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Showing results for tags 'overdesign'.
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Basically, I have a lot of multi-role machines in orbit or on the ground. I've gone pretty far with this "multirole" stuff to be honest. Even as far as to build an amphibious scientific research vehicle (no lab, I didn't think to incorporate one) with vehicle recovery ability (robot arm with Klaw). After finishing my amphibious science machine, I started to wonder if I was feature creeping my designs. https://en.wikipedia.org/wiki/Feature_creep (Yeah, Wikipedia. It's just for a simple definition.) I mean, less can definitely be more, but Swiss Army Knives sell well for a good reason too. Minimalism isn't an excuse to be lazy; it's a reason to be efficient, sure. But in a game like KSP, can you really feature creep with scientific modules so small and portable? Are you really that bad off trying to cover all the bases? Especially when one of the important parts of progressing in this game is scientific research. Honestly, so far, I haven't experienced much trouble with this beyond price tags. That's even manageable if you can inadvertently create something that can do many of your contracts with little modification. Do you ever get the sense you may be trying to mash too much into a design? When do you realize you've gone too far? Asteroid harvesters on space stations? ISRU on rovers?
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- overengineering
- features
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