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xgu28

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Everything posted by xgu28

  1. Sounds good now i think the next problem is the capturing of kerbals
  2. I now understand what you meant about the pricing system, a reduction in price does seem to be in order but is 1/2 the right number, again i have no idea i think we will have to test this to ensure its not over or under powered. The colony to factory to mine/city seems to be a great idea as do the numbers for the science building(I'm think a combination of mines and factories to make a science building). I would make the ratio for the mine higher but have less yield(like 18 to 14). **Another building idea(just a suggestion) Farms, these would be fairly cheap(8 possibly) but double(or something nice and even) the effectiveness of a colony
  3. i acknowledge all of those flaws that you pointed out and i agree that we should only have one point system(my only thought with the currency was that it would be easy to translate into ship building cost), as for the balancing and importance of buildings: for every factory/mine you have you must also have a certain ration of colonies(1:1,1:.5, idk what do you think?). As for the science centers, the amount of science(and BP) should be based on an exponential decay curve(each new center means exponentially less BP), how that curve should look, i have no idea. I like the idea of a super laythe building, the city might work(it would be like 200 times that of a regular colony) or perhaps a different type of building, any suggestions?(in my opinion this should be the only building with a limit on how many times it can be built). Would this system be too complicated? let me know what you think. As for the pricing for the armor, do you mean the structural panels, because i looked and the pricing is fine for those.
  4. I agree that we should keep it simple, especially the economy aspect. I think the classes of ships are fine enough as they are though we should base the pricing i think solely off the pricing already in the game(struts would be free), i don't have any idea what the price range would be though. My ideas for buildings: Kolony(consisting of two hitch-hiker cans as minimum, more cans would result in more population)these would be used to man your ships, Mines(to get you the resources required to build the ships, only can be built on rocky surfaces), Science centers(i don't know what this would give you), Factory(gives you fair amount of money but can be placed anywhere) and the uber building, the Kity (larger scale Kolony,this can only be built on laythe, it gives you huge population buff, moderate amount of money an costs quite a lot to build). It would be an expensive building that you would not want to get destroyed because you can only build it once. Let me know your thoughts about above ideas. this is not to say these should be the only buildings available, these are only the ones i have thought of.
  5. Skype sounds good to me and you know after .25 comes out, space plane plus will be integrated meaning much more beautiful ships. Though we have to wait a little bit after .25 for the multiplayer to update
  6. what do you guys think about starting this thing a little after .25 comes out? Communicating in game, how should we handle that?
  7. yah i agree with that. Also i was thinking what if we all had our own unique buildings that only your corp could build. The idea of having a unique OP building on laythe that gives boosts that will make laythe worth fighting over seems to be a good idea though
  8. i agree with that idea. Also we should up the limit on all buildings. i did the math and there is no way we can create enough stuff with that amount of points
  9. nah don't worry about it, i'm just glad we got that cleared up What other details do we still have to iron out?
  10. So does this mean that you don't want to use my idea? (that's fine i'm just a little confused)
  11. have you guys considered classifying ships based upon the part count or perhaps the total cost of a ship, this would create a more fair and logical system than simply having everyone classifying each others ships also my computer specs are (processor)Intel core i5-3330 3.00 Ghz, (RAM) 8 gb, (system) 64-bit I'm not entirely sure what that means in terms of running ksp though
  12. when you are in ksp in map mode(or in the tracing station) you can mouse over the middle of the top and different icons pop up, if you click on those icons it changes whether you can see ships registered as that type of object(ie rover or probe). Separately you can change what your ship is registered as, thus allowing you(in theory) to only see your the objects you want to see. There could be a mod but if there is i don't know of it.
  13. I think that a combination of option one and two would be best. It would how be difficult to just ignore the "hidden" objects, your actions would inevitably be affected by those hidden objects, i thought that maybe we could use the see only certain types of objects(i touched on this in another post go look at it if you haven't) but perhaps this entire idea is getting too complicated so perhaps we should go for a simple approach(number three) would be better
  14. EnterElysium had a pretty good video on it a while back the wiki also has a good explanation about all the options, check it out http://wiki.kerbalspaceprogram.com/wiki/Multiplayer
  15. This was sort of along the lines that i was thinking. What i was actually thinking was that each person sets all their crafts to probe/station/rover/ship and make it so they can only see that type of craft. In order to see other's stuff you could send up spy satellites or set up embassies at their base, you would obviously have to manually change what you can see. Intelligence is a whole different story, i hadn't given much thought to it. What i have thought about is hostages, which could provide some interesting game play. Also(this is just an idea i've been thinking about) what if we incorporated a chance aspect to capturing kerbals, something to do with dice maybe, a bit like Risk works. I don't know though, let me know what you think
  16. sounds good ill begin creating some plans as well, i already have a few ideas up my sleeve
  17. guys i was looking through the thread and someone(i forget who sry) posted a bunch of ships including the roach. I think that the roach is actually a good idea,you need intel on what the enemy has and the roach would also distract some enemy fire(maybe). Also i was thinking to add realism when ur in a dogfight u should fight in iva mode which could make things more interesting. - - - Updated - - - Ultraflight welcome yah it is there is space for you if you want to join - - - Updated - - - i like the press idea that would be pretty cool
  18. this is a fact I shall do well to stay clear of your military might and stick to doing science
  19. lol touche, what you lack in intelligence i see you make up in testosterone
  20. it is quite possible those not living in the EST are proven to have a lower level of intellect, (i'm already getting into the aloof elitist scientist role it seems)
  21. what i was thinking was(and again just food for thought) is that maybe the warmonger has the ability to have a super class ship, the scientist gets some high tech weaponry and the good guy gets some point bonuses because of increased morale amongst his kerbals.
  22. What no i'm sorry that is absolutely impossible i am the only person living in EST
  23. thank for clearing that up, i sort of viewed them as like a "class" but honestly your way actually sounds better. Sorry by the way if i sound presumtuous
  24. yeah np and i was thinking about how the trader has all his unique abilities and that seems a little OP. What i think should happen is everyone should have some buff in correlation to his chosen corp
  25. alright sounds good, i just wanted to make sure you knew that it was out there
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