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What you do after complete the tech tree in your carrer/science save?


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Well, the mission editor thing is like a scenario, not a real career. Take the idea of the add-on, and to me a more ideal career mode would be one in which the sorts of things that happen in the add-on scenarios happen in career, but are generated on the fly, and related to the player's own plans.

The player could set goals in KSP. There are finite worlds, and finite things to do, so setting goals would be easy to do (goal planning facility: set world, set location, set science or other goals (base, mining, etc), set type (crew/no crew), set 1 way or return, whatever. So real goal setting is not impossible.

Things like failures that the add-on will add, are also meaningful, since they can present novel challenges. Rescues without the implicit, incompetent competing program in the extant career system, for example.

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5 minutes ago, tater said:

Well, the mission editor thing is like a scenario, not a real career. Take the idea of the add-on, and to me a more ideal career mode would be one in which the sorts of things that happen in the add-on scenarios happen in career, but are generated on the fly, and related to the player's own plans.

The player could set goals in KSP. There are finite worlds, and finite things to do, so setting goals would be easy to do (goal planning facility: set world, set location, set science or other goals (base, mining, etc), set type (crew/no crew), set 1 way or return, whatever. So real goal setting is not impossible.

Things like failures that the add-on will add, are also meaningful, since they can present novel challenges. Rescues without the implicit, incompetent competing program in the extant career system, for example.

I wonder if we'll be able to string missions together though?

Either by simply playing them in order or some sort of actual "quest-chain."

Sure it won't be like a "career mode" but you could make self contained adventures or stories maybe.

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On 11/30/2017 at 11:20 AM, Jeb, The Lonely Kerbonaut said:

Well, basically this is the question. After complete the tech tree, you still play in the save or you just stop? And why?

Did you play stock? Mod your game with expanded tech tree and mods that provide more parts and tech. It'll take many times longer to finish. You can pretty much max out the stock tree by the time you're done with Kerbin and its moons.

Also, you can get creative. For instance, there is a mod that rearranges the tech tree to put unmanned tech first (Unmanned First I think its called) so you can do a playtrough with only unmanned tech. It was fun. But I also have many other mods that add to the longevity of the game.

Edited by Kerbital
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1 hour ago, Kerbital said:

Did you play stock?

Yes, in terms of parts, i play stock. 

1 hour ago, Kerbital said:

Mod your game with expanded tech tree and mods that provide more parts and tech.

Well, is a interesting idea, but my computer is not made for games (i installed OPM yesterday and besides the lag, my KSP takes about almost 1 minute to close), and i don't have money to get a better computer, or better parts, so, these mods have to be relatively light-weight.

2 hours ago, Kerbital said:

Also, you can get creative. For instance, there is a mod that rearranges the tech tree to put unmanned tech first (Unmanned First I think its called)

Also a very interesting idea.

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12 minutes ago, Jeb, The Lonely Kerbonaut said:

Yes, in terms of parts, i play stock. 

Well, is a interesting idea, but my computer is not made for games (i installed OPM yesterday and besides the lag, my KSP takes about almost 1 minute to close), and i don't have money to get a better computer, or better parts, so, these mods have to be relatively light-weight.

Also a very interesting idea.

I didn't finish my thoughts in the last post, was rushing to leave work:) So here is more.

Unmanned is interesting. It will take much longer since you won't have orbital lab to process science and you won't have crew reports and ground samples.

Two mods might interest you: Orbital Science and Science Relay. They should not slow your computer much as they don't add that much. The first one adds several new science instruments. Some are supposed to be used from orbit and some on the surface. Although this will allow you to accumulate science quicker, but you don't have to use it or just use few interesting ones such as those that have to be used on the surface only. These instruments though are scattered across the tech tree, you don't get all at once. They make up for the lack of crew reports and ground samples too.

The second allows you to transmit science to other vessels!

So this adds two interesting options. You can have one-way probes that beam data home and never have to return. You can leave them orbiting as relays, for example. You can also have disposable drones that you drop on Eve without worrying how to get them back.

You can still have a manned orbital lab and beam your data to the lab. But it'll shorten your playthrough by generating more science.

I also played where my goal wasn't to complete the tree but to max out my 9 Kerbal's experience. That takes a while.

I think that's it.. :)

 

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