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Kerbal Powers Roleplay


Spartwo

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Welcome to Kerbal Powers, over two years and counting.

A game designed to allow you your own little slice of the Kerbol System where you can create a nation, organisation, or private entity in the small system.

Many members are experienced with these roleplays and can assist new players get themselves integrated into the game as well as be active members in the game. Our play on the RP premise is based on an RP first method of gameplay with a strong KSP building ethos to back that up, we operate with a pre-approved modpack. The game runs at a slower pace, around a scale of about two weeks a year. It lets players stay engaged in the game regardless of how much time in the week they get.

Discord
Come to discord for quicker information than forum messages on how to play. Discord is not required to play.

Advice for new players

  • Please use the flairs
  • Larger the nation larger the target
  • No coast means no need for navy
  • Allies are important but not vital
  • Don't touch the KSC
  • Read up on local history
  • Losing a war isn't the end of the world

What is a roleplay?

In the RP you play the role of a nation, corporation, or other groups. All decisions are yours to control. However be aware that other players might not like your choices and there may be consequences to your actions.

The user creates their own nation within some guidelines established by the wiki itself, and goes to work involving themselves in an interactive world established by other users like them.

Change in leadership doesn't change that you control your role but it gives you an excuse to change national or personality traits.

Everything within your nation is within your control. The game as a whole could be described as collaborative writing with KSP.

How do wars happen?

Warfare occurs in a similar fashion to the board game risk. Depending on the people involved it can vary from almost entirely writing to almost entirely inside the game.

When the time comes for war the two will come to an agreed outcome. If they can't, then the will be done inside of the game using BD armory and established rules.

How do I make a country?

Players can join as nations of almost any shape or size and can share a country if they want to. You just need a name, flag, area of land, and to fill in the form.

You can apply to join HERE

Edited by Spartwo
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Quick nation guide compared to real-life examples. (These could change)

Arcadia = ussr 

KSKM = serbia and Montenegro

Eradica = Chechen

Laythia = unknown

Zeoul = africa

Basil = brasil

Halco = usa

Owlia = australia

Erusea = nk

Squiddy = imperial japan

Nmc = Post-WW2 Germany

Mechani = Modern Japan/Modern Germany

Tekkia = West Turkey

Solaria = The Empire from Star Wars

Grestin = spacex

Kindia = India

Celrepan = Switzerland

The Imperium = 1700's England

Edited by DarkOwl57
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KP 2050
We've passed the 10 year mark and the game's first big update is now coming out.

 

What's new?

KP 2050 features a number of new features to expand game options and make the game experience easier.


Robotics
A number of robotics parts has been added to the modlist allowing for anything from variable wings, to tiltrotors, to giant mechs.

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AI Nations
14 AI nations have been added for players to coerce, fight over, or invade to their hearts content.
Nations


Automatic Economy
An automated and public economy has been added, every player will know roughly about all others, making cheating more difficult and running a nation easier.

What's different?
A number of changes have been made to how the game works in conjunction with KP 2050 and to improve on the rule set.

Player Protections
New players are given a 1 week grace period in which they cannot be attacked so they may get their bearings.

Collapse
The formula for economic collapse has become exponential starting at 15% rather than the previous rate of straight starting at 20.


Alliance Limit
An alliance size limit has been agreed to as 5 and is enforced on a moderation level now.


1.3.1
The game has moved to 1.3.1 officially with a fully updated modlist

 

Edited by Spartwo
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KerbalPowers 2055

We've passed the 15 year mark and the time has come for an expansion of the game’s scope. The ‘55 update seeks to do so.

 

What's new?

KP 2055 features streamlining of the ruleset, a wiki, and opening of space.

Space

Orbital launch limits have been removed with space spending being amalgamated with military for an easier experience on the edge of space. The expanse of space brings opportunities and perils alike.

Wiki

A general consensus towards a need for a wiki, u/Red_Beret took it upon themselves to set up a wiki. There will be an ever expanding database of information needed for any needs added over time.

 

What's different?

A number of changes have been made to how the game works in conjunction with KP 2055 to improve upon the standing rule set.

Clipping

Stricter limits on clipping have been instituted, disallowing weapons stacking or clipping. As a result any craft built to replace existing craft replace their predecessor rather than being purchased.

Callouts

A change to the callout system shifts some responsibility towards moderators in final decisions. Mods are to be contacted over grievances and no longer public bullexcrementstery.

AI Assignment

AI have been assigned to the nearest player nation to expedite seizings.

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KerbalPowers 2060
We've passed our 20th year and the nations of kerbin need a little breathing room. This update will hopefully address that need.
 
 
What's new?
 
KP 2060 focuses on growth and expansion with more tools to do so.
 
