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megatiger78

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Everything posted by megatiger78

  1. also dannys video shows kerbal rescue iss possible
  2. WARING TEXT WALL IMBOUND!!!!!!!!!!!!!!!!!!!!1111111!!!! Different Kerbal classes and more stuff for them to do. There could be explorers, scientists, engineers, and designers. the explorers could be the basic kerbals and fly the spacecraft/map anomlies/plant flags/be the first kerbals out of the lander etc. scientists could do research as one of there subclasses (i.e. botanist, engine research. science machine operation, sample taker, biologist, xenobiologist, xenobotanist, astrophysicist, physicist, archeologists, etc.) they could all do things and there classes could be skills so a astrophysicist could be a upgrade from the physicist but still able to do a archaeologists job of investigating anomalies found, palaeontologist archaeologists xenobiologists and xenobotanists could investigate the mystery's behind anomalies, starting with an sstv signal somewhere (maybe the one on duna? or somewhere else?) at the science complex some way of recording the signal could make the picture and help move along the story (novasiliko(did I spell that right?) had the basic story idea when he added the signal back when he was a developer of the game, maybe scientist subclasses could help with that?) to when you find the abandon frozen planet (maybe using an observatory building? (ask nova why the planet is frozen. I don't have the link in a post showing the story he was planning in a wall of text.)). this could lead to interstellar travel engines to powerful to use inside a star system (so it couldn't be used t cheat long flights to anywhere except other stars. ok engineers and designers work together to build interplanetary bases. engineers could be told to use recourses they mined or brought with them to build bases. these would be designed by a designer brought on the flight as a survey of the terrain would need to be done by the designers to make a blueprint in a blueprint module to be tanked to engineers in a factory module who will make the parts and build with them automatically. once do ne crew can be flown in and as research continues the base can upgrade into a launch platform. this could make travel easier. also some parts would need specific resources (i.e. PB-NUK reactors need blutonium.) resources could be bought from kerbin and flown in to help or just mined by the engineers. the engineers would be the only class capable of making repairs to wheels or other parts that can break but remain attached to the craft. the designers would be used for space stations as well but modules would have to be placed in the correct orbit location by the player until a special orbital factory could be researched designed to work in zero-g. the bases could still be assembled manually since factories and blueprint modules require research. before research of this designers could serve some purpose, but I have no idea what they could do (maybe help some geologists or do a survey of the terrain around ksp for future bases. the survey could be replaced with satellites or done from orbit by astronomers assisted by designers. the explores would have red helmets, the scientists could have green ones, the engineers could have yellow helmets, and the designers could have blue ones. that was my text wall of ideas. I hope you like them
  3. and the kerbal clases I suggested earlier.... maybe the badges could help determine scientist subclasses
  4. so? novas ideas are cool. like a huge mystery around the duna sstv involving gp2 or some other planet
  5. Different Kerbal classes and more stuff for them to do. There could be explorers, scientists, engineers, and designers. the explorers could be the basic kerbals and fly the spacecraft/map anomlies/plant flags/be the first kerbals out of the lander etc. scientists could do research as one of there subclasses (i.e. botanist, engine research. science machine operation, sample taker, biologist, xenobiologist, xenobotanist, astrophysicist, physicist, archeologists, etc.) they could all do things and there classes could be skills so a astrophysicist could be a upgrade from the physicist but still able to do a archaeologists job of investigating anomalies found, palaeontologist archaeologists xenobiologists and xenobotanists could investigate the mystery's behind anomalies, starting with an sstv signal somewhere (maybe the one on duna? or somewhere else?) at the science complex some way of recording the signal could make the picture and help move along the story (novasiliko(did I spell that right?) had the basic story idea when he added the signal back when he was a developer of the game, maybe scientist subclasses could help with that?) to when you find the abandon frozen planet (maybe using an observatory building? (ask nova why the planet is frozen. I don't have the link in a post showing the story he was planning in a wall of text.)). this could lead to interstellar travel engines to powerful to use inside a star system (so it couldn't be used t cheat long flights to anywhere except other stars. ok engineers and designers work together to build interplanetary bases. engineers could be told to use recourses they mined or brought with them to build bases. these would be designed by a designer brought on the flight as a survey of the terrain would need to be done by the designers to make a blueprint in a blueprint module to be tanked to engineers in a factory module who will make the parts and build with them automatically. once do ne crew can be flown in and as research continues the base can upgrade into a launch platform. this could make travel easier. also some parts would need specific resources (i.e. PB-NUK reactors need blutonium.) resources could be bought from kerbin and flown in to help or just mined by the engineers. the engineers would be the only class capable of making repairs to wheels or other parts that can break but remain attached to the craft. the designers would be used for space stations as well but modules would have to be placed in the correct orbit location by the player until a special orbital factory could be researched designed to work in zero-g. the bases could still be assembled manually since factories and blueprint modules require research. before research of this designers could serve some purpose, but I have no idea what they could do (maybe help some geologists or do a survey of the terrain around ksp for future bases. the survey could be replaced with satellites or done from orbit by astronomers assisted by designers. the explores would have red helmets, the scientists could have green ones, the engineers could have yellow helmets, and the designers could have blue ones. that was my text wall of ideas. I hope you like them
  6. ok so the basic idea appears to be that it was supposed to be part of a puzzle. apparently this may still be being worked on as a certain kerbal orbit the duna sstv signal may play. I guess this means that you are approaching the planet the duna alins came from (supposedly blasted into this orbit after trying to make interstellar travel
  7. what univerese? also did anyone at all read my theory on the anomalous signal in kerbol orbit thing?
  8. ok so alternate theory to novas: basically novas theory but including the fact that the monoliths where in fact containers for frozen members of the speciies. once there they devolved into kerbals, explaining there similaritys. the anomalous signal in orbit of the sun indicates that you are aporaching there homeworld.
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