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Vl3d

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Everything posted by Vl3d

  1. @Lisias you are someone who finally sees the dream! I recommend skimming over some of my posts, you might find them interesting. Also, imagine how hilarious it would be to drive your buggy around and see in the distance how beginner players are testing vehicles while trying to reach orbit and failing in spectacular fashion, rockets blowing up and some big parts falling in the blaze of glory. (Just visuals, no physical interactions with other players.) What a sight to behold!
  2. The signs: - planting flags so others that come later find them (this is not a single player or co-op team-only feature) - leaving custom messages on plaques that can only be read by getting physically close to them (not single player or co-op team-only feature) - having agency contracts, rescue missions, (submodules) testing missions, tourism - the huge empty world where we all could build colonies and space stations - no cities or signs of Kerbal civilization on Kerbin - being able to build cool rockets that we can admire, trade or share - directly controlling kerbals (that will be able to emote) It's all been there in KSP1, it was supposed to be a huge multiplayer game. But game design, tech levels and funding didn't allow the dream to be realized. Until now!
  3. Exactly, this was interpreted by ommission in an older interview about single player not having DRM and a MMO is the logical conclusion. Only single player will not have DRM, but multiplayer will. So we don't cheat. So we don't use pseudo warp drives like on/around celestial body time-warp. You can also probably make small private servers with mods if you like, why not. But the main public servers will have DRM, so the game state will be locked and common for all players. Why do you think Nate said that inter-agency contracts is an amazing idea?! Because: multiple (1-4 player teams) agencies in the same universe! Why do you think KSP2 multiplayer is such a big secret and one of the most strictly classified topics in the gaming industry? Why do you think the rocket will touch down on the moon in the next feature video which will be about multiplayer? Because the greatest reveal is that KSP2 will be a huge multiplayer game! It's not just a feature, it's DNA. That's what KSP was meant to be all along, but they couldn't finish it. Look at the signs!
  4. I proposed a integrated system with centralized craft command and control (upgradable hardware) in which you can add software modules representing functions (basic autopilot and others) that you can program using a Scratch-like system with sensors and conditionals provided by science parts, smart parts and telemetry. This way you link gameplay interface with rocket design, you allow optional automation and it gets very interesting and moddable. It would even allow programmable probe missions with the comms delay enabled. Building manned space stations would be encouraged in order to locally control probes manually.
  5. You build the mission and burn towards the star after you survey it from a distance, so you know if it's worth it, because it's a one way trip. What if there are no resources there? Besides, you time warp while traveling, there is no real waiting to get to the star. So your system of adding planet packs while players are on the journey has a causality problem. But, what if there was a hybrid curation + voting system that would allow modders to directly add planet pack to the game universe? So you can explore them with telescopes and download them in-game when planning a journey. It's similar to your idea.
  6. So there's this idea floating around: allowing modders to add planet packs directly to the KSP2 universe through a curating + voting system. Players could explore them with telescopes and download them in-game when planning a journey. What do you think?
  7. Medals, badges, statues for our kerbal heroes. It would be cool to have missions to recover dead kerbals and bring them home, have a heroes resting place so we can remember each of them. And maybe also have mini tomb stones with custom plaques where they perished (on the ground), so other players can pay their respects and be warned about the dangers of space exploration.
  8. I totally agree, we shouldn't get bogged down in talks about implementation details. It's probably going to be a highly streamlined hybrid system, with syncing done under the hood so we don't even feel it. But most importantly is that, if we have single player and also multiplayer, we have the option to share and show off what we design and also create stories together and build a common universe. That's the biggest "mod" KSP could have: uniting our worlds (agencies, colonies) while allowing us to co-op in a team with friends and enjoy the deep single player experience we all love! Multiplayer doesn't have to be a compromise, a watered down single player experience or an empty world with just a few players. We can pay together while enjoying the game each in our own way. With careful thought, passion and modern engineering solutions we really can have it all in the best game ever made! Believe in the dream!
  9. So we can all play and build together in the same universe and create the simulation that will inspire future generations to pursue science.
  10. @intelliComHave you read this? I think we have some similar ideas:
  11. Let me help you: mods could add planet packs directly to the game universe.
  12. We're not, this is just a place where I centralize my ideas / suggestions and I encourage everyone to come with extra suggestions that would help make KSP2 a MMO.
  13. Bej really I'm not gonna continue bothering in answering your comments if you don't read my replies that you actually quoted. Obviously if you receive permission to dock only then you can physically interact with the vessel. I warp to any other celestial body. I just don't warp to Kerbin orbit.
  14. You only dock to your own agency's craft or to another agency's but only after requesting and receiving permission. You allow physical interactions between ships belonging to the same 2-4 man agency because it's the Kerbal way to crash into your friends. But generally physics interaction would be off in Kerbal to be able to project a large number of crafts as very small part count systems with no collision meshes. Performance for large number of craft on screen. The point is that on / around celestial body time-warp is just that in multiplayer: a warp. It messes the whole game up. I never warp to get to orbit. There will be no warping close to the planet in multiplayer, I'm sure of it.
  15. The Karecibo message seems to be final and a Mun landing is logically next. I think that means something, lol.
  16. You put the videos from the end of the feature videos together: they show a Mun landing mission from liftoff to landing (next one).
  17. So it seems like it's just the kraken blowing up a rocket. And there's that line in the lower left made of 5 pixels. I really don't know, it's too simple. 49*23.. 7*7*23
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