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Hard Mode Is Not Hard


Yxklyx

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I have seen a mod "better then maned" where supposedly he has taken most of the grind out of career mode. And yes hard mode is VERY hard doing 13/13 moon landings without 1 crash is quite difficult. Hell have you ever tried a Mun or Miniums landing without patched conics or flight planning. I could probably do the Mun but I would bring 30-40% extra dv for correction burns. IMO buildings should have been unlocked for accomplishments i.e orbit gets you a new launch pad, high orbit gets you the astronaut complex, Mun flyby gets you patched connics, Mun landing gets you flight planning, Minimus fly by gets you a new VAB, and miniums landing gets you a new R&D.

I was truly saddened when on hard mode I wanted patched conics to land on the Mun. 300,000 not bad..... ok lets see I can do 25 tourist orbits at 22 minutes a piece that net me 12k or 12 satalites to orbit at 4 hours for a net of 32k. And I can only have 2 contracts at a time so it is not like I can launch 12 satellites at once (which I could do) because they all have to be made before the contract was accepted.

Edited by Nich
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Kerbal Space Program: one of the few games where gaping design holes are routinely justified as somehow being the player's fault :)

This is true with most open games. This is not new but an consequence of open games.

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At the start yeah it was pretty challenging but once you get a satellite up (even with just a few batteries before solar panels) - all the difficulty goes away since you can just cancel and do the Kerbin Science mission over and over again. Sure it's tedious but it means you don't ever have to worry about losing it all. I had hoped this would be a challenging game but you've got make your own house rules to make it so - so we're back to it being a sandbox except for the tedium required to unlock all the content.

I played this game a lot 2 years ago - landed and returned from nearly every moon/planet. Haven't played since then but with the new release I thought I would start it up again and it was loads of fun early on.

Maybe I misunderstood but it looks like your complaint is that once you cheat, hard mode is no longer hard?

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It needs a

[h=3]Kobayashi Maru[/h]

I think it'd be better off with a

[h=3]Chris Sawyer[/h]

Career mode plays like a jumbled mess of separate features, not like an integrated tycoon style system where the player has to invest, construct and maintain infrastructure throughout the solar/kerbolar system to overcome the next barrier in space exploration. Judging by the incoherence and random implementation of career features during the various stages of KSP development, it seems that Squad never fully thought through the gameplay aspects of career mode.

There have been some amazing suggestions in the Suggestions and Discussion forum, however, it seems communicating with Squad is a real Kobayashi Maru

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This is true with most open games. This is not new but an consequence of open games.

It's not a consequence of open games IMO, but a consequence of people taking the "sandbox" concept far too literally, and forgetting about the "game" part. There's no reason why having a sandbox game should force you into making design decisions with large exploitable holes in them.

I have seen a mod "better then maned" where supposedly he has taken most of the grind out of career mode.

I think you're referring to "Better Than Starting Manned", and by "he" you mean "me" :)

Not sure it removes the grind, but it does indeed offer more individual challenges to tackle and more involved progression.

I'm a little iffy on what people typically refer to as "grind", so can't say one way or another if that applies. I'm sure many people would argue it's more grindy than stock, as accomplishing various objectives (reaching orbit, getting to the Mun, etc.) usually take way more effort.

Edited by FlowerChild
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