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Why is Life Support missing on the KSP2 Roadmap?


Vl3d

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38 minutes ago, Pthigrivi said:

Another key is building in a buffer like built-in snacks for all crew modules or a grace-period so players don't have to worry about it until they start building stations and thinking about crewed interplanetary missions. 

If anything, the opposite should happen for non-punitive life support. If losing life support means you lose capabilities that you had at the beginning of the game/mission, then that feels punitive. But if you never had LS before and then it unlocks new capabilities or productivity , then it is a bonus. This could be used to naturally gate activities until after going outside Kerbin SOI, like requiring snacks to work in labs (and making sure that players can’t get both LS and labs while in Kerbin SOI), or just deliver bonuses. In the end the impact of LS is the same: you get less from your missions without it, but going without LS to begin with frames it differently. 

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17 hours ago, Vl3d said:

May I remind you that all kerbals die if you forget one part - the heat shield.

Like building a rocket with not enough fuel, forgiving solar panels or a heatshield is a design flaw on the vessel most basic functions.

I understand the rest of your points and as a player with thousands of hours behind me I'll be happy either way if the devs decide to implement life support or not. I even play like you just described, by using big ships with a small number of kerbals to "simulate" a living space. However I still think it would be a risky move for a game that wants to attract new players.

In the end it's just a matter of personal opinion and where we draw the line of how many fuel we want: rocket fuel, monoprop fuel, electric fuel, snack fuel, oxygen fuel, living space fuel. I just think it would be a missed opportunity to just have LS as another type of expandable resource that can end a 3 hours mission. Again, from a beginner's perspective.

Edited by Truebadour
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5 minutes ago, Abel Military Services said:

Yep, I tried, but the complex science experiment system is too hard for me. 

Experiments are automated in Kerbalism, it's actually easier than stock. You just need to enable them and allow enough time for them to complete.

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In my opinion a LS should be implemented in game even in later development state. But to make everyone happy, at beginning of game you should be able to choose LS like difficult level for example:

1) Beginner - no LS

2) Medium - base LS like snacks, few extra parts like storage for snacks and maybe some agricultural part for replenishment

3) Advanced - advanced LS including oxygen, water etc, resource conversion to LS, many parts for LS and LS conversion. Maybe some hibernation pods for interstellar.

And in this way everyone are happy. It would be as same as choosing Career, Science, Sandbox mod.

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  • 2 weeks later...

Personally, I hope to get to a point that there is food, drinking water, O2, pressuization (ie Nitrogen from Kerbalism), temperature control (heating/cooling), and radiation shielding all as life support concerns.  But, whether that is better done by studio or mods is a great debate.  If the studio does it, I hope that it will be able to be adjusted for difficulty levels including 'no ls required'.  That said, getting craft places with life support is a glorious challenge.

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