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Career?


Andrewx21

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With 1.0 making major changes to career mode, how many people plan on trying or starting a new career save.

New contracts, and refined progression with a new tech tree should be interesting. Im personally hopeing there are some low tech rover wheels near the begining of the tech tree.

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Still looks like a terribly grindy mess of unrelated game concepts. Maybe if we had an income stream outside of contracts I'd consider it again, but I'll be playing either Science or Sandbox.

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I will certainly try it. But I will (probably) first try out a few things in sandbox. I am curious to know if I can still make my ring stations, getting the ring segments up through the new atmosphere. It shouldn't be a problem, but looking forwards to trying!

Screen%20Shot%202015-03-22%20at%202.10.28%20PM.png

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Probably going to try a cash only career mode, see if with the new resources I can make a self sustaining program. If not then its back to sandbox mode to pick something back up I was attempting way back in .19. Now that I don't have to use a TON of mods to do so.

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Good luck. You aren't going to use any mods?

I'm certainly going to try.

I've already started a clean install with ATM, EVE (clouds only), Ftmn w/liquid hydrogen, (hydrogen tanks from near future). I've also stripped down B9 to several parts S2 (pod, tank, crew tanks and adapter), and the rcs tanks and the M27 "tug" w/counterbalance. I would like to install IonCross or TAC-LS, but I am going to wait. Additionally, "I" must have Universal Storage and DMagic's Orbital Science (two of the best in my opinion). ScanSAT and Remote Tech will have to wait until I can see what works with 1.0. I've also hacked ZZZ's 2.5m greenhouse for IonCross with a good balance (that is such a great model). The last thing that I have installed is the K2 Gemini-like capsule. That is also an excellent model that needs an IVA.

If something is broke tomorrow, I will just remove the above until it works.

Btw, are they going to have clouds? I haven't see it, yet.

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Still looks like a terribly grindy mess of unrelated game concepts. Maybe if we had an income stream outside of contracts I'd consider it again, but I'll be playing either Science or Sandbox.

Despite being someone who primarily mods stuff related to career (or maybe because of that), I really have to agree with this sentiment. It doesn't look like anything career-wise in 1.0 has changed other than the tech tree revamp and moar contracts. I often feel that Squad needs to take a break and go design a board game - that's game design at its purest, where every mechanic has to be there for a very good reason. Not "we need to be able to change one currency into another... because it's what Harvester wanted when he wrote it up on a napkin 4 years ago".

KSP the rocket launch simulation game is excellent. KSP the space program management sim leaves a lot to be desired.

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I'll go ahead and do a stock career game in 1.0 just to see how everything works, but initial impressions from watching preview videos haven't impressed me much on that front. The tech tree still looks like a mess, and the contracts look like basically more of the same (although it does look like they've been at least cleaned up a little). Hopefully it won't take too long to get mods like ModuleManager and Contract Configurator updated to fix the worst issues.

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I will certainly try it. But I will (probably) first try out a few things in sandbox. I am curious to know if I can still make my ring stations, getting the ring segments up through the new atmosphere. It shouldn't be a problem, but looking forwards to trying!

http://jscript.ca/ksp-images/beta/BigRing/Screen%20Shot%202015-03-22%20at%202.10.28%20PM.png

Should work, you might want to put an cap/ empty fairing on top of your station segment.

As for me I would play Career for my main game, I will probably start sandbox first to test out stuff, mostly reentry.

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As for me I would play Career for my main game, I will probably start sandbox first to test out stuff, mostly reentry.

Yeah, me too.

While 0.90 career is too much grind, at least at the beginning, sandbox lacks a certain feeling of accomplishment, as nothing you do gets recorded. If you send a crew to Dres to harvest science (even if you've already maxed out the tech tree), upon return you're astronauts will have earn experience, you're given points because of all the science you gathered, and that science gets recorded. Science and career, basically, feed you cookies for doing stuff, and I want my cookies!

Besides, you can always cheat science and funds if needed, as well as editing the contract configuration file to filter out the contracts you don't like.

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Despite being someone who primarily mods stuff related to career (or maybe because of that), I really have to agree with this sentiment. It doesn't look like anything career-wise in 1.0 has changed other than the tech tree revamp and moar contracts.

In general, the income of funds has been increased, and the facility costs decreased, and the focus of science has shifted from contracts towards experimentation. The strategies were given a significant overhaul as well.

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In general, the income of funds has been increased, and the facility costs decreased, and the focus of science has shifted from contracts towards experimentation. The strategies were given a significant overhaul as well.

This intensifies my hype level and I can't wait to find out moar~

(although I'd much rather have seen the same overall facilities costs, but spread out over more tiers so it's not big hideous lump-sum payment etc...)

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In general, the income of funds has been increased, and the facility costs decreased, and the focus of science has shifted from contracts towards experimentation. The strategies were given a significant overhaul as well.
But still no alternate fund source... :( That is literally the most important thing for me as I find contracts incredibly grindy and pointless. Oh well.
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