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Tw1

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    Somewhere between LEO and the mantle
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    Space(Obv.), Geology, Architecture, Computers, and lots of other stuff.

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  1. Is having a kerbal with you to watch a launch good luck or bad luck
  2. This. It's like they learnt the word from minecraft. Even back in the day we thought it was silly, but they never changed it. This too. This would be better than the tech tree approach, especially I think in my ideal science system, there would be three levels. 1. Passive sensors - scanners, instruments, etc, Stuff which you just turn on as part of your ship, and return data based on the situation they're in. Novel situations bring you more interesting (or maybe valuable) data. 2. Active experiments - stuff you have to interact with. Drilling stuff, or chemical tests, stuff you actually have to move around and click to make work. 3. Long term projects. Stuff you set up to run then leave for a while. Research in stations and bases, or something which involves signals between multiple probes, or that you deploy on the ground for long term data collection. We kind of got these all in KSP1 by the end, but it would be nice for them to be designed in a more comprehensive way from the start. Something that makes them interact in interesting ways. I hope KSP2 embraces (cost / time x depreciation) mechanics. There's potential there which was wasted in KSP1, fast forwarding years was too easy a choice.
  3. Personally, I would rather science to be more passive in a lot of cases. You shouldn't need to trigger a temperature sensor at a specific moment, just remember to have the thing turned on. My major turn of for the KSP1 science system was how much it felt like fetch quests, rather than actually doing science. My dream for that game was to have more things which you'd actually get data from, values which change per location, stuff you could plot, etc. The other problem was how much it was linked to scoring simple points, rather than science for the sake of science. Not against it helping you get somewhere, but I hope it has more emphasis on the building-up-an-understating-of-the-planet side of things this time. I want to see more graphs and charts to complete. Hopefully this time, using your science to get somewhere might mean learning what areas are easier to travel through in rovers, or what hazards you might encounter, or what resources there might be on the surface. More of that please, less of "This arbitrary amount of points lets you gain one unrelated set of parts". The issue for me with both science and tech tree was how unauthentic they felt compared to the space travel side of things. They broke the illusion, and made it clear I was just playing a game. I hope it appeals more to the imagination this time.
  4. If they properly realise the balance between rewards for active play, and passive rewards/costs per time, then I'll be happy. There was no downsides or benefits when it came to timewarping, which was a bit of a loss if you ask me. The shallow, quest style gameplay that characterised KSP1's carrier was the biggest problem for me. Life support, passive experiments, funding based on what sort of reputation or standing you've got, crew salaries, that sort of thing. Perhaps a simple budget spreadsheet to help us keep track of that aspect. The absence of this sort of thing was what stopped KSP1 feeling like a space program, rather than just an advanced rocket launching sim. It needs to feel like I'm commanding a space program. Make if feel authentic, not like I'm being handed a list of randomish tasks to do. Let tasks arise naturally from what I encounter in game, not imposed by a list. That was the fundamental problem with contracts and the clicky science. I'm being told what to do, rather than given the info I need to work it out for myself. KSP has 5 levels of things the player gets to do. Program direction, Engineering, mission planning, executing the space travel, close up exploration. I long felt it was lacking in the first, and only in the later updates did much interesting about the last. Do to the third well often relied on external tools, IF they can give us proper management and time based mechanics, and fully flesh out each of those 5 levels, I will be very happy.
  5. I'm hoping it's possible to set up a multiplayer server tbh. If so, I'd end up focusing on setting up cool space bases.
  6. God yes. These and the poodle were iconic. Why did they use that engine for the real size kerbal rocket when they had that booth to announce KSP2? I'll bet it was because it was recognisable. Uniquely kerbal. The blandification of all these parts was a big factor in pushing me away from the game, as it lost something of it's charm.
  7. Fingers crossed Minmus is still smooth and shiny Maybe some craters But I want to see those sparkly slopes and glassy flats in HD.
  8. TBH, I've imagined it working with a system, where time, timewarp, and so on is local to the player. This would lead to weird effects from the view of a non warping player as another player's vessel would appear to take a path through the solar system which isn't physically possible, or be able to warp to catch up to another player's orbiting ship. But it eliminates all sorts of other issues. No need to worry about what happened before what, as all players operate on real life time, not in game time. Plus, no risk of one player's time warp messing up another's plans. When a player is not online, time based things simply don't happen to them. Time has long been an infinite resource in KSP anyway.
  9. Glitch based acceleration and save manipulation have seen people go crazy far out even in KSP1, resulting in glitchiness, so I suspect the same will be the case here.
  10. Been some time since we could last make a working one of these. Who remembers? Infinigliders. Check out that guy at the back. No hemet. Fearless. They look quite cool in modern parts. More people should try this before it is re-patched
  11. Hear me out: Infiniglide should have returned for April Fools day

  12. One of the great things about Kerbal is how free you are to shape your own story. Maybe a few very simple things, like kerbals cheering when you land, or launch something of a certain size for the first time maybe, but that could also end up distracting, and take away from your own feeling of having achieved it. It's more real when you just watch what happens. I wouldn't say no to a procedurally generated news paper pop up listing your recent accomplishments, especially if that also gave you some sort of payout for what you had accomplished in the past munth or year or whatever... One thing the game must not do is add in an ancient aliens plot. I enjoy it in other games, but kerbal should be about pioneering. I want to be the one taking the first steps on these planets, in the name of scientific discovery, not chasing after something else.
  13. I'm hoping for a video version with the sound in it
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