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Wjolcz

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Everything posted by Wjolcz

  1. That's why the only thing that provides "Supplies" should be the greenhouse. Kerbals would also need EC to keep their imaginary heat, water and air "cycle of perfection" closed. The simpler, the better. Think about it: A Karbal eats 1 unit of "Supplies" a day. The greenhouse provides 3 units of "Supplies" a day (as long as it has enough power to generate the resource). What that means is you can hold 3 kerbals non-stop in your ship and they will never die/become a tourist/whatever. Bring in one more, and 1 greenhouse won't be enough to feed them. I personally feel the same about most of the greenhouse parts provided by mods. What I would like to see is either a lab-sized greenhouse with windows (I know it wouldn't make sense, but that could look really nice), or a design similar to the one you can see here, with two outside rings spinning in opposite directions.
  2. I'd rather create my own story with a tech tree that let's me pick my own path of progression.
  3. Seriously, it's dumb. Why do I have to go places to unlock more parts? It's just limiting and nothing else. Imagine a career save in which you decide that you will be creating atmospheric SSTOs from the start and progress that way. Oh, wait... You can't! Why? Because you apparently have to visit all the Mun's biomes in order to unlock the parts you need! There are better ways to do it. Money and time is what works in real life and it would not only work in KSP too, but also give more flexibility.
  4. Instead of going places to level up kerbals I'd rather give them their own abilities before the flight. The ones created by SQUAD are dumb. Not only the order kerbals get those skills, but also the skills themselves. The way they lock certain abilities just for the sake of it seems like lazy programming. -How do we implement this whole KXP thing? -Just take away the things they can already do in sandbox and make them grind to unlock them again. -Excellent idea! It shouldn't matter where you land. It's the same problem we have in career right now: go places to progress. The problem is some people don't want to play SQUAD tells them to. Science points, unlocking more skills and stats boosts shouldn't be the main reason to explore the solar system. It should either be actual science or the sense of achievement. The current concepts of KXP, career and science-to-tech mechanics were wrong from the start. Not because they are not balaned, but because they simply won't ever work properly.
  5. So this is from r/space: Someone smarter than me confirm this. I see the mJy unit probably for the first time in my life and I have no idea what it means, but then there's also this: https://en.wikipedia.org/wiki/Jansky#Orders_of_magnitude
  6. Yeah, that's what doesn't seem right here. How is 0.2 AU still in the habitable zone? Epsecially when the star is believed to be about 6 billion years old. That would mean it gives more radiation than the Sun does. EDIT: Oh wait, wikipedia says it's 4.5 Gyr old, but the article says otherwise. Also this: So is it in Lyra or Hercules?
  7. Ok, so I really, really hate bumping my threads all the time (because it looks like attention-you-know-what-ing), but I also want the ideas to be in one place. I do want this to be as simple to implement by the devs as possible this time. Most of these things are already done by some mods (I'll list them later here, in this post). Here we go (again!): THE R&D: The tree looks more or less like the one in WarThunder (themed branches). The nodes cost time and money to unlock. MODS THAT DO THIS: I've never played it, but I'm pretty sure RSS/RO simulates this. Nevermind, even RO isn't free of science points. You have to exchange them directly to funds, or something. Historical Progression Tech Tree has a really nice and clean example of a tree with branches sorted by themes. THE MISSION CONTROL: Not much changes here apart from missions being directly influenced by what's going on in the Admin Building. From now on missions have two rewards depending on what their character is: money (for commercial missions) and reputation (for the rest). Missions cost you rep/money (or both) only when you fail them, not decline (who even came up with this kind of punishment?). It would also be nice to design the missions from the scratch instead of hunt for the "perfect" ones. MODS THAT DO THIS: None, AFAIK. THE ADMINISTRATION BUILDING: Strategia mod becomes stockified (with the exception of the ice cream strategies. They are a tad silly). MODS THAT DO THIS: Strategia THE TWO RESOURCES: Science points are no more. All that matters now is money and reputation. Money can be earned by doing missions like tourism, ore hauling, putting sats in orbits (and pretty much everything that is done by private companies like SpaceX). Reputation is what you get from scientific missions and experiments themselves. Reputation is exchanged to money every X days (that way there are no real penalties for doing nothing as once the reputation zeroes out you can warp for however long you want to; you only pay the price for screwing up the missions and killing the crew). MODS THAT (kind of) DO THIS: KSPCasher Hopefully, I didn't miss anything important and hit the middle ground between the simulation enthusiasts and the ones who want to play just a game. Would this satisfy everyone's needs? Would it be simple enough to implement? Don't know, but I do hope so.
