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jastrone

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Posts posted by jastrone

  1. you did research the entire teir one tree with every optionall tech which isnt really necesary. you should have invested it in more essential parts in the second tree. if you spent it better you could easily have gotten autonomous sampling which really speeds up science gains. and you also dont have to do missions. you can just send out science missions yourself.

     

    and also

    9 hours ago, Stephensan said:

    yup amazing, playing about 10 hours, with zero views, its a fashion statement at this point with how little traction I have.

    https://www.youtube.com/watch?v=feJoP4WVJp8&t=3697s (im guessing this is you)

    idk if you should complain about zero views when you uploaded 2(or 10 according to you) hours of gameplay with no commentary, sorry.

     

     

  2. On 11/27/2023 at 11:07 AM, Bej Kerman said:

    KSP's progression has also been widely criticised and most mods that alter the progression make an effort towards realism.

    looking at the tech tree that we have seen in the teaser it actually looks like they are stepping down from realism.  your main reasearch you have to unlock is rocket parts like fuel tanks and engines while you can optionally choose other things like electricity.

     

    On 11/27/2023 at 11:07 AM, Bej Kerman said:

    The Universe won't start inventing elements just because it's the future, and the point of colonies is to harvest presumably-generic resources so you can launch from other planets.

    that doesnt mean that there arent resources only found on certain planets. especially when they can just say that a planet just doesnt have that recource because its their fictional world made for a game to work

  3. On 11/23/2023 at 11:10 AM, Bej Kerman said:
    On 11/23/2023 at 10:38 AM, jastrone said:
    On 11/7/2023 at 7:34 PM, Bej Kerman said:
    On 11/7/2023 at 7:13 PM, dansiegel30 said:

    I hope resources for interstellar are only located around Jool

    Why not the Mun? There's probably an abundance of hydrogen and helium on its surface.

    because that is boring and excrementsty game design

    It's realistic, and real space ventures aren't established to hunt for arbitrary elements so I can't say I want to see KSP 2 making specific things exclusive to certain bodies.

    ksps proggression has never been about realism.  ksp 2 also takes place in the future and the whole point of colonies is to hunt for arbitrary elements.

  4. 5 minutes ago, atomontage said:

    That gives me hopes that science will actually require time to perform.

    Also modders dug out time constraints for science experiments.
     

    data has a clock and a time next to it but samples dont. either you have to wait that long with the sample to get it or thats how long it takes to make a sample but why doesnt the samples  have timers then? but we cant know for sure.

    maybe it decays or something?

  5. it should defenetly be in sandbox mode. maybe it starts with selecting if you want to start at the ksc or at a colony.

    On 9/16/2023 at 2:08 PM, Barrackar said:

    Because there is a huge benefit for new players to all start from the same place: (1) all guides, tutorials, and let's plays are relevant and relatable for new players starting the game; (2) Developers don't have to re-tune the starting experience for every combination of available start location. I.e. every 'option' added to the game requires QA testing of both with, and without, the option enabled. The developers have better things to do with their time at the moment.

     

    one way you could get around this would be having to "unlock" it. maybe if you land on a planet you unlock it in sandbox. and if you build a colony you unlock it as a starting location in career.  and I dont really think that much difficoulty tweaking would be needed. if you have the same starting resources you can defenetly get off all planets. getting to other planets might be a little harder but it would always be possible. and to make sure no new player thinks the game is too hard just give every planet a difficoulty. that way you cant blame being to hard if you selected a planet with hard difficoulty

  6. i think a good idea would be making lifesupport only necessary for "colony kerbals". that way you dont really have to think about it earlygame  because you will only be sending out pilots,scientists and engeneers anyways. it would also ad a good use for the ring modules because they would be for colony kerbals while regular pods would be for proffesional kerbals.

    and you could have more advanced or simple life support systems depending on difficoulty. lowest would be only having electricity (for the gravity rings) and maybe also something simple like food,oxygen or water while higher difficoulties would require a lot more things and maybe even radiation protection.

  7. 40 minutes ago, cocoscacao said:
    1 hour ago, Alpha_star said:

     

    As others have pointed out, you can simply fast forward everything, thus making a useless extra step to get on with things.

    it doesnt have to be that type of time. it could be that you only have a certain amount per rocket. maybe  it increases per milestone somewhat similarly to ksp 1

  8. On 4/5/2023 at 3:29 AM, Little 908 said:

    Actually, if we do a simple calculation:

    Say if we get a patch every three weeks, and taking that every three months we get a major update, 4 weeks is around a month (28 days) We will get a roadmap update every 3-ish patch's, meaning the science update, if everything before this is true, will be in the place of patch 3 or 4.

    but i think that update will take the longest time.  i think there will be a lot of bugfixingpatches before and after it but later there wont be as many bugs to fix and there might just be one patch between updates.

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