Jump to content

KSP Loading...Preview: Part Repairs


Recommended Posts

If it isn't a thing already, I hope kerbals can carry and place the work lights in their inventory

On 11/20/2020 at 12:17 AM, Kerbart said:

Ugh... like a dozen posts into the thread. Why didn't they state those obvious questions right when posted? I know, I know... Squad is software company, don't expect any marketing experience from them. But still...

Actually, SQUAD was a marketing company before they started making KSP so...

Link to post
Share on other sites
55 minutes ago, The Dressian Exploder said:

If it isn't a thing already, I hope kerbals can carry and place the work lights in their inventory

Actually, SQUAD was a marketing company before they started making KSP so...

Yes.  ...but I think the company was divided into two departments and is now just a software company.  I doubt many of the marketing people are still there.  Not to defend their marketing prowess.  I've definitely criticized at times.

Link to post
Share on other sites

Meh not so much a fan of having to carry repair kits to fix stuff. I mean inventory system and stuff sure cool. Also fixing solar panels super cool. But having to have consumables to repair Is a little less so IMO.

Link to post
Share on other sites
6 hours ago, qzgy said:

Meh not so much a fan of having to carry repair kits to fix stuff. I mean inventory system and stuff sure cool. Also fixing solar panels super cool. But having to have consumables to repair Is a little less so IMO.

Extensive repairs should cost you something, which game mechanic you would use?

I am guessing/hoping we will be able to repair more stuff in the future, how would you balance that?

Link to post
Share on other sites
12 hours ago, qzgy said:

Meh not so much a fan of having to carry repair kits to fix stuff. I mean inventory system and stuff sure cool. Also fixing solar panels super cool. But having to have consumables to repair Is a little less so IMO.

As of now there is no game mechanic that requires you to do resupply missions. This gives you a reason, and opens the door to more possibilities

Link to post
Share on other sites
On 11/19/2020 at 11:12 PM, panzer1b said:

Good start, although i really hope that one day KSP will come out with a method of detach/attach parts (like KIS) which is stock and very simple to allow us to make minor craft adjustments in space (would be best if it supported the offset/rotate things which KIS doesnt).  That way we can finally have actual space construction and dont get me started on how many times ive forgotted  docking port or batteries on my ships only to have to bring a ship which has the needed stuff on a klaw which is then bolted onto the main vessel that was missing said items.  If we can get KIS like function in bone stock itd be really neat (provided its not super buggy ofc :)).

kis does support offset and rotate

Link to post
Share on other sites
7 hours ago, snkiz said:

As of now there is no game mechanic that requires you to do resupply missions. This gives you a reason, and opens the door to more possibilities

I dont disagree with either of those statements, but for myself personally I play almost exclusively sandbox (never really fell in love with career). So for my purposes I dont really care to do resupply missions and its more of an annoyance if I have to remember to bring some random consumable for my rover as a "backup" instead of bringing along just an extra kerbal.

Sure leave the mechanic in, but I'd personally try to turn it off asap.

13 hours ago, Boyster said:

Extensive repairs should cost you something, which game mechanic you would use?

I am guessing/hoping we will be able to repair more stuff in the future, how would you balance that?

These feel a bit like loaded questions but whatever. I dont disagree extensive repairs should cost something and that this mechanic of consumables is a good way of both somewhat balancing and "accounting for that". In the current game thats from the engineer level which I think is fine as it is. But again, for my playstyle ehhh I'd rather not worry or be limited by constraints like "needing a consumable to fix my stuff that broke because I was dumb 10 years into a mission"

I think there is a point to be made about similarity to life support, you shouldn't be able to leave a kerbal in a chair for 30 years, which game mechanic would you use? I dont think you can get a valuable discussion since the mechanics dont exist as it wasn't a consideration within the base game (kerbal is only somewhat realistic).

That was a bit rambly but anyways maybe that made some sense.

Link to post
Share on other sites
28 minutes ago, qzgy said:

I think there is a point to be made about similarity to life support,

Your are of course completely right. Where do you draw the line? And what about sandbox players that don't care? This same system could be used to implement something like snacks. Gives you the idea of life support without to much complexity. Sure make them togglable just like com-net and g forces and re-entry heating. Kerbal is not a simulation, but career mode mechanics haven't had love in a long time. Thing is we already have a perfectly functional sandbox mode, where you can turn off just about every restriction in the game, The worst that could come from the repair kit for a sandbox player is another thing they have to turn off once in settings. And really it can only be a benefit, because they will allow you to repair the things you couldn't before that are none the less breakable.

Edited by snkiz
Link to post
Share on other sites
6 hours ago, qzgy said:

That was a bit rambly but anyways maybe that made some sense.

It made a lot of a sense, hopefully in the future we will get more usage from this system and maybe...gulp...maybe...an optional light life support system :science:

Edited by Boyster
Link to post
Share on other sites

I see no problem with that. It's just one more thing to remember to bring, like antenna or RCS thrusters. Here you just have to remember to take that small storage with you and put some stuff in it.

Sure you can turn off commnet and dock using only main engine.

Alright better example: what if you forget to bring an engineer? You could say that is part of the preflight checklist, but so is storage, just have to get used to it.

 

People have been complaining that there is no reason to build more rockets if they don't have science equipment or crew, now there is one. I hope that's a beginning of a real ground expansion with actual base parts and mechanics.

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...