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A Basic to a starter Colony


Mukita12

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Problem with the way the game is, the whole colony concept is almost too simple without a ton of mods. Mainly because even if you find flat ground with a lot of resources under the surface, even if you make it self-sufficient (kinda), there is nothing going on if you leave the scene (except maybe resource extraction). It lacks this RTS mechanic, when you can do something else and the colony grows (or actually do anything) in the meantime. You need to be there, walk your crew around, one at a time, do everything manually. You can't just select a group of Kerbals and send them to get some science.

I'd rather do some more interesting, entertaining missions than take care over a facility on a distant world that does nothing. Because so far there is no point.

And I'm saying all this because I had like three different ground bases over the years, and every time I sent some crew and equipment I was like 897.gif

I really hope it is going to be resolved in the sequel.

Edited by The Aziz
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The requirements for a starter colony vary depending on my ambitions for a new playthrough, my mood, and what mods I'm using. "Colonies" include surface bases, orbital stations, and occasionally I'll build huge colony ships. Bases and stations serve several goals:

  • Refueling of ships and surface craft when I'm playing a long-term game
  • Gathering science (or money and rep via strategies) with a laboratory
  • Fulfilling contracts
  • "Fun". Sometimes I'll build a large colony just because I want to see how it looks, or for the challenge of launching it

Eve is a good place for colonies. It's easy to get to but difficult to leave, so a colony can support exploration of Eve's surface. My typical Eve colonies have labs, refueling, and several support vehicles (usually high endurance planes) for moving around.

Laythe is another spot for colonies. I've built floating marinas that serve zero purpose other than fund; it's nice to see space-seaplanes and high tech boats docked in the water.

I play with a lot of mods but avoid life support mods. I do add greenhouses and similar structures to my bases but do not micromanage food or other consumables.

I'm also okay with "cheating" to avoid micromanagement. Let's say I've built a good mining and refueling infrastructure. I've performed the mine/process/transport cycle several times. I'll then pretend the fuel transport is happening behind the scenes, and will use Hyperedit to refill the tanks in my fuel depots. (New missions are fun. The same mission done a dozen times gets boring.)

 

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I only really use bases for drilling and refining fuel,  but even then lugging the gear out to set up a base is probably more mass than the amount of fuel I ever use from that base. 

With a life support mod you need more stuff at your base to keep the crew alive.  I use USI-LS and my bases have extra habitation space and the ability to grow food, but I could do that in orbit just as easily. 

To make bases worthwhile you really a much bigger mod.  USI-Kolonisation for example adds in several more resources so you have a whole production cycle, but to make bases really useful you need something like Extra Planetary Launchpads so you can mine, refine and actually build stuff. 

Edited by RizzoTheRat
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