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THE_JUDGE

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Posts posted by THE_JUDGE

  1. 2 hours ago, DunaManiac said:

    I'm also interested in the reasoning behind this comment. Not many planets will most likely have a liquid ocean to explore, so I at least see rovers being more versatile in that sense.

    I mean just from the trailers there's Kerbin, Eve, Laythe, Puf, Merbel, Gurdamma, and possibly Lapat are planets/moons in KSP with oceans, which is enough that I think having at least more underwater exploration options than KSP 1 is worth it, although I do agree rovers are more important.

  2. 2 hours ago, Master39 said:

    This is getting ridiculous, Starfield is going to release in November and Elden Ring just dropped a month and a half ago, both games are huge AAA games, from popular AAA studios and both games probably have a marketing budget that's bigger than the overall KSP2 Budget.

    For both games the strategy has been to keep their mouth shut until the last possible moment, filling the silence with the same teaser trailers served as ads and vague interviews talking about the principles behind the design of the game. 

    Compared to the absolute radio silence that Elden Ring had between it's first trailer and any other information being released (Seriously, for over 2 years all we had was a cinematic trailer with no gameplay. There was a youtube channel that just posted of 30 second clip of someone in the community saying "There is no news about Elden Ring today" every single day for like a year and a half of it. The subreddit basically went mad trying to speculate about anything that could be in the game it basically designed a whole new one.), the Ksp 2 teams as positiveley pouring information down our throats, with regularly spaced show and tells and feature videos.  

  3. Basically every episode of the feature videos has been focused on some new feature they advertised at the announcement of KSP 2. 1. New Tech. 2. More Animated Kerbals 3. Better Tutorials. 4. New Planets. 5. Interstellar Travel.  Unless I'm forgetting something, all that's left is Colonies and Multiplayer. Things will start accelerating soon at the end of the feature videos. I don't really know what else they would do while the game is still in active development and thing still subject to change.

  4. 51 minutes ago, Vl3d said:

    But everyone taking about resource / parts trading and inter-agency contracts ignoring the elephant in the room: who are you going to trade with / do contracts for?

    You can't have a solar system / galactic market with just your 3/7/11 other friends that maybe only play once in a while.

    I would argue you can if you've got the right sort of people I've been on multiple Minecraft realms/servers populated with a group of around a dozen friends, and there was a sort of economy where people would trade diamonds for other materials/services. I can definitely imaging trading parts or fuel for things in that sort of setting. 

  5. Both I guess. I hadn’t thought about the logistics of making new infrastructure in a new system, and the delays/specialization that would entail, that’s a good point. I still think there should be a speed of light delay for new tech unlocked on the tech tree so that even if there is a fully developed colony in a different system, it doesn’t instantly get a new tech just because some other colony light years away unlocked it.

  6. I think its confirmed here that there are at least 2 other systems besides the Kerbolar system. I think that 2 new systems are a minimum, as there should be multiple places to go to with the new engines. I think anything more than 5 is way to much work to be there at launch, but like many others in this thread I do think star system DLC is not unlikely. So I'd say there will probably be around 3 new systems excluding kerbol.

  7. On 1/5/2022 at 10:29 AM, t_v said:

    One thing that light delay could impact that the player has control over and won't be annoyed by is science. If science took time to transition between colonies, that would be interesting because colonies in a far-off star system would not have the same access to parts as the Kerbol system, and might need to spend some of their research points to unlock tech nodes that were already unlocked just to get new parts in time for important missions. This doesn't punish the player for uncontrollable (pushing buttons with delay) or easily avoidable (delay ahead of time) things, and also generates interesting gameplay. So, I think that craft should be immediately controllable as long as comms are open the entire way through, but science should spread slowly across the galaxy (maybe even slow enough that colonies could be seriously offset from each other, or make it a difficulty setting to change the speed)

    I actually think this is a really cool idea. If science and new parts are limited by the speed of light it would mean that different solar systems would feel isolated to the player and would help emphasize the vastness of space between stars, something the devs have repeatedly said that they want the game to teach people. This could keep players who just rush down the tech tree to get the biggest engines and one(1) construction module from being able to send anything more than probes to other stars, because a ship that would take people to another stars absolutely has to have the ability to be self-sufficient when it gets there. Players would have to be fully prepared to make the jump to another stars because once they get there, any new technologies they might need to survive are years away. But if you take time to properly plan an interstellar mission, then you could research technologies in the field once a colony has been set up.

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