the parts in day 2 (in-game) by just doing some part testing contracts + strategies. so, i tried to play in hard. But then, it become so tedious and "grindy". Maybe because i suck. So i just stick with sandbox for experimenting, training my landing skills, building big ass SSTO, etc to prepare myself out until the beta comes out. I dont know, but people seems content with it. Maybe because KSP was originally are all about building spacecraft & creating your own space program freely without any constraints. Also, the obligatory "I will still love the game even if they don't change it at all". No, really, this game makes me play like crazy for past few days.
  8. OP you have all my thanks for compiling the updates on the experimental phase. A quick question, do we upgrade buildings with money (funds) only, or with science points also?
  9. I sincerely hope you are wrong though. I've already put too much hope to SQUAD to make this game as spectacular as minecraft. And yeah, im new at this game and the first glaring flaw that i see very clear is science and administration building. Except, ive never bothered to do all of these clickfest because i can just grind simple "part testing" contract and make 2.5k science out of it, which is a problem too. Tried hard to raise my point in here, and hopefully the devs see it and consider rebalancing it.
  10. holy mother of god please let it be released after i finished my goddamn exam...
  11. whoa got some interesting discussion going on there. Will go through it Yeah i'm always thinking of some way to use science post technology other than being currency (that would be dull). I'll read through your forum blog Thanks! can you point some of the discussion/dev post to me?
  12. Hello, i just bought this game from steam sale few days ago and been playing this game like crazy. i've been doing some readings on dev posts lately, and i'm very pleased to hear that pilot skills and contracts mod (Fine Print) integration is planned for the next patch. I dont know if i missed it, but i haven't read any future rebalance plans on science points. Because, well, i personally think that getting science is very easy even for new players (especially with the latest addition of administration building). even without the building, I heard that we can actually unlock all the technology tree even without venturing further outside Kerbin SOI. I know with increased difficulty, and without using administration building, this will be much harder to achieve. But it just makes this game become more "grinding", because people know that you can unlock them all without going further from the mun/minmus. So when i have already unlocked all the technology tree in day 2, i feel like this is not right. I started to browsing the forums, watching some youtube, etc. because i know i have the feeling that this game has reaaaaaly reaaaly lot things to offer with hundred hours of gameplay. why all i do is just build rockets, try to land in mun and fail miserably, repeat, and get all the technology. Well, to be honest, at first i didn't even know that you can build space stations, refueling stations, rovers, etc until i saw some youtube and start to browsing the forum. Hell, i didnt even know docking, or asteroids (and the fact we can bring asteroid back home) until someone point that out. Then, looking back on the spaceship parts, i've came into realization. This is because i unlock all the spaceship parts too fast that i didnt even know what they are for. And some people have little incentive to do all of these things (landing on farther planets, building space stations) because they think that they can get more science without too much hassle by landing on mun/minmus. For me, it is not quite much problem because i will to all of these anyway. But for some people, they wont bother looking further, and they will think that this game is only about recreating Apollo program. Unless we can use the excess science for other things (Or greatly diminish the science point gained from repeated contracts around the same planets/moons), then people will start looking around to get more science, and get their mind blown by the amount of what this game has to offer. In my opinion, even with Fine Print integration on the next patch, if the amount if science gained from contracts is ludicrous, people will rather "grind" the contracts because its just more convenient way to get science rather than trying to haul big vessel with science lab and all of those science instruments equipped, plus 4 skilled kerbonauts in operation with the risk of never coming back to Kerbin because of the fuel. dont get my wrong. i still really love this game. My post looks like a ramble, but im actually not (and trying not to). I'm just excited with the thoughts of what this game will become when it goes on beta becaause i know this game will eventually get much more better than this. So i just want to know if i miss anything about any future plans on science points. Thanks TL;DR : do i miss the dev news about science points rebalance at some point later? because i personally think that science point can be easily "grinded" on contracts.
