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Rejected Spawn

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About Rejected Spawn

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  1. You seem to misunderstand my point. My point is that there is still plenty of gameplay around the colonies, KSP2 will not be exclusively about piloting a bunch of stuff, it will be about so much more that appeals to so many more players in so many more ways and your strange aversion to letting these other types of players have fun with the game is completely irrational in my eyes. I can't see at all why you obsessively object to expanding the target audience and providing a much appreciated convenience for a lot of experienced players, forcing the player to pilot ships endlessly is like adding
  2. Clarification; you selected a part that taken out of context sounds like it validates your standpoint. The text goes on to say the following: While colonies are subservient to rockets, that does not mean that colonies are a dry, minimal experience. We’re researching the mechanics of space colonization with the same attention to detail that we apply to vehicle parts and planets. We want players to build crazy orbital drydocks and mining colonies on stalactites. Colonies need to be fun to create and build up, and they need a wealth of possibilities. Nate describes this as a “toyetic” e
  3. Well this thread sure kept a high pace, nearly all that I'd like to interject on all sides of all arguments has been covered already. Anyway @Brikoleur I still take issue with your assertion that it's a waste of development resources to have more advanced autopilots as a stock feature, all development of all features are (assuming devs have even the slightest bit of competence) weighted measures of three primary factors, 1: how essential is it to the vision of the game, 2: how much does it cost to develop, 3: how much does it improve sales of the game. I'd like to just quickly comment on these
  4. I don't get the impression you bothered actually reading what I wrote, you're just about saying that those who don't actually WANT to learn to fly properly are wrong and shouldn't be allowed to play the game, they're just terrible people who don't understand when you're explaining to them that it's fun and they're just wrong if they don't find it fun because obviously it's super great. Seriously take a step back and look at what you're saying, and what I'm saying, and try to realise that you're being one of those "you're not playing the game the way I think you should so you're playing it
  5. I still have a hard time believing how intense the undertones of "you're playing the game wrong" still show in threads like this one, seriously the only ways to play a game wrong are to either keep attempting something the game shows is impossible or to set a goal that the game permits and then endlessly fail to achieve that goal. There is no other wrong way to play any game, if you want to put a kerbal on a walking robot and giggle for 6 hours while it clumsily barely makes progress hobbling forward you're ENJOYING the game perfectly fine and nobody can say otherwise. With that opening s
  6. To follow up on that: the contract system keeps geeting even more contracts with major updates (hence the titel of this thread) and they already overwhelm the contract system, plus they never go away, they drop in number to a quite noticeable degree when declined enough (not enough to not just check them) and contracts that keep getting accepted will increase in number but this is only a moderate increase. The problem is that once you go literally anywhere or do literally anything the entire contract list explodes with stuff that individually drops in recurrence but the sheer number of differe
  7. To adress this in turn. (A) I don't want to be handed infinite resources for free forever, only one game mode offers this. (B) You do realise that this section of the forum is for suggestions of improvements and fixes to the actual game itself, right? (C) Not even gonna comment on this, also see point B. (D) See point B. Yeah I still have under 2000 hours of play time in KSP but oh so luckily they give me decades to complete a task I would hate every second of doing for the 50 attempts it takes me to actually complete. Maybe you need to take a good long moment and think about players w
  8. I've been bringing this up more than once but since it seemingly falls on deaf ears every single time you leave me little choice but to reiterate: Adding MORE contract types WITHOUT adding any way for the player to STOP the undesirable ones from respawning endlessly is a nightmare. With the addition of EVA contracts in 1.11 things have gotten near unbearable, my career profile now has horrible reputation because the game keeps shoving contracts in my face that I either hate so much that I'd rather not even play the game or ones that I can't even complete due to lack of flight skills. Numerous
  9. Terraforming won't be a big part of reality any time soon either, much to my personal dissatisfaction. Some time ago I was curious how much atmosphere needs to be added to Mars to merely get the pressure suitable for humans, since we can't absorb oxygen or otherwise stay healthy without substantial pressure and living in thick steel cans there would feel rather uncomfortable... I figured being able to strut around with just an oxygen tank would be seriously out of this world level fun so disregarding the specific composition of the gas I set out to find the total mass needed to get the pressur
  10. For structural panels I'd actually like to see the variants I suggested for KSP2 in this thread some time ago: Structural part suggestions - KSP 2 Discussion - Kerbal Space Program Forums Essentially the pic shows what I mean with curved and rounded, at least a 90 degree example. Would be possible to make bases and rovers look very good with that kind of stuff. For other parts I'd like in KSP1 from the same thread I'd really appreciate glass panels and stack manipulators, such as a 2,5m that goes into 3 standard 1,25m nodes but instead of in a triangle they'd be in a row, also of course I
  11. I'd prefer if the docking ports were MORE helpful. Elaboration time: Rather than have some universal magnetic pull I'd like the docking ports to come with a small robotic arm that grabs any nearby ports by a specific "handle" (resulting in precise alignment to whichever direction you've rotated one of those handles) and then gently guides the incoming vessel to the correct spot for a soft, safe and automatic docking. Something similar (manually operated) is already being used at times in real life, I'd think people working to develop "space stuff" won't be too dumb to extend this function
  12. Technically it's entirely possible to reach any destination in the solar system in less than a year, I got in my head that I wanted to plant a relay in orbit around everything that can be orbited and a probe lander on everything that can be landed on, all in the first year of career mode. Eeloo sitting at an angle behind Kerbin was honestly hard and took 45000dv but was entirely possible - by leaping a 25000 ton 12 stage rocket off the launch pad and reversing the orbit around the sun and spending several real life hours burning ion engines at 4X physical timewarp and eyeballing the target bec
  13. I dunno, there's a lot that would be really cool if it's possible but races over distances that require timewarp are probably not gonna be much fun. Bit of a tangent though; would be rather epicsauce to arrange for competitors to try to fly a pure jet or propeller plane to a moving target in the sky that's operated by a "game master", the simplest form would be to just hit some kind of flimsy marker on the target ship to win but I would love to see a race that has the target act as a flying runway and the participants need to ace a landing - this would make the ship designs very important
  14. Well I didn't even address my post to you, would have used a quote or tag otherwise so no I haven't called anyone but myself a clown, that entire section was directly from my heart to the devs how I feel about their work. As for the ability of a forum thread to affect the outcome of KSP2 that depends on how well thought out it is compared to what the devs already had in mind, at no point have I said that I think any impressive percentage of threads posted in this section of the forum actually bring anything useful to the table but in most cases the truly useless ones can't be salvaged by any m
  15. I was one of those hit hardest by the bugs of CP2077, to the point I made a stand and got a refund. I've had it with games releasing in a horrible state, this has been getting on my nerves for more than a decade. That said, I don't think for a single instant that this thread is going to do anything to affect the actual timetable of KSP2, it seems completely pointless in that regard since it's a business decision of how long the game is allowed to stay in development. However it doesn't hurt to let the devs know that we're on their side in wanting KSP2 to be all it can be, even if that mea
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