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Carmoldu

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Everything posted by Carmoldu

  1. You can do custom menus in the VAB now... Do you mean that those menus were kept from save to save?
  2. I'd propose get both an image of the part to test when choosing contracts and also parts that are needed for a contract somehow highlighted when in the VAB
  3. I've always thought they should put more effort into music and sound design, it falls short tons of times. Sometimes music will just stop playing. The sugestions presented here are quite cool overall!
  4. I like Empiro ideas, it sounds great! It would make the game much more interesting, add gameplay and also a huge amount of exploration!
  5. I also thought about this and I think it would be a great idea. This would prevent the 1-satellite launches completing multiple contracts problem as there would be a specific satellite for each orbit, as it has already been said. Also, this could lead to being able to actually fail a contract, as a limited number of satellites could be given to the player in order to carry out the contract and if all were lost due to failed launches, you would fail the contract (so there wouldn't only be contract failure due to exceeding the time limit).
  6. I prefer this than what GregroxMun proposed. I would also add rover auto-piloting skills for high level engineers. That would be soooo useful!
  7. It makes total sense. I also thought that science rewards are way to high. PD: it is not REWORD, it is REWARD!!
  8. What I don't like is to have trillions of useless spaceships in my map, but I also don't like deorbiting them for rol experience... Maybe the solution to this problem of mine would be to make the player able to see/unsee them.
  9. That'd be really cool! Maybe that would give some more utility to engineer kerbals hahaha
  10. The trith is that I almost always skip all the "test" contracts, now that we have more variety which are more interesting. I only take them if I see that for sure I'll be able to carry it out while doing another more entretaining contracts. So yes, I think that including somemechanics to make them more desirable would be cool.
  11. It already does. You just need to place the cursor over the upgrade button without clicking it. If it doesn't show for you it may be a bug.
  12. KAS idea sounds cool! They should amke the rovers go faster too, this would make everyone reserve a seat to an engineer for sure hahaha Point number 2, no please, I already have enough explosions o.o About the orbit info, even though I really like it and I use mods which will display that info for me, for what I read in the past squad doesn't favour this idea. MMaybe now that this could be expanded slowly through gameplay maybe thy reconsider, who knows...
  13. Then when the contract was completed, the satellite should just disapear from your ground control and you shouldn't be able to go to it, it is actually not yours so what do you care? [i'm not being sarcastic, I actually think it should be like this]
  14. Well, here you have it, nothing more to say! This would be just perfect! However, I like the idea of having to pay an "entry cost" when hiring a new kerbal
  15. I don't like the nonsense pathways that comes with this isue too
  16. Maybe you are correct, I hadn't have the time to play enough to see how difficult leveling up is :$
  17. Maybe it would make the game easier in terms of designing efiient rockets and having alternative solutions to some problems, but in terms of gameplay it would be a lot harder (just because it is a more complex system, which makes it less intuitive). I'm studiing space engineering and I think that'd be great fun, but maybe for my little brother or my father or anyone else would be too much to try to learn how to design rockets, learn how to fly them and in addition having to know which fuel is the best for each situation... This would increase the learning curve and, in my opinion, would throw back a lot of potential players. Personaly I'd like it: yes. I think it would be good for the game: nope. Thankfully this game is open to mods and you can customize your experience thanks to them. There ara a bunch of mods which already introduce realistic fuels and I think that is the solution to those of us who want more and more hahaha
  18. I know what you are saying but I don't totally see it hahaha I don't know, I still think it adds gameplay. Maybe if you just couldn't max out everything would be better (each kerbal can only level up 5 times, hence you can just unlock 5 habilities, for example) this way you could choose between having a kerbal which knows lots of things but little 'bout them or/and highly specialised kerbals, which wouldlead to a combination of what's now and what you say. (Does it make any sense? hahaha)
  19. About the ISP nerfing, well, it will depend on what they really do to aerodynamics, we can't say they need to nerf it if we don't even know if adquiring an orbit will be easier. For the different fuels and all that stuff, while highly interesting, I don't think it's in scope (not everybody would enjoy it as you and I would, I think) and it sounds more like something for a mod (some already do it)...
  20. it's not about realism, its about gameplay in my opinion, it just forces you to use 3-kerbal cabins, specially for those interplanetary misions, which makes the game more challenging and entretaining (at least for me).
  21. I like that each kerbal is assigned to a role because this introduces gameplay in the form of having to find out how to carry one of each in a mission. The "danger" in what you propose is that you will just need to train out a kerbal and max him in all classes and you won't need anyone else. Having different roles introduces a challange. (just my opinion though)
  22. Sounds pretty cool. The engineers part looks kind of difficult to implement. I also think that with new features in the game, new habilities will pop-up (maybe engineers would give you bonuses when mining up resources, which will be implemented on the next update). I think that they have bigger plans for this, but they just imploemented the platform where to build onto...
  23. Ok, we can addmit that the modeling wasn't the best and the textures were not a piece of art (maybe even for a work in progress). My question is: is our Tier1 buildings better than that Barn? I'd prefered a bad modelled Barn for Tier1 than a boring tier1 like the one we have now (which, let's addmit it, is not really super better done than the barn in what modelling and textures refer...)
  24. I second this (specially in the electrical aspect). At this moment, I just put down as many solar panels and batteries as I can, just in case.
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