Jump to content

KSP2 alternative game mechanics discussion; player focus


Recommended Posts

Mandatory disclaimer on imagining new game systems for KSP2

The game will release in a year's time. We still haven't heard of it before last week, so it is probably safe to say that none of our suggestions will be heeded for the final game. At least, not in a way where we can ask the devs to significantly change direction. That said, there are plenty of reasons to work our collective hivemind into imagining what alternative game systems would look like, to detail them, to find what the problems would be, and how useful the idea's are when implemented. The goal of this thread is to go into detail about game systems that could have been different in KSP 2. As for the plenty of reasons of why this execrise could be useful; any future development of any ksp game in any capacity could have the benefit of having the players already figured out how the game could/needs to be improved in a detailed way. It becomes easier to implement something if it has a vision,  it becomes easier to implement something that has its kinks worked out, and it becomes easier to implement something that has community support behind it. And maybe, just maybe, good ideas can move the current devs to make changes before the release..... (who knows)

_______

After having read the KSP masterpost, I'm convinced that player focus gameplay systems will be essential in KSP2. Why is difficult to explain, and multiple aspects of of the announced game come into play here. So let me summarise the thoughts I've seen on those aspects, and how they tie into player focus. This is to explain my opinion, and aviod starting this discussion from scratch.

Interstellar travel

The problem with interstellar travel is that it takes a long time without FTL, but no-one wants FTL because it is scientifically unrealistic. Three nuances: 1) bases become stepping stones that reduce travel time. 2) the speed of light can be different in the KSP universe, as can the scale of the interstellar distances and 3) sci-fy engines can be more powerful, and get up to higher speeds than might be theoretically possible in real life. Currently many KSP-missions go like this: launch, spend time executing the mission, start over. The result is spending lots of ingame time on interstellar travel. Some in the masterthread noticed this already in interplanetary travel, and I think this will be worse when you go amongst the stars. A logical way to go around this is to be able to set a craft on an interstellar trajectory, put up a manouvre node, and let it be while you operate the rest of your space program. At some point, it will be time to switch back to your interstellar craft and finish the mission. However to do this practically, you need ways to keep track of all of it, in a way that doesn't make your head scream.

Life support and Bases

Another aspect comes with bases. Basically it comes down to the question of "how much do I need to do in order to sustain it". I personally think it's easy to both go overboard and go underboard with this. A game that simulates the difficulties of space flight cannot neglect something like life support, but many players would correctly moan about micromanagement if you need to keep babysitting every colony constantly. So ideally, you'd like to be able to bring a colony in a stable state, at which point you can divert your attention. In connection to this, certain bases might require getting materials from other places. Supply ships from home, or resource gathering missions from base. But then again, you don't want to keep flying these missions. again, attention. Maybe the solution is to fly the mission once, and set up that the game does this automatically for the future, but that is just an initial idea.

 

So this are the main reasons why I think KSP needs systems to, well, actually manage your space program. But then again, most of us probably wouldn't want it to become a space program tycoon game. So tere are questions to be answered: what is the proper simplicty of the system? of it's UI? does this need to be worked into certain game modes, and do we have progression into the tools we have at our disposal. Are there other systems needed in this regard, and how would they work. Discuss....

Edited by nikokespprfan
Link to comment
Share on other sites

Agree with life support and colonies, an colony would be self supporting and might even be set up to produce extra food for ship and bases. 

Automated supply runs, a bit sceptical, simply using more storage and larger tankers would simplify this. 
But not sure how the bit colony in Jool orbit who released the starship will work. 

As I understand KSP2 can do burns under warp making it less painful to do very long burns. 

Link to comment
Share on other sites

×
×
  • Create New...