  8. I'm sorry to bump this but I'm a bit curious about something: I'm really starting to be concerned (actually, I'm already unhappy about them) about all those "balancing mechanisms". I'm not a software engineer, but wouldn't it be easier to recreate the career mode from the basics? Right now it feels very convoluted and a bit overwhelming because of all of the tiny "tweaks" and "balance mechanisms". I'm probably asking here for the reinventing of the wheel, but the current one seems to be square and doesn't allow for much steering (read as: progression flexibility). And to not sound whiny here's a suggestion: scrap the current strategies and introduce programs instead of splitting the world's firsts into records and milestones. How about a set of programs that progress more or less like this: The [nsert body name here] Exploration Program (first orbit, first landing and all the other world's firsts achievements) -> The [insert body name here] Scientific Program (by activating this the game offers missions that focus on scientific experiments meant to be performed around the body of interest) -> The [insert body name here] Colonization Program (this one asks you to establish permanent bases and stations, bring tourists, mine ore and things like that on the body of interest). The arrows here represent the progression of programs. Each completed program would unlock another one, but players could always go back to the previous ones (if they had for example only 80% of it completed and wanted to do more). I guess it's more or less how the Strategia mod does it, but the important thing here is the progression of programs and the things they are focusing on. Also mind that it's a very rough sketch of what, at leas IMO would enhance the career mode. Please don't make us play with the current strategies. They are useless and tweaking it all the time by introducing even more subsystems is not going to make me play/use it. It would be the same system with different numbers and more modifiers. "More of this and less of that" won't fix something that doesn't work. And that's what we've been getting for the past few updates.
  9. Well, there's not much flexibility in what we call "playstyles". There's only one way which is The SQUAD Way. There really should be a career overhaul that changes the way the tech tree looks and is unlocked. I would like, for example start a career mode with atmospheric engines and progress towards reusable SSTOs. And I guess I could set science rewards to the maximum and unlock the tree in one go, but then this kind of "progression" would make no sense since all the goodies that interest me are at the end of the tree. I went to the Mun and Minmus before. I even went further. I really consider myself a KSP veteran and I would like to enjoy this game in a different way than before. Right now there's only one way to do so. KSP's science-to-tech system gives almost no flexibility. But people already got used to it and there's no point in changing it, I guess...
  10. Probably a tweakable for contents (LF-only/LF+Ox/Ox-only, etc). Just make procedural parts and fuel switch stock already.
  11. I like how the rest of S&DD threads went silent and this one is being pushed up all the time. This only means how controversial this kind of topic is. I don't envy SQUAD.
  12. Or permanent tourists until they are recovered. Sounds HAL-ish.
  13. Can we just agree that a death is a death, no matter if it's cartoony or not? Some people don't want to see it, some don't care (there's also the third type of people, but not the point here). Can we just carry on with the discussion? @r4pt0r has a good idea and I actually agree with him. It's not realistic, but if you think about it regaining control of long dead, EC depleted probes isn't realistic either (they need heating, otherwise they become uncontrollable for ever).
  14. This, this, this! That is the exact reason why I play this game. Because planning is a fun challange. Right now we build things for the sake of it. Maintaining them would give some more meaning to keeping them up there. ^^^This is an accidental quote that I can't seem to remove in any way That's just a problem with contract system being dumb.
  15. Awww man. By voting on the third option I feel like I wasted my vote. But I think it should be optional. Seems not everyone likes it.
  16. I was about to make some sort of food pun, but I see the poll creator has already taken care of that. Anyway, if LS is ever going to be a thing it should be as simple as possible -One "Supplies" resource -Every part that can have crew should also be able to store "Supplies" -EC usage depends on the amount of Kerbals on board (heat) -Greenhouse part that generates "Supplies" for EC (maybe it should work for X years unless there's "Ore" on board; a nice way to close the loop on the ground. Would also give more meaning to bases) I know it's magical alchemy, but IMO it should be kept as simple as possible. After all, we don't know what these green creatures eat, right?
  17. Updated the OP a bit. Added the mission designer and the multIple start tech "tree" concepts from other threads.
  18. TBH I'd like to see a career overhaul that allows people to progress however they want. Right now it's Gather science -> unlock tech. I'd like to have a career where you could do only missions and progress (tech tree unlocked by the money/reputation earned on missions; rep = money), do science only (they would grant reputation that influences the budget; more budget = more tech), or do both. Couple that with a tree that has multiple starts and themed branches and even "been there, done that" crowd (I'm in that crowd) would be satisfied, as each new career save would give the opportunity for a different gamplay approach (I'd love to challenge myself using only SSTOs through the whole career!). Forcing me to gather science in order to progress is dumb. IRL tech is unlocked with time and money (and testing missions). Only after the tech is sufficient there's time for space exploration. Apollo 11 didn't land on the Moon because their R&D did a bunch of atmospheric scans. They did so because they had cash to build and test the rocket, lander and other equipment.
  19. That's not true IRL. There are planned robotic missions that would go to Mars (and/or Phobos I think), gather a soil sample and bring it back. Also think about comet missions like Stardust. They gather the samples AND brought them back. And please, don't argue that this is KSP and it's only a game. Science system is FUBAR even though a lot of people think it's good. Limiting others' gameplay style just because it's a game isn't a good idea. Also not true. Look at what Cassini has been doing for all these years. Telescopes are great tools that provide a lot of scientific data (infrared, UV light, X-ray, navigation and many more) and they shouldn't be regarded as a one time thing. If it wasn't for a camera/telescope on Cassini we wouldn't know Enceladus has a sub-surface ocean. Also think about stellar objects like nebulae and galsxies. Kerbol system shouldn't be the only one to be observed. And don't forget about cameras on rovers. They are very importnant too. And again: just because SQUAD made the experiments a one-time-use events doesn't mean it has to work like that. Not only gathering science and converting it to tech is limiting, but also not very satisfying. The whole idea of "going there to unlock more tech to go there again and actually land this time because I finally unlocked the landing legs" is ridiculously wrong and should change. Why do I need to go to the Mun to unlock the damn wheels and ladders? It just doesn't make sense.
  20. There are so many threads requesting more tank parts I actually start to think SQUAD should consider implementing procedural parts. I'm not very fond of them (yup, the LEGO aspect is part of the charm for me) but I think they could satisfy a lot of people, including me.
  21. I wonder if JWST will be able to directly look at it and check if it has an atmosphere or not. Nevermind. I apparently missed the post answering my question: it won't.
  22. Ideally the mission designer/editor would find its use in the career. Players would pick the objectives instead of going through a bunch of nonsensical contracts the game randomly generates. They would adjust some sort of reputation/money reward slider (tater's idea). In the "Ultimate Career" players would create missions, or rather challenges with each objective having a time limit perhaps. They could be loaded in the sandbox by anyone to take on the challenge. Couple that with the ability to spawn vessels and it could become a great tutorial/scenario editor. Community members could post such scenarios to teach others how to fly planes, rockets, rendezvous, make orbits, dock and things like that. Just a bunch of thoughts.
  23. I'd rather have an editor to create my own tbh.
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