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Penoso

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Everything posted by Penoso

  1. Knowing that Kerbal 2 will be a multiplayer game, your system has to work in multiplayer. But suppose you want to give the consent (because you are willing to help, or get a trade with him, or whatever your motive) then you will trash all your hours played to have that interaction?
  2. Even if you could only send only information across time you can cause all sorts of causality paradoxes. Imagine travel back in time and telling yourself the winning lottery numbers. Talking about Kerbal, how your system would prevent such exploit like the example I gave (sending a rescue mission before the kerbals got lost?) Other example: you send a probing mission that goes many places and detect ore in one specific location. You come back in time and send a mining mission to explore exactly that location, with all the information about deltaV, orbital maneuver etc. You can arrive this second mission in the mining spot before the probing mission even detected the ore (supposing the probing mission travel to a lot of places). This is a huge exploit. How to prevent that?
  3. Another problem I can see. How would you interact with other players if you will never be at the “present” at the same time. For example: You play a mission to Duna which takes 300 days. Go back and are running another mission in parallel. Player B see your Duna ship while it is in Kerbin orbit, before your Duna transfer burn. Player B want to interact with your Duna ship. What happen? a) It is impossible to interact (what is the point to play multiplayer if you can’t interact) b) You can interact and the game erases all your 300 days in the future that you have already played (which would be frustrating to toss all that played hours in the trash)
  4. You can’t revert in multiplayer neither load previous saves. For example, player B docked to your ship and refueled his ship. Latter you revert your misson, what happen to the fuel player B got?
  5. That’s not a good ideia, because it allows for causality paradox. You could fly a mission to Duna and have some kerbals lost in space at the end of it. Then you just go back in time and launch a rescue mission for that kerbals that arrive exactly the moment the kerbals get lost. It is the most friendly paradox I could think of, but you can exploit it in so many ways that you are gonna break the game (and it would generate a hell of bugs for the developers to deal with). You are effectively creating a Time Machine, and there is no way the prevent causality paradoxes. Even the information of knowing that a mission was successful or failed will be enough to influence your decision when you go back in time. Why will you plan for the next step on your mission to the Mun knowing the first one will crash?
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