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    Bottle Rocketeer

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  1. Practically speaking, this whole conversation is probably a moot point, isn’t it? They’ve done a ton of work on new procedural wings, tires, and other parts that depend on whatever aerodynamics system they have in place. They’ve got weather effects they’ve built on top of it. And with a long roadmap ahead, I don’t imagine they’re going to go back and uproot whatever system they already have in place, provided it’s stable and functions properly.
  2. I’m guessing that Life Support is mostly going to be small potatoes when it comes to resources and colonies. It’ll be a constraint when you’re getting your colony off the ground and expanding your population, but once you have a few basic modules up and running, it stops being an existential problem and most of your attention is devoted to finding construction materials. Some outposts might require more external aid than others, but past a certain point on the tech tree you should be able to grow your own food and recycle oxygen almost anywhere.
  3. I like the comatose/freeze/turn to stone idea. Losing entire colony populations due to a delivery not arriving on time, killing rescue missions, and creating excessive housekeeping across multiple solar systems is daunting and sounds unfun, but in a game where they’ve put so much research into making their designs based on realistic speculative science, not having any life support requirements at all is a bit of a cop-out. And done right, I do think it can be fun. Imagine trying to race Jeb back to the lander before his EVA suit runs out of oxygen. Or failing that, have Bill venture out to go pick him up and carry him back. Or if you don’t have enough oxygen, can you look for a biome on the planet where you can extract it efficiently? I don’t expect it to be in initial Early Access , but it probably will come packaged with resources. Life support sucks if it’s just glomming on extra parts, but once you start getting to refill tanks from in situ resources, it starts being a thing I’d like to see.
  4. Incredibly excited for the game. 90 days is not a long time at all. There was a time where KSP2 was just a distant hope and curiosity in my mind, and here we are with a playable starting point that’s coming before the end of winter. I also think we’re vastly underestimating how cool just the new Kerbolar system alone will be, even if some elements are still in the works. We get to see what a ring is like! Weather! Maybe volcanism! New surface textures and features to visit! Collidable scatter! Cool atmospheric effects! Some bodies that have been redesigned from the ground up! Even just a KSP remastered would have been the bees knees, and that’s essentially what we’re getting here.
  5. As rational as this take is, I feel like having the opportunity to travel to and actually simulate a black hole in a game like this is just too good to pass up. It might be a long run, DLC type of project, but as long as it doesn’t obliterate the engine, I think it should be a goal to have one in the game.
  6. I’ve always imagined an adventure mode themed around the search for life (like much of our own space exploration is), so I’d like to see the final star system feature you actually finding it. Of course, it should be a massive challenge. Perhaps on a stormy moon around a complex brown dwarf system orbiting a red giant, with huge gravity wells, complex orbits, environmental extremes, and dangerous terrain to navigate. And you’ll have to make it a crewed mission. But taking a sample of life on another world and bringing it back to Kerbin seems like a fitting way to roll the credits.
  7. I love the worlds on display, but I’m wondering a lot about the rest of the solar systems as well. What are the stars themselves like? If Gurdamma is meant to simulate a Hadean-era Earth, then it would seem to follow that DebDeb is a young star as well. Will it be visibly different in any way? And if we assume that there are at least 2 new systems to visit, could there be a different style of a star entirely? Perhaps a red dwarf, Proxima Centauri-style? Or even a giant? What would comets look like around systems like that? There’s so much that’s possible that a game like this can only scratch the surface of, but I’m excited to see where all this is headed.
  8. So how much harder do missions to Duna, Laythe, and Eve get with this aerodynamics update? I have to imagine that if re-entry heating around Duna is significant enough to destroy parts, then missions there are going to involve a lot more moving parts (kinda like the problems the Mars rovers faced).
