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Vl3d

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Everything posted by Vl3d

  1. You think it's a good technical solution to have N players generating potentially N game states? Think about the amount of information the persistent world server would have to save in the database. You can't put the responsibility of consensus on the players.
  2. We're all just arguing about how big the multiplayer bubbles are. I support a hybrid system - big bubbles for celestial bodies and smaller ones for stations / player encounters. Traveling between them would be single player with map view also showing some other craft "on rails". Why do we have to make it so complicated?
  3. You can set as target and warp to rendezvous as usual. No waiting. When you warp you exit Kerbin multiplayer, do maneuvers in single player map mode and enter the target bubble when you arrive. Both of you then sync to share a solar system configuration. Let's assume the sync is hidden.
  4. And what if they leave by warping and quickly come back? Do you see doubles? Who said anything about waiting 30 minutes? Can you summarize the idea please?
  5. In my mind the are no different timelines. Internal clocks (actually the solar system configuration) are (is) synced if you are in multiplayer mode on the same celestial body. If you are in deep space you're single player (maybe with map view showing you the other agency craft on rails) or co-op on the same ship. Agency A challenges agency B who gets to Duna first starting on Kerbin. Mission starts at T0 for both agencies. Mission can have multiple launches. Everyone plays whenever they want or simultaneously, doesn't matter. First one to get there wins. What's so complicated about it? PS 1: Nate said in the PC Gamer interview that warping under acceleration is allowed because they have a new non-eliptical trajectories solver. Meaning that "on-rails" is no longer just "on-a-cyclic-orbit". So there are new ways to estimate trajectories. But actually it's simpler than that - you can just show the opponents position in map view without the orbit when he is performing a maneuver. PS 2: @Pthigrividon't confuse yourself trying to solve time travel.. multiplayer is simple - you're either playing together synced or you're playing alone with "images" of other players "on-rails". There is no time travel, there's only the local PC game state and the server game state. You switch between the two when playing. But remember: warp drives are not allowed. So the Luna/Dark implementation where players just pop in and out of existence in front of you and break the simulation by teleporting is not acceptable. Also for me having players "work together" on deciding when to sync or warp is not acceptable. The system should do it automatically for them.
  6. You're still "in love" with thinking about time as a reference metric. My advice is to just think about "who can get there first". In game universal time is irrelevant - only the planted flags matter (thus relative mission time).
  7. I strongly agree with the idea of revealing in-game information about celestial objects only through experiments, with interesting graphs, planetary overlays and an in-game Encyclopedia. I've been playing around with science mods and parts, read the discussion and think I can add something about mini games. I find that the most interesting science system always introduces interesting and unique minigames for each experiment. Kerbalism, although it has passive science gathering, makes the player think about electricity, mission duration, hard-disk space, transmission speed etc. ScanSat has the maps building mini game and more. Telescope experiments are interesting if you can also control them manually and see orbital / planetary imagery / take photos. DMagic has interesting experiments, Breaking Grounds had good intentions for crew deployable instruments and rovers, orbital science labs are nice, even KerbNet is ok the first time you try it. The point is that each experiment should be its own cool and unique interactive mini game, rewarding useful information. They should not all be passive. It helps you focus on something else except building, launching and orbital maneuvers.
  8. I don't want to be spamming, but the Career mode does have the buildings progression going for it, even though contracts are annoying.
  9. Yeah, love the video! There's also a lot more context related to individual characters in the KSP1 short promo videos on YouTube.
  10. ..why not? I think it's a game changer. Think of the incredibly creative sci-fi designs! PS: Hmm, I wonder if this could be done with wings containing fuel.
  11. During the PC Gamer interview Nate confirmed that kerbals will be "player avatars" with controllable emotes. Also he said that in multiplayer you'll be able to show "how much of your personality you will be infusing in your structures" (buildings / colonies) - what you build or how. Sounds to me that showing off buildings will be an important part of the multiplayer game. Can be extended to craft. My point is - it requires a bigger audience than just me and my other 2 friends.
  12. Another important thing Nate mentioned is that the liquid hydrogen fuel, because of its low density, will create storage challenges and will require big tanks (high volume). I wonder if this is a reference to boil-off.
  13. The first video ever uploaded on the Kerbal Space Program YouTube channel is this one. As you can see in the title, it's a promo video of all the game features - in game.
  14. AngleCan Progression is the closest thing to Adventure mode.
  15. No need to reduce, just make places more interesting. I never visited biomes for science, I just wanted to find Easter Eggs. Did I mention I hate monoliths? PS: Simplex Kerbalism is the way!
  16. I'm not anxious, I'm curious about the game and I know that the simulation is greater than the sum of the parts.
  17. In my opinion a spectator mode (needs multiplayer) would really help newer players learn the game. They can watch the VAB / OAB building process, the testing, the actual missions, the accidents. Maybe add the possibility of slow motion replays (with the possibility to pause) where you can fly around with the camera and see everything that happens during a friends campaign. Maybe we could even exchange replays like save files. It's like having interactive YouTube / Twitch but you watch your friend play (and maybe talk / ask questions). Better yet, players could have the option to actually step in and interact with their friends if they wanted to control a kerbal during a mission or help design a craft. PS: As long as spectating is limited to a volume around the craft and it's not used to discover easter eggs or secrets like in Minecraft.
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