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Oszilgath

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  1. Not every player can code. I really liked the way you could customize and program your vehicles in "Space Engineers", but wasn´t able to do it myself. And you can´t just learn C+ (i think that´s what they used there, isn´t it?) in an hour. And that´s why i liked the logic blocks in "Stationeers" so much. Players who don´t have any experience with coding or logic gates can learn using them with one short tutorial video (at least the basics) and they´ll be able to "program" much more complex things after some time. For example: When i started my first stationeers game, i had an idea about what logic gates are, but wasn´t sure how to exactly use them. So i watched a tutorial about a sun tracker setup and a few days later i was able to build a ingame clock with these blocks. And that´s what makes logic blocks so interesting for players who don´t know how to code. You get the same feeling of progress and improvement like in your first KSP hours, when you start with no idea how to build a rocket and suddenly you´re landing on Mun.
  2. I played KSP with some Life Support Mods, but they have all the same problem - they are unbalanced. The containers with ressources were too heavy and for me it was too hard to guess how much ressources would be needed for the missions.
  3. I´d love to see some kind of logic gates in KSP2. Maybe like in "Stationeers" with different chips, processors and sensors to interact with. This would be a great addition to the actiongroups and could be optional used to increase the level of difficulty. e.g. there could be an option to either have automated solar panels like in KSP1 or one has to build an automation with logic gates. They could further be used to automate entire vehicles or buildings. e.g. rovers scanning for ressources, harvesting them and delivering them to your base, where they get automatically refined.
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