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Showing results for tags 'management'.
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From what I gather from interviews (Nate and EJ_SA for example), mature KSP2 gameplay will have a lot of elements similar to Factorio / Satisfactory / Dyson Sphere Program. I have to say Factorio is one of my favorite games so I really appreciate that. I imagine that we will have to build our extraction / processing / transport vehicles and colonies and set up logistics networks using our creations. I have a hunch this delivery routes system will have its own management interface for automation. I think it's really cool because we'll be able to build "cheap" transports with basic materials we obtain and "expensive" exploration spaceships with more exotic elements. So basically we'll have to adapt to each planet and make the best designs we can (rovers, trucks, aeroplanes, helicopters, boats, rocket ferries etc.). There's a lot of reasons to design a new vehicle and constantly iterate. We'll always have something new to build or improve, even without contracts. But what I found a little bit stale about automation games is the lack of interesting end goals. I think it's a really good idea for KSP2 to have exploration as its main purpose. Discovering the planets inside a new star system and their secrets, entering the atmosphere and landing for the first time, doing scientific experiments, exploring interesting anomalies.. I think that this is a good motivation to "grow the factory". How do you feel about the construction and management simulation elements of the future KSP2? Any specific things you would want KSP2 to borrow from the other games I mentioned?
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- automation
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Are there mods to add more aspects to KSP's management? I feel like the budget system in KSP was just tacked on and never fully explored, and I hope some mods could change that.
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Hello folks, just a pair of questions . 1) I see that many people link in their signatures the forum threads related with their own addons. Some of these links are in the form forum.kerbalspaceprogram.com/thread/6digits but, when I enter my own thread http://forum.kerbalspaceprogram.com/index.php?/topic/155653-wip122-realisticcomponents-suite-02-02-17/, I get this very long and bad URL; this is pretty annoying, also because it contains the title of my thread, which changes from time to time because I like to put there the date of my last update. How can I obtain the 6-digit code to refer to the thread independently of its title? 2) My RealisticComponents Suite is still WIP. As soon as I move to the release, do I have to keep the WIP thread in Add-on Development and create in parallel a new thread in Add-on Releases, or is it better to delete the one in Add-on Development and keep just the new Add-on Releases thread? Thanks in advance!
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For those who are too young to remember the game Buzz, it was a great simulation of the space race between USA and the former Soviet Union to be the first to land on the Moon. That game introduces you the concept of risk management. Which I think will greatly improve the game and provides more realism. Risk management is something that the space program have to deal everyday. Basically, a prototype component has great chances of failure and increases its reliability as it is tested and used. As the rocket becomes more complex and there are more steps in the space mission, the risk of failure increases exponentially. In the real Apollo mission, they had to test every aspect of the mission to improve the reliability, the launch pad, lunar landing module, the docking sequence, a flight pass to the Moon, ... before Armstrong and Buzz step on the Moon. In essence, you cannot play with big rockets, if you have not played with the smaller ones. Also, the reliability of the systems and subsystem can be compromised by thermal, aerodynamic stresses, hits etc... Maybe it will be a great idea for a game expansion. What do you think?
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- components
- management
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