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Noud

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Everything posted by Noud

  1. well the real time goal would be that you have to prioritise some missions over others, you cant accept a contract for lets say minmus and later find out you need more tech to do it, and then put the contract on hold until you have enough tech yo do so
  2. why would you not want to have time limits that you can actually fail? failing a few times before you succeed makes the game so much more fun to play
  3. i agree on this one, getting to the mun in 3 days is more than possible if you know how to play the game.. players who fist start the game and only have seen some trailers of the game can be considered 'new'. and i think 9 out of 10 players who fist start the game have no idea how to get in orbit let alone getting to the mun or minmus. that is why the early parts of the career mode are so much fun as they function as a sort of tutorial where you unlock better tech and gives you nice milestones. i can get that you want to get it more challenging by adding a time limit to get to the mun in 3 days BUT: 3 days after accepting a contract. the current world first contracts have a time limit of something like 10 years... (not sure exactly)
  4. i think a automatic suicide burn is way yo OP to give to a lv 2 pilot as you dont need to do anything to land.. i would more think to put it on drone cores and lv 4 or 5 pilots as these do not give real game changing upgrades or any at al
  5. this has probably suggested many times but: Can you change the amount of information you get with different tech? currently you only need 1 part to get all information that makes it a bit OP in career mode. maybe split some information(vessel, orbit, heat, ect) in early technodes into different parts. making the information you get a bit more realistic in the career mode
  6. Most useful mod ever! ( do not dock before landing your booster stage, this will cause you to jump back to launch instead of separation )
  7. this is a really good one but i think it is a bit frustrating to do this in early game. maybe use the monoliths to unlock the higher tech tree nodes and biomes to unlock lower tier nodes
  8. - everything to make 0.625 things... like engines and in line fuel tank stuff(we have a mod for this) - bundle science modules ( why would a thermometer not fit in the same part as a barometer?)
  9. im just thinking quick fixes for current version, im hoping the new expansion has a better career mode
  10. agree I'm playing with highest difficulty that does not make the game feel like an RPG. i dont want to do the same mission 10 times just to unlock a tech tree node, that is repetitive and boring. but still want to get pushed to go to an other planet for other reasons than just science. if i only would progress in the game by going some where that would make it a lot more challenging. try landing on duna and return with a surface sample on a low budget without nerv engines and ISRU.(it can be done but it is a challenge for sure)
  11. Fist of all the game is great but one thing is bugging me: the career mode is not really pushing you. the reason i came to this conclusion is that is has no real goals other than doing contracts. i personally never or almost never leave the kerbin system in career mode. this is because you actually dont need to because with the help of the mun, minmus and a orbital research station you can unlock the entire tech tree in stock and every usefull tech node in Communitytechtree mod. this makes that you dont leave the system for other reasons then just fun. now you can just nerf the research lab but that would make it a very expensive piece of garbage in a career mode.because getting that thing in orbit in early career is expensive but worth it. now i have given some thought on how to fix this and i looked in the forum and mod list for a solution but i could not find it. if there are but i just didnt find it please tell me. so my question for you is: how do you keep your career mode fun all the way to the end? ------- of course I would not just ask you a question without giving you the best solution i came up with. [suggestion] the biggest problem for me is that the tech tree is to easy to unlock with the current science system. i do like the system but if the tech tree had obstacles like: before you can unlock the tech tree node for the nuclear engine with normal science, you need to return a surface sample from a specific biome of duna. now you can also use this earlier in the tech tree with just science date from minmus, mun or even kerbin. if i where a modder i would make a mod like this because this makes you go places you otherwise wont go with the tech that has a low chance of success at best. ------
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