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What caused me to lose interest in KSP


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** I'm not sure if this is the right place to post something like this, but it seemed right for me. Sorry if it's the wrong subforum **

I just wanted to make this thread to give some ideas about how to make KSP more enjoyable over a longer period of time, and why I lost interest in it.

First of all, the reason I have pretty much entirely lost interest in KSP is because missions are pretty much all the same. You launch, go to your destination which is usually a place you've been to a million times, you go to it, you do whatever you went there to do, and then in most cases it's over. It's fun for the first few times, but you are only really doing the same thing over again with sometimes slight changes depending on where you are going or what you are doing. You are given a little bit more freedom in sandbox mode, but in career mode, the first few hours are basically launching rockets around Kerbin and watching them fall to the ground again for contracts or for science. Mods don't really help, since most only add new parts, and planet packs are fine but I never end up actually ever going to the planets cause I'm still stuck at the beginning of career mode because I'm too burnt out to go any further.

Some ideas to improve career mode would be to add some factors which are always changing that would affect a mission. I know there's a mod for this, but random failures would be nice to see in the stock game, and another idea would be solar activity. Solar activity would harm a ship in different ways depending on the strength. An A-Class solar flare, for example, may burn out the solar panels on a ship, an X class solar flare would cause the ship to stop functioning at all.

Another way to make the game more fun is to make planets more dynamic. Some ideas for this would include winds on Kerbin that can tip over delicately balanced ships, dust storms on Duna that could be strong enough to blow away a small ship, or geysers on Europa that would be relatively harmless unless ones appears close to you. All they would do is damage unshielded electronics at close range and other than that not to any harm.

Another way to improve KSP (I know there's a mod for this too but it would be really nice to see in stock KSP) would be a way to build ships in space, cause it would be really nice to just get passed the atmosphere entirely.

Lastly, mods are good, but they are usually more buggy and don't fit in as well as when something is made by squad, since most mods are only made by 1 or 2 people.

Anyway, these are just some of my ideas to make KSP more enjoyable over a longer period of time. Please reply with what you think about what I talked about here.

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You spend hours launching craft around Kerbin? Maybe that is why you are bored. Geez, you can go to the Mun too you know, takes me 20 minutes from beginning of a career to get to a tech level capable of doing a fly by mission.

Random failures will never ever happen, it's on the What Not To Suggest List, Squad has said many times they think it is a bad idea, let it go. Weather effects (other than visual) might as well be a random failures mod, so that's a no go either. Visual effects have been mentioned by Squad but they aren't coming till after 1.1 if and when they do.

There is a way to build ships in space, it's called a docking port. This isn't Star Trek.

Have you even tried the new contract system that came out today? It's going to make things a lot more interesting than 'put this in space and never come back to it again' like previous versions did.

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I just wanted to make this thread to give some ideas about how to make KSP more enjoyable over a longer period of time, and why I lost interest in it.

I've got to agree, more or less.

One of the many things that I dislike about the career mode, is the way it tries to make most of you in space actions, other than flying, quite brief. Fast, click to collect science, the insta scan, etc... It also makes you go through the things to do fairly quickly.

If it had been my call, I would have made the game something you play slower. Taking time, testing, building up to that launch date.

Also, add a bunch of basically optional but beneficial ground and space exploration features, like geophysics sensors, radar, laser, drill and camera type tools. Stuff you can use repeatedly and gain different result.

I'd have the way the game detemines science results be continuous, rather than discrete, (with pop up graphs and dials and things that provide a constant stream of feedback) so you can move about and get different results. I'd have some things change over time, to make old sites more worth revisiting.

And make the game's some measures of success that were tied more to some sort of rate of achievement, rather than just giving you a bunch of things to tick off. This would help make the game more about sustaining and refining your space program, rather than about all this unlocking and collecting.

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Squad are planning to make the game multi-player. You'll be able to play space volleyball in 1.2.

(... well, you wanted something else to do in space ...? :))

The things you're suggesting would be great but would be a lot of work for little to no return for Squad. The 'game' is really an entertaining way of learning (simplified) orbital mechanics and navigation (and that rocket science is hard).

My biggest beef is that the second science instrument is not a camera, with the snapshots fulfilling the 'crew report' contracts, and being viewable in the Mission Museum in Administration.

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