Moar Guns
 
We’ve upgraded to the new BD beta and made some tweaks of our own. Adding several heavily modified SMA cannons. Callout to NAA for balancing all the part changes bar texturing in SMA and BD. Full list of new guns.
- Naval Gun: A dual-purpose rapid fire gun for engaging surface and air targets. Air detonation fuse is not developed yet but will prove deadly to any kind of target
- Artillery Turret: A prototype 140mm gun with a slow fire rate, high range, and significant recoil.
- T90: Slightly smaller than the M1 with a higher rate of fire but at the detriment to accuracy.
- VADs: A bigger and heavier Vulcan with full 360 rotation.
- Eland gun: A small tank turret with a much lower fire rate, accuracy, and range. Can fit in mk3 bays.
Changes to base BD include a new armor texture and elimination of duplicate cruise missiles. As well as tweaks to bullets to make 20mm and cannons more effective.
 
OPT and Commodities
 
A reduced version of the OPT spaceplane mod has been added to the pack. The mod adds larger fuselages, cockpits, and beefier engines to help facilitate vehicle transport and a solar economy. 
A number of resources from the community resource pack have also been brought into the game to provide a new source of income. They are spread unevenly across kerbin and the system and have greatly varying values. 
A custom mod for the RP has also been made which overrides stock configs allowing for existing craft to be seamlessly integrated into the new system. So download the new mod folder, have a scan, and see what bounties lie inside your nation! (any imbalance will be addressed as soon as possible)
 
 
What's different?
 
A number of changes have been made to how the game works in conjunction with KP 2060 to allow more freedom of play.
 
Corps
 
Corporations have received a buff to take on new roles. New corps will receive a startup fund and can build twice as much per year as nations.
 
AI Alignment
 
Most all AI have now been taken so the 1 per nation rule from their first introduction has been lifted.

Planning History

The making history DLC will be released in the coming days which brings a new list of problems to the table in terms of compatibility that did not come with Mods. An order of operations will be established once the RP version of KSP is upgraded to 1.4.1.

Propping up

Propeller parts added by KAX have been falling to the wayside as of late so all of them have received improvements to Cost and Thrust. Hopefully bringing them back into the spotlight of low cost, moderate performance, engines for the regional militant.

 

 

Edited by Spartwo
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KerbalPowers 2065
Coming up to the game's anniversary, the 2065 update hopes to improve the resource system and add more goals to strive towards.
 
 
What's new?
 
KP 2065 focuses on things to do with improved resources, tutorial events, and expanded collapses.
 
Improved Resources
 
The types of resource used in KP now each have a purpose and no set value. Each are used for certain more powerful parts from probe cores to laser guns to nuclear reactors. The change will not only add more to buy and sell but also adds a new layer of supply to conflicts.
 
More Collapses
 
Originally Placed in a month after 2060 the improved economy scales all calculations to the GDP and is simpler to use than the previous version. Also included is savings predictions and a kinder collapse curve. The guide to economy has also been overhauled.
 
Tutorial Events
 
A series of starter events have been made to help new players find their bearings and get used to the game's systems. Each event carries a small reward.

Cost Balans

BD has received a part cost overhaul to make less used parts more appealing to use.

 
What's different?
 
A number of changes have been made to how the game works in conjunction with KP 2060 to allow more freedom of play.
 
Simplified Economy
 
Originally Placed in a month after 2060 the improved economy scales all calculations to the GDP and is simpler to use than the previous version. Also included is savings predictions and a kinder collapse curve. The guide to economy has also been overhauled.
 
Update to 1.4
 
Mandatory mods have been taken up to 1.4 standards and the resource pack will follow soon.

Making History

An order of operations for Making History and persists has been established.

 

What's coming?

In the near weeks resource dependencies will be added to some parts, OPT parts will receive buffed fuel levels, an in-depth guide to fighting wars will be written, and biggest is the RPs 1 year anniversary which will be celebrated with Kerbal Power's second timed even The Horde

Resources will also be fully fleshed out with either an interactive map or save file to play with.
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KERBALPOWERS 2070

Coming up to the game's anniversary, the 2070 update hopes to support international trade and add a deeper political focus

WHAT'S NEW?

KP 2070 focuses on more depth on kerbin and improved ways to get ahead.

Improved Resources Take-Two

Resource nodes have been scattered around kerbin and carry rewards for those with trade routes.

AI relationships

AI nations now have an opinion of players, good opinion allows you to make requests of them. Any currently aligned AI will remain so until broken.

Sign Up Sheet

A simple questionnaire is the new way to join KP, the short list of questions will set you up in terms of eco, ideology, and military ability. All nations who haven't yet filled the sheet in are required to.

Soft Reset 3.0

From now until 2072 the game will be undertaking a third soft reset. Players will be allowed to move and start new provided they are not at war. The claim can also not be larger than their current size.

WHAT'S DIFFERENT?

A number of changes have been made to how the game works in conjunction with KP 2070 to allow further depth.

Cleaned Economy

The economy sheet has been downsized and is now organised by continent with Charts comparing GDP, Savings, and Military sizes.

SOI changes

SOI changes can now also be notified using the diplomacy channel on discord

WHAT'S COMING?

Improvements to the fighting of wars, delegate meetings, and biggest is the RPs 1st public anniversary which will be celebrated with Kerbal Power's third timed event Monolith

Work is also underway on an improved world map.

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