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Emanuel01

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  1. My personal guess: Until we get resources fully implemented, we’ll probably get something like “specialized parts” that we have to bring to the colony in order to expand it or build ships from it. This adds a simple gameplay limit that works just like currency outside of Kerbin and can be expanded upon once the resources update arrives.
  2. I’m guessing we’ll receive major news on the release birthday
  3. Interesting idea, but this is clearly mod territory
  4. I think this topic is of extreme importance and hope the devs are giving it proper attention. Below are my points of concern/doubts regarding resources: If rare resources tickle down on Kerbin over time, what would prevent players from time warping until they're "jacked to the birds" on Uranium or Helium-3? If basic resources (Ore, LFO, Mono) are infinite on Kerbin, what's the point of optimizing rockets early game? Will the KSC be editable and expandable or will it remain a locked structure? Will resource infrastructure in Kerbin work in-game or behind the scenes? (In the sense that I'd get a resource block if I blow up my LFO tanks near the launch pad) Will the upgradable facilities from KSP1 come back?
  5. I'd also say this could be a potential area of improvement in the UI department. Currently, everything related to atmospheres are basically trial and error (landing, aerobraking, burning). The ideal solution for me would be to add something like the Trajectories mod in KSP1 and teach its fundamentals with tutorials and missions. Currently the game doesn't communicate adequately this gameplays features to the player, nor does it teaches them in tutorials (I almost feel like I'm cheating or exploiting the game while doing gravity captures in the Jool system) This (Trajectories) is one of those things that fits in the "How was this not incorporated in the stock game already?!" category, together with: Docking port Alignment Indicator Transfer window planer Alarm clock Precision Maneuver UI SCANsat
  6. I’d enjoy if aerobrake and gravity assists were covered by missions/tutorials. I think these advanced maneuvers play an important role on the emergent gameplay features that show up once you really start to learn the game and it would be nice if they are made more digestible to the average player. Example mission: establish and orbit around Jool while spending less than 200 dV after entering its sphere of influence (advanced tip: Tylo is smiling at you)
  7. Now this is a science system worth the 2.0 tag. The current one is a 1.3 at best. I really wish what we currently have isn’t the final version
  8. About the fairings... They are way better in the sense that they are not destroying my craft or doing some really bizarre stuff, but I'd prefere if they opened to the sides and not to the front of the craft. Similar to what we see in KSP 1. Currently it goes like a missile to the front of the craft and clips through everything Also, about the VHB, I think It would be really nice to see the old mouse tool back, but only on the side view. This would make building fairings much easier and enjoyable while maintaining the current system.
  9. Some valid points have been raised, here are my proposed solutions: 1. The magic science button should only run new experiments, and the recent ones should pop on the screen similar to what we've seen in KSP 1. (Currently it runs experiments new based on the craft, not the save. And it does a poor job of showing the player which are the recent ones) 2. We should get more than points and funny text of the experiments. They should give relevant information that's integrated with other gameplay systems. To illustrate, it should behave much similar to SCANsat. 3. The situation should be shown all the time, not only while hovering over the button. 4. The tech tree should be reworked. Currently it forces me to design craft with mismatching separators, docking ports and fairings sizes. If the only difference between two parts is size, they shouldn't be on different nodes. 4a. Maybe make entire size categories be treated as a single node on the tech tree.
  10. Here are my two cents: 1. I'm really happy about the upgrade. I hope this new wave of much needed optimism turns into sales and consequently more financing and resources for the development of the game. If the investors feel confidence in the long term prospects of the project, we'll surely see the updates gaining momentum. 2. The science button is confusing and doesn't work properly. It would be really nice if it stopped running already completed experiments. 3. Would be nice to have more flavor text on experiment results. But I'm sure we'll see more variety eventually. 4. The new contract system is way better than the original, I hope it gets integrated with the upcoming systems (colonies and resources). 5. I don't like science points being treated like currency, but I'm sure we'll get more depth once Resources come online. 6. Thermal UI needs improvement. I hope we get something better than red bars. Overall, good job team! Fantastic work and comeback
  11. It does feel a bit anemic to be honest. But it's too soon to tell. We'll probably get more science features after the 0.2 update. Also, they've stated that we'll have some kind of story and narrative going on. If done properly, this could be revolutionary!
  12. It’s important to remember that many gameplay elements in exploration mode aren’t revealed yet. My personal guess is that most of the juice will come out of the new resources, colonies and logistics systems. Maybe that’s why the new science system feels lacking something. It’s not supposed to be the only gameplay element, serving more as a learning curve so that players don’t feel overwhelmed. Being fun is just collateral.
  13. Am I the only one who felt the tree progression in the video was too rapid? I mean, the person unlocked five nodes right from the first launch.. Besides that, things are looking pretty great! I’m excited
  14. But they’ll have to build them with the resources available on destination. This means researching new ways of doing things. We know how to build a car here on earth, but if we go to the moon we’ll surely need a ton of new research into how to extract metals from moon regolith and turn those into useful components. It has nothing to do with forgetting, it’s adapting. My point is that this can be made into interesting gameplay elements and avoiding the trap of exploring the new solar systems in “God mode”
  15. I guess we’ll have limitations on tech level used by colonies based on the tiers presented by the new tech tree. This way we can’t simply arrive on a new planet and start producing antimatter engines from dirt and boulders. The specific way this will be implemented is a mystery, but this is such a low hanging fruit in terms of gameplay progression that it’s hard to imagine the devs skipping this opportunity. I’m guessing we’ll have different levels of the same building that unlocks progressively more complex parts and resources. Doing science on the place the colony is situated gives special science points that are specific for that body and allows for upgrades on the colony tech level, reflecting the Kerbal’s understanding of the resources and manufacturing limitations on the new world they are in. Planet specific science is the way to go for infinite and funny gameplay loops and exploration, it’s also kind of realistic.
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