  13. Hello. I'm just a newb here, but i played game quite a lot. So, i may can come up with suggestion based on other games. Most of it is based on heavy strategy games like EVE Online, Civ, FM, Xcom, etc. However, i'd like to keep my ideas really simple and try to be as close as possible to the essence of this game. I've also went through the "What Not To Suggest List" and apparently, my ideas are not in the list. These are just rough idea and open for discussion for the flaws. Im not sure if these ideas has been proposed/has been made into mods. But hopefully, these ideas could be taken into consideration for further development: 1. AI space program. inspired by Civ 5, but i'm not gonna make this game become a war game (although the idea seems quite viable to me:cool:). The idea is we are not alone. There are other space program corporations that may already well established, or just starting same like us. The objective is to make Kerbin Solar System less lonely. the AI that i was talking about is not the complex AI like in most 4x games. Such AI have a high margin of error and can be very difficult to program (As discussed in here: http://www.reddit.com/r/KerbalSpaceProgram/comments/25ml0z/ai_controlled_space_programs/). Its just a substitue / complementary of contract system in career mode. Basically, they are the one who gives you contracts in career mode. So far, the additional content for contracts in addition to this implementation that i can think of is: -refuel their vessel that are low on fuel and orbiting somewhere. -saving their astronauts from certain planet. (little backstory, my Jeb is stuck on the mun, surviving the crash from testing the prototype of my munlander. i run a mission of rescuing him and it was really2 satisfying to see Jeb's happy face when he was going back to Kerbin) -scan some planetary objects/anomaly site (see below: Anomaly Sites). These relation points will allow you to interact further with them. The ways that you can interact with them is: For example, you are going to land on Duna, but you lack the fuel. However, you have a good relation with the corporation that have a fueling station orbiting around/near Duna. So you may purchase a fuel with a price from them by docking your vessel into their refueling station (be careful though, destroying their station will have negative impact on your relation). you can also forge "alliance" with them by signing research agreement . I'm still thinking how we gonna do this. So far, the ideas that i can think of is: -purchasing fuel in their refueling stataion (as mentioned above) with discounted price -Docking in one of their orbiting vessel/station to reach your destination -to increase your science and funds yield -rent/trade skilled astronaut (see Astronaut Orientation below) -borrowing funds/investing funds to them. If we invest funds to them, after they successfully perform a space program (mun landing for example), we got their share of funds + science. Vice versa if we borrow their money 2. Astronaut Orientation Im pretty sure many people have already proposed/mod'ed similar ideas to increase the variability of the astronauts. So i'll just keep it simple: Every astronaut have its own orientation, for example: -Jebediah kerman, good at interplanetary landing (-3m/s crash tolerance) -Bob Kerman, good at maintaining and controling thruster (Better thruster overheat tolerance & engine vectoring control) -Whatsoever Kerman is accomplished astronauts with a knack for science (25% more science gained from each data, transmitted or kept) -etc Astronaut Complex will only offer astronauts without any particular traits. To gain these traits, you will have to train them yourself, or just trade with other corporations' astronauts. 3. Anomaly Site Heavily based on EVE online, this will put more incentives for player to build satellites and probes. You have to equip the satellites/probe with a scanning devices and start orbiting planets and moons in the deep space. Sometimes, you will get a notification of an anomaly within the scanned area. From this on, you can choose to launch a vessel to investigate and retrieve whatever is in there to gain significant funds and science, or run your probes to "capture" and monitor it to get diminished amount of science. There are probably some mods that do similarly like this (such as SCANSat). However, the difference is, this opens the door to many random events, (the essence of Crusader Kings 2's watafak moments). For example, when you investigate the site, its actually a kerbonaut belongs to a particular corporation sending distress signal. You decide to inform the corporation and your relation with that corporation will increase. Or maybe the site will makes your venturing astronaut face become upside down? who knows. These are my suggestions. Sorry if i mistakenly post ideas that has been already in the form of mod/have been proposed before. I hope for the feedback/critics from you guys.
  14. Thanks, sir mod. I'm really overwhelmed with the thoughts of how awesome this game would become after its totally finished. i would like to see they implement on how satellites can detect anomaly on the planet, or AI features that allows us to compete with other space programs
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