Cyborg_delta1 Posted August 24, 2019 Share Posted August 24, 2019 (edited) The one thing I hope that will change in KSP2 is that you will be able to see inside, walk around or interact with the internals of the structures i.e. space stations, colonies or ships. You spent all that time making a station or ship and getting it into space but it feels hollow and empty the same with colonies you would spent all that time getting the stuff there building a colony just to stare at some 3D models to me it feels like an old GTA game where 90% of the buildings you were unable to enter, were unusable or you had to pretend it had a function. Now this is only my opinion but I think its a shame that all the work that go's into making it almost like a realistic space program where you build and test your creation but can not explore your own creation it kind of brakes the emersion. I also think that internals would make MP more interesting i.e. rather than bolting science experiments to the side of a rocket use compartments inside modules the more experiments you want to run or materials you want to bring the more compartments/modules you will need this intern would lead you to think more about space, weight and design of your ship, station or first colony buildings. Edited August 24, 2019 by Cyborg_delta1 Link to comment Share on other sites More sharing options...
crenelatedcheese Posted January 15, 2021 Share Posted January 15, 2021 I can't believe no one replied to this. With interactive space stations you could do more experiments and actually have to do work instead of just pressing a button. Link to comment Share on other sites More sharing options...
Guest Posted January 16, 2021 Share Posted January 16, 2021 15 hours ago, crenelatedcheese said: With interactive space stations you could do more experiments and actually have to do work instead of just pressing a button. I think the main point is to make them work, do research, observations, long-term experiments if they're a scientific outpost, refine resources and assemble components if they're space factories, and have mechanics relative to Kerbal lives if they're space cities or colonies. I'd prefer working station and bases with the size of buildings being a component of the gameplay balance (you can't bring "module X" from orbit, it's too heavy, you need to build it there either with local resources or imported ones, that enables a logistics vs mining gameplay loop) over fancy walkable internals. Link to comment Share on other sites More sharing options...
KerikBalm Posted January 16, 2021 Share Posted January 16, 2021 I mean... they already have internals for all crewed parts in ksp1. It would be nice if you could move your kerbals around inside, and if you needed to pay attention to how crewable parts connect... But I don't need internals for a massive city sized colony Link to comment Share on other sites More sharing options...
crenelatedcheese Posted January 16, 2021 Share Posted January 16, 2021 With a space station though, you could get creative with the interior, for example making an elevator that makes it more realistic and practical to transfer through parts, but yeah it would be pointless for a massive colony Link to comment Share on other sites More sharing options...
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