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KSP Board Game (WIP)


FireKerb

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Inspired by that one other KSP Board Game that I can't remember!

Feel free to add feedback!

Game Goals (What I want the game to be roughly):

2 - 4 Players

Goal is to gain the most Rep by doing stuff. Double points if one player does it first. If you can get back to Kerbin, double all points earned by the mission.

All players start with basic tech (MK1 Pod, KV1 Re-entry Module, Flea, Basic fin) with 2HOT Thermometers replacing Mystery Goo.

Players also start with one Orange Suit Kerbal which has special abilities (Jeb and Val have abilities that reduce risk, Bill makes crafts have higher Pseudo Delta-V, Bob gives out higher science). All other crew spaces are automatically manned by lame whitesuits. The Orange suits can never die; they only return back to the space center. If whitesuits die, however, you lose Rep.

All science parts have a base science reward multiplied by the situation and the planetary body.

New parts available via using science to buy a random part from a certain category (Command, Fuel, Engines, Control, Coupling, Thermal, Electricity, Science, Utility) with some categories and parts unused. (Possible issue with getting late game parts early)

Delta-V System Simplified: (Fuel Points (From Fuel Tanks) - Mass) * Multiplier from Engine (Emulating Isp).

Transport map based on the Delta-V Subway Map with the Pseudo Delta-V Values. Traversing a route takes one turn, except from aerobraking. You can do several aerobrakes in one turn, as long as they connect.

 

Risk Factor (This is a doozy): During Take-Off, Landing, Aerobraking, Refining and Mining (Landing on a body using aerobraking counts as aerobraking). A risk number is based on the Pseudo Delta-V required for Take-Off/Landing/Aerobraking (ordered in least risk to most risk) and the type of Drill/ISRU for their respective roles (Numbers are WIP currently).

The way to prevent an accident due to risk is by rolling a number of dice equal to the number of kerbals on the craft plus any extra bonus die (Orange Suit Kerbal ability may add extra die, parachutes add extra die)(Probe Cores only have a flat bonus, replicating their calculated behavior). The number on the dice have bonuses and penalties added to them (Uneven Cross-section makes risks harder, fins make it easier).

If the final number is higher or equal than the risk number, you're safe! If it's lower, you lose parts equal to how much you under the risk amount (you can choose which parts).(Note: Any part with the safety can be used for any situation, so you can use a heatshield to make take-off risk free)

 

Building Rockets: Currently WIP, so suggest ideas for rocket construction!

Each engine has a thrust value. If the weight of the rocket is higher than the thrust, you will not go into orbit today (Or be landing on an atmosphereless body). In orbit it doesn't matter of course. The weight of a rocket is dependent on the body the craft is orbiting and the mass of the rocket.

Please share your ideas on this below!

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