Hi,
I've been a KSP player for a few months now. The first time I played was actually a demo about a year ago but I found the learning curve too steep and the user interface confusing and I might not have played again if I hadn't rediscovered on youtube. I really love the game and want it to be even better. I'll try and be as constructive as possible and give specific suggestions to the problems I see.
1) Map mode or stage mode for getting into orbit?
I don't think the way these modes are split currently makes sense. Say I want to go into orbit, I need to stage, keep track of my fuel, and keep track of my trajectory especially the apoapsis and periapsis.
In the stage mode I can see fuel and stage, but I can't track my orbit in any easy way. In map mode I can control throttle and see the orbit, but I can't stage or see my fuel. This means you have to switch back and forth. Why is it designed like that? Which mode is the player supposed to fly in?
Possible solutions:
- Add values of apoapsis and periapsis to stage mode (like in KER) so that it can be flown from there
- Keep staging and fuel info in map mode so it can be flown from there.
- (My preference) Unify the modes- why are they different anyway? How if you scroll out in stage mode you see the trajectory for adding maneuver nodes etc.
2) Mystery/hidden meat UI and features.
Examples:
- The main space center view. What are the buildings? Surely at least a name should come up when you hover over them?
- "EVA" and "IVA". "What's does that mean?", asks the new player. I suspect many (like me) click IVA and get stuck in cockpit as there is no click button to exit. Googling the controls to find out "c" is the right button probably shouldn't be a part of the learning curve.
- Maneuver nodes. How to move them? You click and drag the circle, is that clear? Why not drag-able arrows either side?
- Fuel transfer? Jetpack? Collecting science from instruments on EVA? Storing science and resetting instruments? I didn't know about any of these things existed before I saw others playing.
This all helps to frustrate new players.
Solutions:
- Proper button labeling/tooltips.
- Contextual prompts. Free floating kerbal in space -> "Press R for jetpack".
3) Science gameplay integration
I think quite a few opportunities are missed for the science to be useful other than unlocking new parts. It feels artificial to be just collecting points. I think collecting science should give you information that helps you explore the moons/planets
How about:
- Terrain hidden until survey scan in order to give an incentive to first send a survey probe before trying to land.
- Atmospheric analysis reveals height/density (relative to Kerbin) in map view, to give indication for aerobraking/ if parachutes will work.
- Gravimetric analysis reveals gravitational strength (again, probably relative Kerbin units), added to map view.
- Collect enough and interesting easter egg style sites are revealed.
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I have many more suggestions and could probably keep going but I'll stop there for now. I hope that was helpful- keep up the good work!