Mark Kerbin

Next DLC; Planetary Exploration?

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Fact: Planets in ksp are boring.

Solution : Give players a reason to explore them. Put it in a dlc.

Problem: I can’t think of anything to make planets less boring. What about you guys?

Brainstorming.....

 

Ehh, Maybe add some weather or wind effects? Ik Ik physics engine limitations, but maybe just a little bit of weather? Togglable option?

Maybe some procedurally generated terrain features. Stuff that will be different in every save. Maybe each body with a physical surface could have a library of various rock formations, canyons and what not, and those just get randomly placed on a save by save basis? 

Maybe make it so the scan sats are a bit less op, so you have to actually map the body by flying low or driving across it if you want more details. 

Give bases a purpose. Stations too. I’m thinking making ore a bit easier to get and refine, and long term experiments that have to be completed in a specific environment. 

Biomes actually being biomes would also be nice. Sure on kerbin it’s obvious, but everywhere else it’s just, “hey doesn’t that look slightly [darker, lighter].Random() ?... okay moving on.” Just maybe make it a bit more noticeable and spice up the way terrain works in different biomes.

Maybe terrain could also act differently? Like rovers and landers sink in more on some terrains and others are just super slippery? Though that would require making wheels less... derpy.

Guess I do have some ideas. Thoughts?

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Well again, as with many such suggestions, a lot of what you are suggesting here is being covered by some very good mods already, but I won't let that stand in the way...

But as to your ideas:

  • From my understanding, weather is on the "features not to suggest" list, i.e. won't be made. At least I was told that, when I brought this up ages ago. Won't mean that this stance has changes since than. However I would like so. Imagine designing a lander that has to be made to survive the acid rain on Eve. Or having to contend with actual sand storms on Duna. This would add tremendous interest to planets.
  • I suppose one could extend the whole terrain scatter feature to make planetary surfaces more diverse. Maybe add live forms? Add procedurally generated 3D rocks, where terrain slope / gradient change make rocks sensible.
  • I agree, the stock resource scanning is way OP. Take a look at the ScanSat mod. It is actually a fun mod, having to design a satellite that goes around a planet, discovering resources, making an altimetry / biome map and even discovering anomalies.
  • Speaking of anomalies, one great idea would be to extend the lore around the anomalies, maybe even make them more detailed (like that ziggurat in the desert).
  • Lastly to your comment re terrain characteristics. I'd at least consider a sort of generic terrain characteristic depending on what the surface is. Let the standard grip of tyres be 1 for normal earth / regolith and then modify e.g. for ice or so.
  • There are mods that have you run experiments over long times, but this would definitely be a nice feature that could be integrated into the stock game by tying it more into the whole science / fund / rep construct.
  • One thing I just thought of, that would make planets more interesting would be vulcanism, be it the hot kind or cryovulcanism.

Just some random thoughts...

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Yeah I do have the scan sat mod, is quite enjoyable. And yes volcanos would be freaken awesome. 

(Didnt notice weather was on the do not suggest list, woops)

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Or maybe make science science. Not research points generators.

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1. KSP was better when it was less complicated, with fewer parts and fewer reasons why to do anything. Intuitively learning how to do something hard (and the subsequent incremental success) was its own reward.

2. Planets will only become properly interesting if they start to teach us things we didn't already know, but the cost of not knowing things in KSP is usually mission critical. When one has invested hours of planning, design, testing, launching, manoeuvering and transferring just to discover that Eve's atmosphere is all-but-inescapable, this is an exponentially greater cost than discovering 20m above the launchpad that your parachutes have deployed because you forgot to set your staging properly, or even 100km up that you didn't attach any RCS thrusters.

3. Teaching us things about planets that we don't already know is kinda hard - we've lived on a planet our whole lives, and we kinda get it. The variables that make planets different sit somewhere on a scale of mundane (atmosphere/no atmosphere, water/no water) to cataclysmic (extreme pressure/temperature, toxic/corrosive atmospheric chemicals, inescapable gravity wells), with most of the more interesting being very difficult to implement because they require engine improvements (e.g. tectonic activity, cave networks). A less intensive workaround would be to introduce surface science minigames, but frankly nobody wants that at all.

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6 hours ago, The_Rocketeer said:

1. KSP was better when it was less complicated, with fewer parts and fewer reasons why to do anything. Intuitively learning how to do something hard (and the subsequent incremental success) was its own reward.

But that only lasted so long.  Once you did everything you thought you could do, you were kinda stuck, as we are now.  But back in the old days, you only had to wait a few months until the next Beta dropped, and they added something new and shiny, and the game became fresh again. 

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8 hours ago, Xd the great said:

Add more planets.

Final goal: make it as complicated as real life solar system.

Yeah. I agree.

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13 hours ago, Gargamel said:

But that only lasted so long.  Once you did everything you thought you could do, you were kinda stuck, as we are now.  But back in the old days, you only had to wait a few months until the next Beta dropped, and they added something new and shiny, and the game became fresh again. 