  9. 1. Moho 2. Eve 3. Kerbin 4. Duna --Asteroid Belt--: Features reworked, "striped" Dres with more deep, criss-crossing canyons around the equator. 5. Jool 6. Venta: Ringed gas giant, rings are risky to navigate through. Stormy atmosphere, with perpetually changing hues of teal and cyan. Features a major storm that acts as a biome with a massive multiplier. - Zept, Yoc: Two small moonlets that border inside and outside of rings, respectively. Oblong and asteroid-like. - Cora: Carves out a major gap in the middle of the rings; perfectly spherical, extremely pale blue to the point of nearly being white. "Fluff" texture on surface easily disturbed by spacecraft and leaves permanent markings... devoted players could write messages here! - Torvent: Titan analogue. Thick atmosphere; topography completely obscured by yellow haze. Smooth, rolling hills on surface, with many lakes. Ideal for easter eggs, rovers, and mapping projects. - Ferron: Gray, metallic planet with no atmosphere. Slightly smaller than Tylo, but extremely high density makes it the most difficult planet to land on in the solar system. - Spur: Tiny, icy, irregular moonlet in an eccentric, steeply inclined orbit. Clearly a captured object, offers spectacular views of the system. 7. Firmus: Dark olive green "superplanet" with solid and liquid surface. Atmosphere accommodates air-breathing jets at high altitudes, but not lower. Mesas stretch high into the atmosphere; these are the only surfaces that can conceivably be escaped from. High turbulence makes landing on them difficult. Far below, the rest of the surface is a cold, dark ocean under extreme pressure. - Eeloo: Cyrovolcanism and more reflective surface added to make it a true Enceladus analogue. - Loma: Captured comet with "muddy", pale purple surface. In retrograde orbit close to Eeloo, leading to great periodic views of the geysers. 8. Elegax: Dark, dim red gas giant. Largest planet in the Kerbol system, twice the size of Jool. Little turbulence, but features explosive auroras visible from its moons. Cineris- Ash-coated moon close to Elegax. Extremely low albedo, mostly flat, entirely covered in sand-like black ash that your Kerbals and spacecraft can kick up. -Apoch: Large molten moon; recently impacted by asteroid. Has a hot, thin atmosphere that causes overheating comparable to old Moho. Surface mostly magma excepting a few jagged, basaltic outcrops. - 70 unnamed moonlets: All in irregular orbits, clearly the result of the Apoch impact. You can name them individually, and planting a flag on them all is a rare, celebrated achievement.
  10. There's plenty of depth in the current system to keep you playing career mode for years between completing randomly generated contracts and simply building whatever your imagination comes up with. That said, other than filling out the science tree, there's no point at which you could call a single career "complete". If Squad wanted to offer a big, climactic mission to round off career mode, what would you want it to look like?
  11. Pretty sweet update on the whole. Things I liked: - Above all, I love how comprehensive the system feels. There's a ton of room for expansion here, and it would be a great pity if more content and mission types weren't added. Down the road, I'd like to see endgame missions, more NASA-inspired shenanigans, and encouragement to build specific crafts like unmanned probes and rovers. - Rescue missions are official now and not just the result of your screw-ups! I'd like to see them expanded to include Kerbals that are actually on the planet surface. - It was fun to see how many of the contracts made for fascinating engineering challenges, even into the late game. Having contracts that asked you to do really weird or unique things was probably the most game-changing part of the update for me. Constructive criticism: - The game feels really daunting to play now. It was complicated enough as a rocket simulator, and now between juggling burns, staging, and maneuvers, collecting science, and meeting extremely specific criteria all at various points on the same mission, it feels like I never have time to sit back and enjoy the view anymore or do missions just for fun. It would be nice to have fewer buttons to constantly press. - After the first few missions, the budget doesn't add much to gameplay beyond stopping you from spamming boosters, since you can spam contracts to take out a loan of sorts for a mega-mission. I would like to see more situations that force you to do some low-budget MacGyvering. - The flood of part test contracts gets old. It would be nice if those were automatically shuffled to the bottom, reduced in quantity, or held some other reward (such as fully unlocking a part on the tech tree you haven't otherwise reached if you complete it). - Once you complete a mission, a little check mark and extra cash/reputation doesn't feel like a tangible enough reward. There should be an achievement hall to commemorate completed contracts and your most successful missions.
  12. For what it's worth, just because lots of those ideas were mentioned by Nova doesn't mean that we're doomed never to see them. He certainly doesn't have a monopoly on wanting to see the solar system expand, and he may have been speaking for the dev team when he mentioned the ideas he had. Besides, we all know what happens to ideas you have at work . My main hope for GG2 isn't a particular color, but a turbulent, changing atmosphere. It would be a nice change of pace from the relatively static green of Jool. As for the moons, I'd like a similar template to that of Jool: one moon that shows off a new mechanic (Laythe), one moon for the scenery (Vall), one moon for the challenge (Tylo), and lots of tiny moons to have fun hopping between. If there's a ring system, I'd like to be realistic: tough to fly through and with little moonlets on either side that give you great views.
  13. Done, though that sounds like more a product of your dirty mind than anything else.
  14. So as we know, the coming release of the contract system brings KSP one step closer to being "Scope Complete", aka having all the core gameplay systems implemented and allowing for more content focus. My question is: what gameplay systems do you think need to be added in the next couple updates to reach this level of completion? A few things off the top of my head: -Expanded Kerbal mechanics such as recruiting, training, individual reputation, and rewards for survival. -Deep space exploration and "discovery" systems -Multiplayer (if that's considered a component of scope completion) -Career mode endgame mechanics, such as "crux" missions.
  15. I love them all in their own way. Laythe has extra-Kerbin spaceflight and occasional vacation getaway packages, Vall has beautiful scenery and base opportunities, Tylo has a truly hair-raising lander challenge, and Bop has the best easter egg in the game. Still, there's always something that brings me back to Pol. It's the only planet that makes me want to hop out of my craft and explore the canyons until my jetpack runs out of fuel.
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