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Vl3d

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Everything posted by Vl3d

  1. I disagree with this. I think unlocking the tech-tree should be as slow as possible without being repetitive - because being technologically limited incentivizes creativity, building a craft for a very specific task (such as a fly-by or a specific landing) is a great activity and also there's a certain amount of value that you can extract from the low-level parts that disappears if you rush to more advanced parts.
  2. It's a big development time investment for an optional feature which actually penalizes players that don't play in a certain way. Mods can serve the more advanced users that want to enjoy a parallel missions playstyle.
  3. The best science and resource bonus mechanism is flying another mission.
  4. The main point of contention is if we want to be able to time warp at will or not. I, for one, think that if you prevent players from time warping arbitrarily when landed or in orbit, you break stock gameplay (as it is today, lacking a mechanism to parallelize sequential missions). Lethal radiation and heating fulfills all your player stories for life support.
  5. It would be nice to be able to save and load blueprints of small craft that can be built using kerbals on EVA by recycling and using parts from other nearby craft or containers, using an EVA construction mode similar to the one in KSP 1.
  6. IMO the stock game should not have a time-sensitive radiation system like cumulative exposure. There should just be a system similar to heat, in which there's a fatal threshold of radiation for kerbals (like there is a heat threshold for parts). This would mean you need to build shields and/or place your habitation modules far away from the radiation source (reactor or engine). It also means that you have to send probes into certain high-Sv environments instead of kerbals. As for the habitation system, I think the bonuses it offers are implied - the more kerbals you take with you, the better the colony does.
  7. Still I don't see any convincing arguments as to why we should slow the game down so much by introducing consumable time sensitive life support. We all want to explore all the planets, build stuff and go interstellar, right? I want to spend my time in the game designing unique craft for a delivery route, not plan out how much life support I need for some simple flag planting mission. I really enjoy staying with my stranded kerbals for 10 years in Kerbol orbit when I get bored and want to do another mission without getting penalized. IMO consumable time sensitive life support should be fatal and it's great for mods, but not for stock. On the other hand, I believe a fatal radiation system and a bonus-based habitation system are great for stock - because, along with engines overheating, they increase gameplay complexity in a fun time-independent way and stimulate you too build better craft. Also, having heating, radiation and gravity as PvE mechanics.. I think that's enough for stock. Radiation is also a great system to encourage using probes. I want to be able to play fast and build a lot of unique stuff.
  8. I'm really starting to doubt that people asking for life support have actually played KSP 1 with a consumable life support mod. 1. What mission planner? 2. For a mission to land on Duna with consumable LS and time sensitive gameplay you have to account for: - launching at the appropriate transfer window, so that means no loitering / warping in orbit; - doing exact injection and correction burns so as to replicate the transfer trajectories and planned timings; - take into account for the lander LS on board resources the time needed to intercept and dock with the orbiter (you take too long to dock, you fail); - (my favorite) after all of this, you should have calculated precisely how many time sensitive resources you needed for the return trip, which includes waiting for the return transfer window and any margin of error caused by sub-optimal burns or trajectories. Yes, I played KSP 1 with LS once. I sent a 2 crew mission to land on Duna. It took me hours to design and execute it. Know what happened? The kerbals died of hunger 2 days before Kerbin reentry. But not simultaneously, no. Bill had to sit next to Jeb's corpse in the capsule for about 4 days before also expiring. We found 2 little green heroes on board, with clear signs of mental breakdown and possible cannibalism. Does this sound like fun stock gameplay to you for a KSP beginner? And if you don't kill them and just put them in hibernation, then LS is just useless for gameplay, might as well not have it at all. Not to mention that you can't arbitrarily time warp during the mission and you can't do other missions freely, as I've previously stated.
  9. Interstellar rescue missions? What are we taking about..? In my mind you need to "marshall all the resources of your civilization" (quote from a feature video) to undertake an initial interstellar mission, so I just can't imagine how absurd it would be to run out of LS during the journey, have your kerbals enter hibernation.. then have to send another interstellar craft to resupply or rescue those stranded kerbals. So now not only put a consumables LS system and a localized radiation system in the game, but also a consumable stress resource? That sounds just like Kerbalism. And I love Kerbalism, but it prevents arbitrary time warping and slows the game down to a snail's pace. Do you really want new stock players to spend 50 hours just to reach Duna with kerbals? Besides, IMO most of the proponents of adding consumable time-sensitive LS to the game have not thought it out in gameplay practice, they're just expressing an emotional desire for more realism. You cannot have on-vessel consumables if you don't also add a system which, after finishing a mission segment, allows you to go back to the start of another segment of that said mission so you can start another parallel missions. Without this you will never be able to play a mission start to end without interruptions like in stock KSP 1. And I for one do not want to have an alarm that tells me "oh, stop what you're doing, you have to design and launch a resupply mission right now or else your kerbals are out of LS - and by the way, you can't use time warp to get to your destination". Please, think through what you're proposing. Also, IMO advanced players want a game that is just like KSP 1 with mods but better. If you look at most feature requests, they're not new ideas.. they're actually things that have been added to KSP though mods. Again, IMO, the fact that KSP2 will have colony and orbital VABs, resources and delivery routes means that the game will have a lot of new stuff for the player to learn, focus on and play with. If the complexity of the game is increasing by width, we can't have stock gameplay also increase in depth too much. We already have a new heating system which will destroy engines and parts, we will probably have a radiation system.. we can't just completely freeze gameplay by adding consumable LS and taking away the possibility to time warp at will. This would kill gameplay and you can forget about interstellar, most players would never even land on Duna.
