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Unpleasant Kerbal details...


TLTay

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I'm not sure how much of the more realistic aspects of space failure will be put into the game, but was wondering if anyone had any thoughts on some of the less agreeable things.

 

Debris: Traditionally, KSP stuff just blows up. Even metal parts with no fuel kind of "poof" away to nothing if they hit past a certain speed. I know one of the devs said that we could harvest ships etc for building resources at colonies, so why shouldn't we be able to recover debris from failed launches?

Bodies: Many Kerbals will die. Do Kerbals "poof" away in KSP2? Do they leave remains? Maybe the remains are nothing more than a statue marker (kid friendly) of the lost Kerbal, and we can get some benefit or something from returning our heroes remains to Kerbin?

Waste: Do Kerbals poop? Do they shower? I don't recall anything having been said about it other than maybe they will require more resources to perform at their best. Can we turn Kerbal pellets into Kerbal chow?

Reproduction: I don't want to think about this. 

 

I'm particularly thinking about the bodies, given the amount of importance Humans give to the act of recovering remains. Do Kerbals care about such things, given how much they seem to care about rescuing the living Kerbals?

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A marker is too much but a headstone findable on Kerbnet as an anomaly would be ok. They likely will have no life support, supporting a Kerbal for 1000 years on an interplanetary mission to another galaxy is not fun. Having metal scrap might be cool, but your idea of a debris system is odd. I would like it so you can only recover debris from landed craft, eg.scrapping a ssto at a colony for scrap to make more ssto instead of funds.

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5 hours ago, TLTay said:

Debris: Traditionally, KSP stuff just blows up. Even metal parts with no fuel kind of "poof" away to nothing if they hit past a certain speed. I know one of the devs said that we could harvest ships etc for building resources at colonies, so why shouldn't we be able to recover debris from failed launches?

At least unfueled parts will no longer explode

5 hours ago, TLTay said:

Waste: Do Kerbals poop? Do they shower? I don't recall anything having been said about it other than maybe they will require more resources to perform at their best. Can we turn Kerbal pellets into Kerbal chow?

The popular consensus is that kerbals are plants (personally I disagree as plants couldn't survive with the light source 20x further away....). But with that as popular consensus, no need to create waste (though I would like life systems...)

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6 hours ago, TLTay said:

I'm not sure how much of the more realistic aspects of space failure will be put into the game, but was wondering if anyone had any thoughts on some of the less agreeable things.

 

Debris: Traditionally, KSP stuff just blows up. Even metal parts with no fuel kind of "poof" away to nothing if they hit past a certain speed. I know one of the devs said that we could harvest ships etc for building resources at colonies, so why shouldn't we be able to recover debris from failed launches?

Bodies: Many Kerbals will die. Do Kerbals "poof" away in KSP2? Do they leave remains? Maybe the remains are nothing more than a statue marker (kid friendly) of the lost Kerbal, and we can get some benefit or something from returning our heroes remains to Kerbin?

Waste: Do Kerbals poop? Do they shower? I don't recall anything having been said about it other than maybe they will require more resources to perform at their best. Can we turn Kerbal pellets into Kerbal chow?

Reproduction: I don't want to think about this. 

Debris: We all want a proper debris system, it's just. Bad. I hope the new developers will make actual pieces of debris. And only explosive things such as Kerosene, LH2 should explode, others like metal, aluminum, etc. should bend, crack. Also the nearby explosions of Fuel Tanks should produce a shockwave that could cut tougher parts in half and other parts can turn to dust or be unusuably damaged.

 

Bodies: Actually, I don'thave anything to say lol rip. Good statement.

 

Waste: The developers already told us, that it's very likely, that we're going to have life support systems, just not as difficult as TAC Life Support or anything. You would have to manually send resources rarely, because they don't want to ruin the gameplay. Because this game is not a strategy game. This is KSP2.

 

Reproduction: “As you achieve things in the games, Kerbals celebrate by… increasing their population,” says creative director Nate Simpson. Don't worry, you will not see the cursed, they will just appear.

 

Also if you're tired of feeding the Kerbals, don't give them resources anymore, they will pass out and you will be free.

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Bodies.
Kerbal specters hanging around the crash site.

Reproduction.
Like the alien in Alien. A heap of eggs which suddenly appear, grow, and give new Kerbals.
Without the parasite form and acid spitting.
Kerbals first have no specialisation, then evolve into Pilots, Engineers, Scientists.
Like ants and bees.

Upd.
And Mystery Goo.
To populate planets.

Spoiler

engineer_opening_black_goo_bowl.jpgimages?q=tbn:ANd9GcRZQNyOYax70Ip_vDs6-i9images?q=tbn:ANd9GcQeeLoar8M9RVbeCZALKUv


 

Edited by kerbiloid
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1 hour ago, Single stage to ocean said:

Maybe actual pieces of debris if part count won't be excessive.

Then the scene may become cluttered and laggy over many crashes, tho I don't disagree with the realism part. Since the devs are a bit vague on how far their "reuse of parts" will go, what about recycling those debris as well as parts with tech? Science Lab meet Recycle Bin

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1 hour ago, Single stage to ocean said:

Maybe actual pieces of debris if part count won't be excessive.

