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Colony suggestions


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Beyond the obvious (habs, launchpads, power plants), there should be more niche buildings. Entertainment boosts productivity and money, hospitals reduce colony deaths and allow babies to be born, a school generates money, and turns those kolonists into more developed roles at the cost of happiness, offices massively boost money at the downside of happiness. warehouses increase resource storage, ect. Feel free to smorgasboard ideas. Another thing is laws once it's big enough. You can certainly run well without them and they come with downsides but they provide bonuses. They are completely optional. Ones could be water-recycling, forced school, forced work, ect. Feel free to make other laws as well

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Universim x Surviving Mars I smell here.

There's no money in the game, as far as I know Kerbals still live forever unless they go poof, population grows through boom events, whatever they are. No micromanagement, this is still a game about flying.

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Ah damm. It would just be more useful to have different building then. Scrap all money efforts, just productivity.  It's meant to be idle to a large extent, but at some point you just get a KSC on Rask or Ovin or Duna.

Edit: it should just be a bit idle until you get notified that "You may now launch from (colony name)" or "Population Boom!"

Edited by greenville
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I mean you still decide when to build things if you have the materials. And boom events are directly related to discoveries. So what you could get would be science labs, refineries, storage rooms, that kind of thing. Gives colonies something to do while not interrupting the player from the main point of the game.

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Not 100 percent idle of course. It would make colonies waaaay more unique. Buildings for entertainment would make booms of population and productivity (if your kerbals can relax on another world it brings tourists, ect.) at the downside of less focus on research so it debuffs research Buildings for construction do... construction. Their side effect would be a lowering of happiness, but an increase of rocket production, rover production, ect... Spaceports would be useful; maybe it'd be a requirement to launch rockets from, and gives a higher population rate, plus easier supply routes, at the cost of taking up resources. This makes it so that if you spam down refineries and other production/construction facilities, the bad parts kinda combine until it's just seen as a space sweatshop. If you spam down entertainment science slows to a standstill, spaceports will just kind of... suck up everyone's resources to do nothing. This discourages being lazy about colonies; if you do it right you get mostly good buffs to launch ships easier/cheaper and collect massive amounts of resources,  if you do it wrong it affects everything badly. This has benefits for rockets, the better the colony, the more you can train a kerbal, thus giving upgrades across the board. 

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14 minutes ago, greenville said:

Not 100 percent idle of course. It would make colonies waaaay more unique. Buildings for entertainment would make booms of population and productivity (if your kerbals can relax on another world it brings tourists, ect.) at the downside of less focus on research so it debuffs research Buildings for construction do... construction. Their side effect would be a lowering of happiness, but an increase of rocket production, rover production, ect... Spaceports would be useful; maybe it'd be a requirement to launch rockets from, and gives a higher population rate, plus easier supply routes, at the cost of taking up resources. This makes it so that if you spam down refineries and other production/construction facilities, the bad parts kinda combine until it's just seen as a space sweatshop. If you spam down entertainment science slows to a standstill, spaceports will just kind of... suck up everyone's resources to do nothing. This discourages being lazy about colonies; if you do it right you get mostly good buffs to launch ships easier/cheaper and collect massive amounts of resources,  if you do it wrong it affects everything badly. This has benefits for rockets, the better the colony, the more you can train a kerbal, thus giving upgrades across the board. 

The pillars of KSP are realistic space flight, defining and achieving unique goals, exploring new planets and building cool & unique rockets. Colonies as you suggest implementing them would overstep these pillars and introduce management gameplay that does not need to be there. The only thing colonies need to do is collect resources and provide a place for players to launch ships - they shouldn't need to turn the game into a task of finding what ratio of entertaining buildings to research buildings to maintain.

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Yeah, i thought about that. Maybe make it a little option that you can turn on. If you want to get those buffs and want to invest time, great! But if you don't it stays on idle. It should also scale with difficulty, where the buffs become less noticeable. For example, on normal it's a 1;1 ratio, and for hard it might be 1:2. 

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On 2/4/2023 at 8:49 PM, greenville said:

Yeah, i thought about that. Maybe make it a little option that you can turn on. If you want to get those buffs and want to invest time, great! But if you don't it stays on idle. It should also scale with difficulty, where the buffs become less noticeable. For example, on normal it's a 1;1 ratio, and for hard it might be 1:2. 

(Please quote me in future :))

KSP 2 should avoid having buttons to enable and disable things that massively alter the balance of the game. KSP 1 only lets you disable some massive mechanics because half of them weren't baked for long enough.

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