  10. I'm on the side of including a radiation and habitation management system instead of consumable life support on craft, the latter which generates frustration for stock gameplay because it limits your ability to time warp. I like to play KSP fast. I want to be able to switch between missions at any time, time warp an arbitrary amount at any time and not deal with hidden variables that create conditions for failure at the end of the mission. Radiation and habitation can be pass / fail by craft design and location, independent of time.
  11. The question is.. if Allow Partial Transmission will still be a thing or if the power requirements of scientific experiments are a hard limit.
  12. Oh I'm sure KSP players think SpaceX does things wrongly.
  13. This is my last comment about any specific feature in this thread. Think it through - you pack up LS provisions, send the kerbals to Eeloo. While doing this you have to also send a supply vehicle to create a route, otherwise you get penalized if you have to wait in Eeloo orbit for years for the next transfer window. It interrupts your gameplay flow - that's why I'm arguing for a mechanism to do a mission and then be able to go back in time to execute another mission in parallel.
  14. Changed and expanded are two different concepts. I see no reason why the starting tech tree structure up to inflatable colony modules should change that much. It can be expanded with all the parts that come later in the progression.
  15. Recurring supply en route to Eeloo? I just agree with @Nertea - consumable life support on craft generates frustration for stock gameplay. You just can't leave a mission in orbit somewhere when you're bored in order to go do something else that requires warping a long time. Believe me, I've really thought about it because I initially wanted life support in the game. But it just complicates things, breaks gameplay rhythm and punishes you for just trying to play fast and have fun. I don't want anything preventing me to time warp at any time. Radiation and habitation are better mechanics to serve that need. They can be pass / fail by craft design and location, independent of time.
  16. Life support (consuming craft resources) is out (because it breaks time warp), radiation + habitation (artificial gravity) are in.
  17. Just middle click on the part you want centered.
  18. If just needs a little bit of polish and consistency. The art direction is good.
  19. Those 5 bugs regarding landing legs physics kicks and orbital decay should be merged if they've been reproduced by QA internally.
  20. Guys make a separate thread about the NavBall placement and just say "we want to be able to move it".
  21. First I would like to say that for years I've been parsing all the ideas I've found anywhere (posts, mods etc.) and I've created a list of suggestions and requests that I believe are compatible with stock KSP. You can find it here: As for a top 10, I would pick: 1. allow returning to the past after finishing a mission by recording and reenacting previous actions in sync (to merge sequential and parallel mission play styles) 2. enable persistent universe multiplayer in which the whole community can build and interact - so players can show and compare their creations in-game and can explore the KSP civilizations built by other players (this is a general vision, I'm not recommending a specific implementation, but I've had ideas) 3. more lore and interesting things to discover in the KSP universe (I play the game mainly for exploration) 4. a radiation system (or something to account for PVE - some kind of life support) 5. better, more detailed terrain and more terrain features 6. environmental visual effects (atmospheric / weather visuals etc.); visual weathering of parts and kerbals during missions 7. gameplay improvements: transfer window calculator, atmospheric landing trajectory predictions (like the trajectories mod); allow holding SAS orientation while warping; automated orbital station keeping (for satellite constellation stability); automatic thrust vector control for VTOL stabilization 8. functional IVA and first person mode (so we can do missions from start to finish in first person, using IVA instruments) 9. vehicle construction: when parts are clipped together calculate the resulting mass and volume correctly (remove mass of intersecting walls, adjust volume of fuel in intersecting tanks etc.); be able to group fuel tanks; planners for heat, EC and antennas; part comparison tool (ex. for side-by-side engine stats) 10 . some useful specific parts: better wheels, procedural utility weight, hinges (to enable more compact craft), auto leveling landing legs, pico docking port Honorable mention: ability to generate and export craft blueprints and mission profile sheets.
  22. https://discord.com/channels/1039959585949237268/1039965151237001307/1172248606519066644 https://cdn.discordapp.com/attachments/1039965151237001307/1172248603859894372/boatdockboatdockboatdock.mp4
  23. For water gameplay I mostly want to have cool places to explore - to find stuff at the bottom of oceans and lakes, parts to build floating ships, submersibles to get there and be able to transport other vehicles and resources.. and some basic scuba capabilities for kerbals. We should take into account pressure limits of course, viscosity and buoyancy depending on liquid type. @Abelinoss posted this on Discord, he has more ideas about it: Abelinoss | Elephant Powered — Today at 9:34 PM I think that it'd be great if you give water parts that allow to build any kind of ship. That being from the speedboat size, all the way to an atlantic cruiser. Meaning tiny motors all the way to huge propellors And the other thing that is really a big please is submersibles Here's a list of random ideas: Sonar, for science collection modular parts that easily stack so you can make actual ships. (basically the ability to make something like an aircraft carrier, or any ship for that matter, without having to use thousands of panels and struts) storage parking that can descent into the ship to store planes / helicopters (pls add helicopters) see image. a combination of propellers and rudder deployable mast + sails (so you can sail the seas of Eve or Laythe. I really want that) surface attachable propellors for easier steering of huge ships High pressure parts for submersibles Submarine tower ballast and pumps (@DibzNr ) The yellow deep sea submersible scientists use. For science Parts that allow construction of Launch Platforms at sea Parts that allow launches from inside the water (Sea Dragon rocket) kapybaras Anchors Emergency boats Ice breaker (in case you manage to do freezing sea water)
  24. For probes in KSP 1 it was required to have electric charge on board to deploy the solar panels - there's no point to it, it just causes frustration or forces the player to load a previous save or revert or turn on cheats. If the player put solar panels on board, there should be no cost to deploy them.
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