I don't think you've understood me. I'm describing the character of the game, where the goal is not to reach anywhere in particular, it's simply to do better than last time by applying what you've learned. Doing better just requires another run at it, and it definitely doesn't require new parts - those are usually just gimmicks to keep people talking about the game.

There are 3 kinds of 'improvements' to my mind:

  1. Aesthetic/"quality of life" improvements
  2. Features/parts that make difficult things easier
  3. Features/parts that make impossible things possible

I strongly advocate 3 because this allows the player to become better at more things, and continue to derive satisfaction from applied learning.

I strongly discourage 2 because this breaks the cycle of trial and error - you're not learning to walk if someone hands you a mobility scooter, so how can you take pleasure from learning how?

I would not encourage 1 until there was no more 3 that could realistically be delivered. This is just polish, and as Atari taught us long ago, games can look crap but still be addictively fun.

So if applied learning is the best model for KSP as the way to make planets fun, what do I see as the stumbling blocks for investing in KSP planets?

  1. The starting point is always on Kerbin at KSC, and the rinse-and-repeat learning curve is just too time intensive to be fun. To get around this, I suggest adding a way to 'send' a deployable start point to a planet as part of remote base mission. Once deployed, planetary excursion vehicles could be launched, reverted to launch, reverted to editor and recovered to this point.
  2. You still need something to learn about. Most of us expect to be able to drive a rover without too much bother, so where else could KSP take this? This is the hardest question to answer, but finding the right answers to it would be by far the bst way to make KSP addictively satisfying again for experienced players, and it's about the only DLC I can imagine actually being worth the price.

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10 hours ago, Xd the great said:

Add more planets.

Final goal: make it as complicated as real life solar system.

 

1 hour ago, The Minmus Derp said:

Yeah. I agree.

This is something they probably won't do. 

If something is available for free in a Mod, it won't make sense for them to release it as a paid DLC.   The revenue from sales would not even come close to the development costs. 

The next DLC needs to be some fundamental change or additional to the game play mechanic that is not accessible from a mod.   Hopefully we can come up with some good ideas to steer Squad in that direction. 

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The planet's surface needs to go through a graphic overhaul. It's just one color (or two, if it has ice caps) on a bland texture. I've been playing with KS3P and Textures Unlimited and the difference in materials between the ships and the planetary surfaces is jarring.

Thinking about existing mods plus stock we have:

Surface experiments (don't remember the exact mod name), which requires you to use KIS to assemble and connect stuff on the ground. Once you, it's just waiting months until science accumulates.

There is a rover science pack which consists in a part to be added to rovers (IIRC, it also adds the module to some cockpits) and you use it to search for random locations in the ground were you get science.

The stock contracts about running experiments at a given set of locations

The problem with these things above is that the reward is science. In stock, you don't need the additional science. There is also the immersion breaking thought that running a seismographer at Minmus should have nothing to do with the R&D of developing the nerv engines, for instance. That's a general problem with career. And while Making History allows for missions, those missions don't form or affect any coherent campaign, which would make "Do stuff in planets" part of some sort of gameplay.

We also have:

Contracts to build bases and stations. Cons: players may not be interested in building bases or stations in a given body at a given moment. There is also no easy stock system to build bases as single or connected vessels. Some stock implementation of KAS-KIS and some sort of flexible docking port would be required.

Ground Construction and EPL give bases a purpose in building ships. This is good and it's something which could be stock/DLC. IMHO, ship building should always require some resource to be shipped from Kerbin, because no matter what kind of fabrication capabilities are deployed at the Moon or Mars if we ever colonize them, we won't be building microprocessors there. I also think a better navigation system should be implemented, allowing not only porkchop plots but also to plan and link together a series of maneuvers and gravity assists. With mods, you can build and fuel ships in either Mun or Minmus and, theoretically, send them inwards towards Kerbin so the Pe coincides with a transfer window for another planet, thus saving lots of fuel (and avoiding the need to make ships more or less aerodynamic in order to launch from Kerbin). But that needs to be carefully planned or may even be more costly, fuel wise, than just departing from LKO. Another advantage of this is that allows for an easier way to use Eve and Kerbin for gravity assists towards Jool (and potentially, extra planets beyond Eeloo)

MKS adds plenty of resources and converters. But that's not only too complex, IMHO, for the stock game, the game is also not designed for so many converters working simultaneously and becomes Kerbal Slideshow Program. But maybe a more limited resource system (like just EPL with metal ore) and offworld construction would add something to do at planets.

Overall, I think the planets need a graphic and gameplay overhaul, including better textures, different terrain types (with different grips for wheels as someone mentioned), weather/vulcanism/caves which can interacted with (ie, cover them to create a base), some sort of rover/wheel mechanic which isn't so prone to tipping over (or at least, that allows better driving akin to a racing game plus the ability to save while moving), weather/vulcanism (with a warning system, I guess, in case your base or rover is about to be destroyed) and some sort of campaign system that gives you objectives of some sort

 

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