You could have a debris “cloud” that you can fly through and “mine” with a debris scooper, Flying through/remaining in a debris cloud might induce damage, to be repaired by an engineer. From a part count perspective, a debris  cloud would just be a single part.

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3 minutes ago, Kerbart said:

You could have a debris “cloud” that you can fly through and “mine” with a debris scooper, Flying through/remaining in a debris cloud might induce damage, to be repaired by an engineer. From a part count perspective, a debris  cloud would just be a single part.

Good idea that I agree with too!

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1 minute ago, PlutoISaPlanet said:

Random, but going through planet rings and mining them would be cool.

Another great idea! I'm impressed by your imagination guys, but I don't think that the developers even care or look at what we want. But this is still a great place to exhaust your words and improvemental ideas!

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4 minutes ago, ShuttlePilot said:

Another great idea! I'm impressed by your imagination guys, but I don't think that the developers even care or look at what we want. But this is still a great place to exhaust your words and improvemental ideas!

I hope rings have some function, mining them would be one.

I would also hope the gas of gas planets could be sucked up and used.

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Just now, PlutoISaPlanet said:

I hope rings have some function, mining them would be one.

I would also hope the gas of gas planets could be sucked up and used.

Yes, yes and yes. All of that stuff HAS to be in the game. I will not buy if they will not appear lol rip.

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2 hours ago, Kerbart said:

You could have a debris “cloud” that you can fly through and “mine” with a debris scooper, Flying through/remaining in a debris cloud might induce damage, to be repaired by an engineer. From a part count perspective, a debris  cloud would just be a single part.

The damage idea is bad. What if you blow up on lauchpad/base or some really inconvenient place, eg. The only flat area on a planet for a base. Debris scooping adds too much. A VFX cloud and the ability to send an EVA kerbal to pick up scrap and send it back isn't too bad.

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What might be cool, is a ability for kerbals to have backup clones so when they die, they will have the memories transferred(experience and skills). Similiar system as in Eve Online lore. Jump clones and medical clones would be cool(medical clones in case Jeb gets blown to smithereens after being poofed in a physics glitch), jump clones for instant transferring(what if the nearest base needs an engineer asap to fix a solar array) and medical clones for death. Kerbals start with no skills but can learn for funds(and experience, they have a skill tree like video games). Having no clones available leads to loss of kerbal skills. Also, antennae take time to relay instructions,(not gonna land when the nearest manned relay is about 10 light years away) but when landing you can do things autonomouly by setting a manuever node right above the surface instead.

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3 hours ago, Kerbart said:

You could have a debris “cloud” that you can fly through and “mine” with a debris scooper, Flying through/remaining in a debris cloud might induce damage, to be repaired by an engineer. From a part count perspective, a debris  cloud would just be a single part.

I've done this already. It could be a way to recover materials that would otherwise be considered lost. (Damned Kraken attacks)

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1 hour ago, Single stage to ocean said:

The damage idea is bad. What if you blow up on lauchpad/base or some really inconvenient place, eg. The only flat area on a planet for a base. Debris scooping adds too much. A VFX cloud and the ability to send an EVA kerbal to pick up scrap and send it back isn't too bad.

Gravity would make a debris cloud sink into the ground pretty quickly. Whether the scooping is done by a Kerbal or by something similar to a mining drill is an implementation detail that is above my paygrade tomake sensible comments on.

Damage is important though to provide an incentive to clean up your mess. It could be a difficulty setting though, so having debris clouds is optional. But it would add a fun dimension to the game — mining them for profit, and for safety. Could be a contract too (clean up debris cloud WX4G6 in low mun orbit).

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14 hours ago, TLTay said:

Debris: Traditionally, KSP stuff just blows up. Even metal parts with no fuel kind of "poof" away to nothing if they hit past a certain speed. I know one of the devs said that we could harvest ships etc for building resources at colonies, so why shouldn't we be able to recover debris from failed launches?

Parts of spacecraft do not magically pop out of existence. If a spacecraft with, say, an abundance of Type 1 fuel tanks and Type 3 engines splashes down in an ocean, the game should save the density of debris around the planet (like a heatmap) and have different heatmaps for different parts. You could send a salvage team to find discarded parts, bringing in tourism revenue for the early game and allowing you to reuse some parts from a failed rocket. A bit much to ask for something this minor, but something to think about - I'm not a big fan of magically disappearing rockets.

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2 minutes ago, Bej Kerman said:

Parts of spacecraft do not magically pop out of existence. If a spacecraft with, say, an abundance of Type 1 fuel tanks and Type 3 engines splashes down in an ocean, the game should save the density of debris around the planet (like a heatmap) and have different heatmaps for different parts. You could send a salvage team to find discarded parts, bringing in tourism revenue for the early game and allowing you to reuse some parts from a failed rocket. A bit much to ask for something this minor, but something to think about - I'm not a big fan of magically disappearing rockets.

Yes, me too. I'm sure, that the "puff" doesn't bother most of the players, but for the sake of realism. What the thing is this? we need PROPER DESTRUCTION. Kerbal Style!

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15 hours ago, TLTay said:

Can we turn Kerbal pellets into Kerbal chow?

I read this section as being under Bodies, and thought you were suggesting we turn the expired Kerbals into pellets for the others. Definitely creative...lol

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