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The Aziz

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  1. I feel like the misunderstanding here came from a fact that games as a service are a part of games in long term post-release development, yes - but with certain distinction: they often offer time limited content, scheduled seasons (which dictates the release timing), purchasable cosmetic items, battle passes, season passes etc etc. Many people hate that, especially when a game has a high starting pricetag to begin with. So the comparison wasn't quite accurate. There are games around that offer only updates over time, perhaps some rare dlcs, but they're not what people call "service". Because you don't miss out anything if you don't play for some time, and there's no need to rely on public servers, 3rd party accounts and whatnot to play, and the only thing that dictates releases is the development progress itself.
  2. Can you believe my previous catto encounter was 8 months earlier, and in another country?
  3. Do I have some (very old) news for you
  4. That's not a new challenge. It's very much a 10 year old challenge, which the new game didn't help overcome. [citation needed] Sure it has to be serious, gray and dark like your average horror movie from 1950s to be successful, mhm. No fun allowed.
  5. That's dedication. I installed it once, hoping to get into some basic manufacturing of spacecraft. Then I found a 40 pages long user manual, dozen of large diagrams inside, multistep production tree, long paragraphs full of numbers, and I just gave up.
  6. Haven't played for so long that I forgot how ingame reentry looks like. I still have KSP visuals imprinted in my brain.
  7. Mmmmm, crispy don't think so, the rotating part probably sits on top of a bearing of sorts, and the opposite sides with connection nodes are static, all-in-1
  8. colonycliplowres.mp4 highres wheeere?
  9. But are much, MUCH lighter. Same size hydrogen tank with a Nerv will give 3 times more dv than an efficient methalox engine. And will weigh few times less, allowing smaller launch vehicle. I pretty much switched to hydrogen for most deep space missions, except maybe Duna because the requirements for a there and back trip are so low.
  10. I'm just popping here to say that possibilities may be limited when out of few community managers only one is left. Few weeks ago Guerrilla Games, lost two out of three thanks to mass layoffs. We used to have weekly streams on twitch, sometimes giveaways, great interactions with community and whatnot, the perfect world. Now with just one left (who's doing a stellar job, thanks Anne for what you're doing out there all alone) all we have is daily picture on social media and sometimes a marketing post as they're closing in on a game release. I imagine it's not easy managing everything as one person.
  11. How one does even aim a rocket going near lightspeed at a few hundred meters wide object? I think you're expecting something that won't ever happen because it's too sci fi.
  12. .... This again? Just launch a rocket at enemy vessel. Or ban him from the server for griefing.
  13. The whole, entire point of deep space engines is that you don't need high thrust in the middle of nowhere. A tradeoff for increased efficiency. I've been doing maneuvers around Jool moons and the planet itself using nothing but two basic hydrogen engines. Easy. Higher thrust? Yeah that's reserved for landing attempts, not orbital operations. Those two are synonyms. That's on you then, no problem with the engine. Long burns can be quite accurate unless for some reason someone is still using the questionable KSP1 technique.
  14. Is it though? It tells you there's something interesting out there you may want to check out, and doing so will give you a reward - but you're free to ignore it for as long as you like and explore the system on your own, and still gather science with instruments you bring with you. People wanted story, lore in Kerbal universe, now that they've got it, and it follows a natural progression, it's bad all of a sudden? It's no different from any other open world story driven games.
  15. Which happened, you can't just spam a ton of tiny boxes on the side of a craft on the launchpad and get through half of the tech tree. There's less experiments (for now at least) but they're more localized, and, you know, putting a radiation sensor on tiny ion probe ain't gonna work anymore. Now you're thinking how and where to put a thing on a craft for it to work. Small, efficient landers ain't gonna cut it now with all the bulky stuff you have to carry around. That's your first challenge. The only simplification is One Button to turn them on all. Another, upcoming, is scouting and setting up a base, possibly in unfriendly environment - but a necessity because of proximity to valuables under ground. Then there's the whole matter of starting off in another system with almost nothing, except what you'll bring with you, there'll be no KSC to boost your game. Now lemme ask this: what kind of challenge are you expecting? I've noticed some people who appear disappointed with what they got, rarely ever say what improvements to existing content they would like to see. So what is there, that can be made more challenging, while still being achievable for everyone?
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