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Vl3d

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Everything posted by Vl3d

  1. I wanna be friends with Carnasa, Beardy Penguin, Matt Lowne, N9, Raiz, Jamie Logan, Mike Aben, Stratzenblitz, Scott Manley and all of you guys. I want to see what you build. You are my aliens!
  2. So you prefer an empty universe? PS: I'm sure someone's going to build a space gas station empire.
  3. What if it's basically your usual single player game and you can only physically interact with your friends if you want to? And there's a common marketplace where you can pick contracts to do for other agencies. Or you can start a space race: 4 of you vs 4 other friends. But you also see other people doing their stuff in the background, see people's cool innovative rocket designs, visit colonies on other planets, discover what the Elder players built long ago in another star system. Does this really sound that bad?
  4. That's why KSP should be a MMO. There's huge potential for cool inter-agency collaboration based on a contracts and resources marketplace.
  5. In order to fund their interstelar mission some would build telecom relay networks, some would build tourist colonies and charge for tours, some would do stranded Kerbal recovery, some would get world-first grants, some could sell tech, some would just mine resources and trade, some could sell vehicles for extreme sports colonies, someone could sell asteroids .. all types of trade ideas and contracts.
  6. You're talking about the production / industrial specialization of the colony or the common scientific research and discovery tech tree?
  7. If you want to play solo or just with a few friends (with optional mods) Nate basically confirmed there is not going to be any DRM. But for a BIG multiplayer experience I would actually require stock gameplay only + DRM. Subscription fee for MMO... it depends. I think I'd rather pay 60$ up front and later buy some DLCs.
  8. It's emergent gameplay, you need special resources to build advanced technology and it's gonna take a while to create a new extraction and logistics network on planets around the new star.
  9. Agree. What makes the most sense? Same color, same team. Two colors, two teams. I call teams agencies. Team members could be individually or collectively controlled by 1-4 players, like you said. Also in before: yes in a MMO with 1000 agencies you can't have 1000 distinct colors. So you just color teams you physically interact with (co-op or competitive). The rest can be neutral. So what I'm saying is there could be small 16 agency servers created by players where they all start on the equator AND big 1000 agency central servers with contracts (ex. first to the Mun) for max 16 agencies.
  10. Nate said Kerbals are going to have more of an avatar role (video below at 14:53): Agency space centers will have room for 4 team / co-op players: Nate mentioned in interviews that there would be 2 non-intersecting runways, 4 launch pad (at 17:44 in video here). You can also see 4 landing areas and 4 x fueling infrastructure in the KSC videos. Also something I missed: customizable team colors, confirmed in interviews and the trailer. So multiple Kerbal co-op teams confirmed.
  11. Internet says Intercept Games is at 40 employees + consultants. Using an average of 5000$ per month per employee for a 4 years development period: 40 * 5000 * 12 * 4 = 9.6 mil. $ for salaries Marketing budget should be about twice that, let's say 20 mil. $. I would round it up at ~40 mil. $ Let's account for the fact that KSP2 will probably cost 60$ at launch. Lower sale estimates would be 1 mil. copies. So there's some budget headroom up to 50 mil. $ What do you think? Other games with ~50 mil. $ budgets: Half-Life 2, The Division
  12. That would be way too heavy for the engine to push. Original Daedalus solution: "the ship would be protected from the interstellar medium during transit by a beryllium disc, up to 7 mm thick, weighing up to 50 tonnes. This erosion shield would be made from beryllium due to its lightness and high latent heat of vaporisation."
  13. Trading resources will be possible. Kerbals will play more of an avatar role and they will be able to emote. More experienced players will be able to show new players the ropes. Agency space centers will have room for 4 team / co-op players. Teams will have customizable spacesuit colors. And it's gonna be fun. That's all we officially know. But if you're willing to speculate...
  14. No, information travels at the speed of light. They are at most a few years behind. Only industrial infrastructure spreads slowly.
  15. @Gargamelmy comment was a direct response to the idea of visiting every start in the sky box. I just said only a few of them are in the 1-4 light years range. Most of them in reality are 1k+ ly away and are impossible to visit in less than a few (hundred) thousand years. We also don't have access to swarm star hopping (maybe only in multiplayer). So, yeah, I'm an advocate of integrating curated modded star systems in the game. But they have to be close.
  16. Some more Friday videos.. Announcement of release date and feature video about multiplayer / modding / colonies: 20 July (SLS / moon landing anniversary) Marketing campaign + Gamescom + Pax West + Eurogamer Game release: late September / early October
  17. I don't think people realize how difficult it will be to advance to the interstellar stage and how much time it will take to build enough colonies and resources logistics. Let alone visit more than one other close star. I mean, most people don't even leave Kerbin SOI, remember? "You have no idea how fast 1 light year is. This game is going to teach you." Nate S.
  18. That type of project is a Darwinian experiment. You would have to send a lot of ships. But I'm sure there will be some legendary player that will leapfrog the Oort cloud to another star. Just to make it realistic.
  19. Well in my mind by default you would not see other agencies craft orbits in map view. You would see your agency's craft (co-op). But in normal view you would see all craft if they are big or very close. Or you could communicate with another agency and do some contract or common project. Then you would see only them in map view. Maybe have a list to select specific satellite or station to view.
  20. I guess it depends on size. I wouldn't go one-on-one with a piece of rock 1 m in diameter at 0.1c or more. That's about a half kiloton airburst at 18 km/s... 0.1c is ~30.000 km/s. I don't think it would even have time to vaporize.
  21. I imagine someone actually telling this to the team during the multiplayer design discussions. Just imagine you would tell the team that multiplayer works only if everyone is exactly on the equator. Because no one wants to spend some Delta-V for a max. 45° inclination change. I would just reply: it's a difficulty setting. If you want to play on easy, join another server that has free space near the equator.
  22. Kerbing equatorial circumference: 3,769,911 m Equator = 360 degrees = 36 * 10 degree segments Equator has 17 land segments and 19 water segments. Let's remove one land segments because of terrain. So 16/36. Max. number of agencies EXACTLY on the equator: (3,769,911 m * (16/36) ) / 100.000 m = 16.75 = ~16 That means max. 64 players in the whole interstellar-wide universe. What a galactic waste of space.
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