Jump to content

Emanuel01

Members
  • Posts

    46
  • Joined

  • Last visited

Everything posted by Emanuel01

  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.
  16. I'm guessing we'll have a date by the start of December, first week at most. It will probably be announced with a trailer or something similar.
  17. I really enjoy the music, this feature surprised me the most
  18. I’m optimistic. Expecting a healthy turning point in most of community opinion towards the game. I’m actually having fun with the 1.5 update and feeling that the number one issue with the game now is lack of content. For Science! will come in the right time. If I come on the forums in a month from now and it’s boiling with comments such as “this is how the EA should be released on day one”, then I’ll be happy to know that the game is on the right track.
  19. Need advice in buying CPU So, I'm planning on getting an upgrade for my old setup to play the For Science! update and needed some advice. Currently the most sensible option based on benchmarks and price here in Brazil seems to be a Ryzen 5 5600. However, there is also the possibility to get a Ryzen 5700x (for a huge increase in price considering I'd also have to buy a CPU cooler) or even to try an Intel alternative (Intel is overpriced here in Brazil for some reason). I'm thinking about longevity in this upgrade, so here are my doubts: 1. Is a 6/12 processor enough for KSP 2 and would it make a huge difference to migrate to a 8/16 with the 5700x considering a heavy modded install in the future? (I know more threads are advised for CPU intensive games with tons of mods and parts, but how much of a difference is expected?) 2. Is this game more Intel or AMD optimized currently? How much of a difference? Paying the extra cash to get an Intel alternative or a Ryzen 5700x is a possibility considering my budget, but I don't like unnecessary spending for minuscule performance gains. So what are your thoughts on this? Any advice would be much appreciated! Obs: For context, currently the Ryzen 5600 cost about R$ 800,00 and the Ryzen 5700x costs R$ 1200,00 + CPU cooler price (about R$ 200,00). The minimum wage here is R$ 1.320.
  20. Yes!! It really breaks immersion when my landing leg simply pops out of existence instead of bending, fracturing or something
  21. Trigger is literally on the team now, I think it is safe to assume it will eventually pop out. Specially considering how the team is emphasizing new player experience.
  22. This + balloons + Ballast Tanks would make for a nice stock parts category.
  23. I think this new system is my least favorite feature of the game so far. The concentric effect while entering/exiting SOI are ugly and distracting and the lack of maneuvers or PE indicator is a straight downgrade. This needs a lot of polishing and improvement IMO.
  24. Not different to what’s been already said here, mostly agree with @Periple’s points. Here are my takes: 1. LS solves the issue with time warp. Since we’ll have colonies, resources and interstellar gameplay, players could exploit time warp as a shortcut. LS limits that and creates interesting game loops. 2. LS can act as an interesting and clever way to balance those powerful late game engines. More mass required, less delta V. 3. I’d pick oxygen, CO2, water, food, radiation, waste, fertilizer and habitation as the main variables. 4. Waste can be recycled and turned into water + fertilizer or dumped to remove mass. 5. Oxygen, water and CO2 can be easily managed in medium distance trips (Duna and Eve). Should require more planning if going further. 5. Food is the main limiting resource, acting as a “more time, more mass” gameplay loop. Can be produced in big complex ships or small colonies using fertilizer + water + energy. 6. Radiation fills a bar of “tolerance”, if exceeded, kerbals become sick (lowering yields and decreasing skill levels). Can result in hibernation in extreme levels. 7. Hibernation instead of death. Kerbals enter a coma state and can be awakened by medic kerbals in specialized colony parts. This maintains rescue missions and adds flavor and interesting player narratives. 8. Induced and programmed hibernation. Late game tech for those interstellar trips. 9. Habitation. Something to justify those awesome gravity rings. Just a sketch of my thoughts. I understand that this could make the game extremely difficult for new players. Maybe giving the player proper tools for evaluating and planning trips reduces the difficulty.
  25. No particular order: 1. Weather (visual and gameplay) 2. Robotics 3. Complex colony economy (I wanna Factorio level, or at least Surviving Mars) Bonus: more kerbal jobs (Medic, Agriculture, Miner, etc...) 4. Non punitive Life Support (Integrated with colony economy, kerbals enter hibernation instead of dying) 5. Falcon 9 style landing legs (and more part diversity in general, not everything should be a cylinder) 6. Autopilot and SAS improvements (Altitude control, speed control, thrust and stability control for VTOLS, etc..) 7. Subaquatic gameplay (Submarines, underwater colonies and exclusive resources) 8. Radiation (Ambient and Ship related) 9. QoL improvements (Docking alignment indicator, rotating docking ports, maneuver precision control, biome maps, resource maps, transfer windows graphs, etc...) 10. EVA construction (Similar to KSP 1, but with all the tools available on VAB, such as symmetry for example)
×
×
  • Create New...