greenville
Members-
Posts
21 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by greenville
-
Disregard, bricked that account, add to tihs one
-
Project Hail Mary it, speed makes gravity
- 7 replies
-
- ksp2
- artificial gravity
-
(and 1 more)
Tagged with:
-
A tidally locked planet.
greenville replied to Maria Sirona's topic in Prelaunch KSP2 Suggestions & Development Discussion
A red dwarf star is so small that it would be possible -
Kerbals with colored Hair
greenville replied to Sky Kerman's topic in Prelaunch KSP2 Suggestions & Development Discussion
If you stress a kerbal for long enough/ they're on the mission for like half their lifetime it just turns gray -
Colony suggestions
greenville replied to greenville's topic in Prelaunch KSP2 Suggestions & Development Discussion
Yeah, i thought about that. Maybe make it a little option that you can turn on. If you want to get those buffs and want to invest time, great! But if you don't it stays on idle. It should also scale with difficulty, where the buffs become less noticeable. For example, on normal it's a 1;1 ratio, and for hard it might be 1:2. -
Colony suggestions
greenville replied to greenville's topic in Prelaunch KSP2 Suggestions & Development Discussion
Not 100 percent idle of course. It would make colonies waaaay more unique. Buildings for entertainment would make booms of population and productivity (if your kerbals can relax on another world it brings tourists, ect.) at the downside of less focus on research so it debuffs research Buildings for construction do... construction. Their side effect would be a lowering of happiness, but an increase of rocket production, rover production, ect... Spaceports would be useful; maybe it'd be a requirement to launch rockets from, and gives a higher population rate, plus easier supply routes, at the cost of taking up resources. This makes it so that if you spam down refineries and other production/construction facilities, the bad parts kinda combine until it's just seen as a space sweatshop. If you spam down entertainment science slows to a standstill, spaceports will just kind of... suck up everyone's resources to do nothing. This discourages being lazy about colonies; if you do it right you get mostly good buffs to launch ships easier/cheaper and collect massive amounts of resources, if you do it wrong it affects everything badly. This has benefits for rockets, the better the colony, the more you can train a kerbal, thus giving upgrades across the board. -
A case for adding money to KSP2
greenville replied to Ryaja's topic in Prelaunch KSP2 Suggestions & Development Discussion
This is just money added in at the start. Also, what about BEFORE colonies come around? You can't get hyperdodecahedronjebjccordingtoallknownlawsofaviationbeesshouldnotbeabletoflydatonium on Kerbin in large amounts. And massively nerfing as soon as you can get it from Moho just... won't work. -
A case for adding money to KSP2
greenville replied to Ryaja's topic in Prelaunch KSP2 Suggestions & Development Discussion
They won't remove it most likely. Plus, science mode released. Exploration/story will need some form of resource. The stopgap isn't a stopgap if it stays. This serves a purpose for colonies. Before you get your resources imported from the Mun or something, or when you're in orbit only, you can not gain resources. Then you build rockets ect on the Mun. Anything launched from kerbin or the colony with the most colonists in that system will automatically use money with ability to use resources mid-late game. If it launches from somewhere like Dres or Eeloo with few people it uses resources. Also, if the Mun doesn't have x resource but Duna does, then it'll take a really long time for the shipment to come, so the money system makes sense in certain places. but resources others. -
A case for adding money to KSP2
greenville replied to Ryaja's topic in Prelaunch KSP2 Suggestions & Development Discussion
The roadmap cites resource gathering after Debdeb is released. I'll imagine the colonies run on money until they make the switch, Seeing as this would be basically bricking colonies, they'll keep the antiquated system around, This will also probably be the case until e.g. you get a moon colony running. -
Colony suggestions
greenville replied to greenville's topic in Prelaunch KSP2 Suggestions & Development Discussion
Ah damm. It would just be more useful to have different building then. Scrap all money efforts, just productivity. It's meant to be idle to a large extent, but at some point you just get a KSC on Rask or Ovin or Duna. Edit: it should just be a bit idle until you get notified that "You may now launch from (colony name)" or "Population Boom!" -
Beyond the obvious (habs, launchpads, power plants), there should be more niche buildings. Entertainment boosts productivity and money, hospitals reduce colony deaths and allow babies to be born, a school generates money, and turns those kolonists into more developed roles at the cost of happiness, offices massively boost money at the downside of happiness. warehouses increase resource storage, ect. Feel free to smorgasboard ideas. Another thing is laws once it's big enough. You can certainly run well without them and they come with downsides but they provide bonuses. They are completely optional. Ones could be water-recycling, forced school, forced work, ect. Feel free to make other laws as well
-
My game dies with this installed. Crashes all the time. I'll send logs. The strange thing is it loads fully fine! https://drive.google.com/file/d/1JnAPkpiPtJbG1nuaQ2Dd4NnGv8Itk06d/view?usp=sharing
- 1,716 replies
-
- planet
- kopernicus
-
(and 3 more)
Tagged with: