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OtherDalfite

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Everything posted by OtherDalfite

  1. Is there a way you could counter my suggestion without trying to insult me? I would appreciate it. Also, what are you guys talking about as to how it wouldn't make sense to not have some good bits after completing the initial missions? Many games have done this (ie: Terraria, Fallout 3, etc.) Many games have you go through a level initially, and then you can come back and do whatever you like with your preferences.
  2. Perhaps a sort of "Do it stock first, then mods will be enabled" approach would work? I'm quite sure that stock would eventually get boring, but I really think that everyone should play through stock mode at least once, to get a feel for the game as the devs intended it.
  3. If you think the only reason I don't want mods in career mode is because of my ego, maybe you do need to step back.
  4. I'm not trying to limit fun at all. I'm just trying to keep a level of difficulty in the game so that way Career mode isn't basically sandbox with a few missions. I just want it to be as good as can be, and that is my idea on how to make it so.
  5. Sandbox isn't designed to be difficult. I feel that career mode should be, seeing as how it is sort of the "storyline" for KSP. You don't go through a game without having to fight a few tough enemies, or have to figure out a complex puzzle.
  6. This is what I've been trying to get across. But then again, I guess everyone has their own definition of fun. Hence what I've been trying to say as to Career Mode being the "hardmode" of KSP. Sure, you can stick a brick of 6 mainsails under that rover you want to send to the Mun and have tons of extra fuel you simply drop off to smash into the surface, but with career mode you would have to be as efficient and clever as possible in your Maneuvers.
  7. I know it's a single player game, and I've been over the fact that some mods make the game harder multiple times. Read my previous post to the answers to your questions. Also, while you may think I don't want mods purely for my ego, you are wrong. Many people who use mechjeb/mods that make the game very very easy tend to ruin the learning experience that KSP is. Sure, you may learn a bit, but you get a lot more out of it if you learn it yourself. Also, please just be frank with your posts, as sarcasm is tough to decipher on the internet.
  8. I've stated that before. I believe it levels it out and forces people to think about their design decisions. That, and I think stock is right around the perfect level of difficulty. But again, that's my opinion.
  9. Uhh, not quite sure what you mean there. I do want a career mode, I just wish for it to be stock only.
  10. While it may be the same zero-g. What they are doing to get it is different. What OP implies is going fast enough in an aircraft to cancel out gravity due to very high speeds near orbital velocities. The vomit comet simply dives downward, not accelerate to high speeds.
  11. That's why it's an opinion. It's up to Squad as to what to do. I'm simply giving my suggestion.
  12. I would have liked if he had actually tried to take his suit off within the two minutes. After all, he did have 20 minutes of oxygen, more than enough to pressurize and depressurize the airlock for him. Or even if someone else went out there to help him get inside with it off.
  13. I imagine that is more-so what the Astronaut Complex is for. Each successful flight, a Kerbal gains more experience. Perhaps with the random chance maneuvers, he would be less likely to make mistakes as to burning on target and not burning retrograde. Anyways, back on topic: I am fine with mods in Sandbox, just not career mode. Alright, all done here.
  14. I really loved teh movie. Masterfully crafted and made in a way I loved. The only thing I didn't get is when the guy with Hyrdazine covering him was thrown away from the ship, what caused it? Unless the airlock was on a rotating part of the ship (Which would be an accident waiting to happen). Other than that, I loved the movie and how it was made as though it was happening in modern times.
  15. I haven't seen any, but I've designed my own wallpapers before. Maybe I could do a couple. What's an IPhone's resolution?
  16. I don't know of any, but I too really like the idea as well.
  17. Thank you for being civil in your response. For question 1, I would have to say no, as the devs haven't added the need to watch Oxygen and other gas levels yet, and that it falls under the same categories as RemoteTech or any other mod that increases game challenge. For question 2, I'd have to say that it's a bit off. SQUAD has said that they will add a sort of thing like automatically doing maeuvers, as you said, but they will have a given chance of failure. This, I would be completely fine with in career mode, so long as the success rate wasn't 100% all the time. Mechjeb does everything exactly as you say, and doesn't give the classic chance of failure vibe as real rocketry does. I'm not with the whole "fly manual or GTFO" group either, I use ASAS on nearly all my craft, and will probably do so even more with the amazing new ASAS system being implemented. If the system that SQUAD has in mind would be implemented, you would hear no gripes from me. So long as you aren't guaranteed success, then the game still has a bit of difficulty to it. I agree I've been a bit hasty in my responses, so thank you for making me realise that. And I do agree that mods enrich the gaming experience and that modders will eventually find a way to break through. I agree that Squad doesn't want to lose interest, but they also deeply care about the end product of the game. The creation of ASAS was precisely made to the point that it is to not make the game too easy, but manageable in your flights. If Squad simply bent the will of KSP to what the community wants, it probably wouldn't be the game it is today.
  18. I very well understand that you are telling me the way you play and how you don't want to change it. I'm aware that the way I play doesn't affect you and the way you play doesn't affect me. That is besides the point. This thread is about whether career mode should allow mods or not, and that implies that people will give their opinion and that they will try and convince others as to why it should be that way. That is exactly what is happening right now. I don't get why you take my words to heart, as I don't mean them out of hate. If mods that make the game easier are allowed into KSP's career mode, what is the point of even having one? It may as well be a sandbox if it is made easy by mods. Yes, some mods make it harder, that can be saved for sandbox as well. The KSP career mode should be as the devs intend it to be, with the stock parts. They would have added mechjeb a long time ago if they wanted an autopilot, and HarvesteR has stated that that is not what he wishes for KSP.
  19. I'm well aware of that. That could also be left to sandbox. As a harder career mode for those that desire it. Also, I'm not quite sure what you mean by toy-like stock parts. Care to elaborate?
  20. And I'm imposing my idea of fun on people? You seem to be a bit hypocritical in your response. Also, a LOT of manned spaceflight has been done by hand piloting a craft. Nobody is going to be able to steer a real rocket into orbit in the real world, that's insane. In KSP, we don't have to worry about millions of dollars going up in flames or exploding. We don't have to worry about people dying and having to tell their families what happened to them. Honestly I don't care if you or anyone uses mechjeb, I just want it to stay out of career mode, as that is supposed to be the limited/hard mode of KSP.
  21. I agree that getting to orbit can occasionally get boring. But what if you are launching some insanely large craft, which requires careful human input? That is where the fly part comes in, and where you are needed. Take a look at GigglePlex's crafts, there is no way that Mechjeb could fly them. That's the spirit of KSP. Creating the impossible and making it do what you like.
  22. I don't think namecalling and mudslinging is helping with the discussion at all. I've said numerous times that I'm fine with mods and the game and that they are a great thing. I'm just saying that career mode should be kept stock in my opinion. It's as simple as just playing sandbox if you want mods.
  23. This is perfectly fine. I'm just trying to keep career mode an actual challenge. Mods are not a bad thing, they are probably one of the driving forces behind KSP which brought it to this stage in popularity. I just don't like the "challenge" mode of KSP to be made easy by the use of mods. Everybody does have there own idea of fun, and that's perfectly fine. Career mode however, in my opinion, should be difficult. Without mods, we all are given the same parts, with each possibility and success in the game is left entirely up to the player.
  24. It doesn't affect my game at all. I'm not implying that is a problem. For the masses that play stock, putting huge bases up/building motherships is more complicated without an autopilot or fuel tanks that are twice as good as the stock ones. It doesn't really matter that it's a single player game, as soon as people publish their achievements, it may as well be a multiplayer game. Remember the KSP "Build, Fly, Dream" trailer? Where is the "fly" if it's not a challenge?
  25. Then I will. Some mods (ie: RemoteTech and Deadly Reentry) do make the game harder. I can understand why those may want to be added. Mods like NovaPunch, KW, Mechjeb only make the game easier for you. For sandbox, fine, do whatever you like. After all, it's the freeplay mode. Take this for instance: You're playing a racing game, and someone mods in a tool that drives your car for you. What's the point of the game anymore? I'm by no means trying to force a stock only idea over people. Just in career mode so everyone is on the same playing field. Also, I'm pretty sure the OP didn't mean to inspire arguing, as he was simply asking a question.
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