Jump to content

Science Points and Tech Tree Progression


Recommended Posts

One of the issues I have with science collection in ksp 1 is the over simplification of it. Any science from anywhere can be used to progress through the tech tree. A crew report from space high above Minmus can be used to unlock an inflatable heat-shield, or a rover wheel type, etc. This issue hurts immersion a little in my opinion, and has a lot of potential to be fully fleshed out, much like the other areas of science are, as we've seen in leeks.

I think multiple science types could be used to overcome this issue. 3 types of science; surface, atmospheric, and general. 1 general, and 2 specialised categories would add some more logical progression to the tech tree, while also keeping things simple enough for new players to pick up quickly.

Surface science:

Collected from surface based experiments, like surface samples, drillings, landed state temp/pressure readings, etc. This science would be used to unlock surfaced based technologies, like landing legs, lander engines, ladders, lander cans, etc.

Atmospheric science:

Collected from air-based experiments, like high/low atmo crew reports, atmospheric analysis, temp/pressure readings in flight, etc. This science would be used to unlock air-based technologies, like heat-shields, wings, cockpits, etc.

General science:

This would be collected from all experiments, and would be used to unlock all other parts not covered by the other 2 categories.

 

One experiment could also collect multiple types of science, and tech nodes could require multiple types of science to be unlocked, giving some extra complexity to later game science collection. If a planet has an atmosphere, a surface sample could give a lot of surface science, but also some atmospheric and general science; A high atmospheric temperature scan could give a lot of atmospheric science, some general science, and no surface science. All experiments would give some general science, and all tech nodes would require general science to unlock.

General science would still be the focus of tech progression, but specialised parts would require specialised science, to hopefully add more coherency and logical sense to progression.

Link to comment
Share on other sites

science could also help in providing information about planets. Like (orbital) probes and Telescopes can provide information about admosphere hight and thickness, terrain (height), temperature and where recources are located. All this information could then be shown in the tracking station. Some informations could be shown in graphs (like admospberic thickness) and some with different map/planet view options. Like a heigh view, thermal view and a view options that shows recources. This could help you to plan a mission or where to construct a colony.

Planets could also in time become clearer in tracking station (start out being pixelated and later have them there with great detail). 

 

Multiple types of science could also be nice, but should not be to complex in my opinion. I like your suggestion, bit it could also be like this. having three types: ground based science (landing gear, wheels, ladders etc), admosphere flight science (wings, airbrakes, jet engines, Mk2/3 parts etc.) and vaccuum flight science (vaccuum engines, crew pods, rcs/reaction wheels, space station parts etc. ). Some parts could be unlocked with all/more types of science points (engines, feul tanks, boosters etc) 

 

 

Edited by Lowi_Sace
forgot something
Link to comment
Share on other sites

I think having multiple science types are neat in paper, however I dont think they'd fit the game. The generic science points means that if I want to go to Eve, but I want an inflatable heat shield to help me, I can explore dres, eeloo, anywhere, and get what I need to go to Eve. If I had to collect atmospheric points however, then I'd have to go to laythe and.. thats about it. Generic science points means that if you want to progress in the game in a specific direction, you're not limited in how you do it, with specific science points you now have a much narrower route to go down to get what you want. I think this is one of the better proposals I've seen for specific sciences, I do like that you kept around generic science and kept the amount of sciences minimal, however I think the very freeform nature of all science being generic fits ksp the best.

Link to comment
Share on other sites

What if you reversed that design? Instead of having different flavors of science points, have a science tech tree with different flavors of science on different branches?

So if you wanted to focus on orbital or fly-by  missions, you would unlock various types of cameras, scanners, meters, and other devices that recorded results that can be radioed back. If you wanted to do surface science, you’d unlock scanning arms, drills, samplers, seismometers, and so on. Same for atmospheric science. The very basic, generic instruments (thermometer, camera, etc) would be at the base.

You would have to consider what kinds of missions you want to do and unlock your instruments accordingly, but you could use the science points gained however you like.

 The science unlocks could be bought with science (they would have to be pretty expensive) or with some other currency, like “progress points” you get from passing major milestones, maybe like the World’s Firsts in KSP1.

Link to comment
Share on other sites

3 hours ago, Periple said:

What if you reversed that design? Instead of having different flavors of science points, have a science tech tree with different flavors of science on different branches?

So if you wanted to focus on orbital or fly-by  missions, you would unlock various types of cameras, scanners, meters, and other devices that recorded results that can be radioed back. If you wanted to do surface science, you’d unlock scanning arms, drills, samplers, seismometers, and so on. Same for atmospheric science. The very basic, generic instruments (thermometer, camera, etc) would be at the base.

You would have to consider what kinds of missions you want to do and unlock your instruments accordingly, but you could use the science points gained however you like.

 The science unlocks could be bought with science (they would have to be pretty expensive) or with some other currency, like “progress points” you get from passing major milestones, maybe like the World’s Firsts in KSP1.

Hmm! I like that thought. And maybe science that you gather with your initial runs with the basic tools in each category will be required for further advances in that specific category. IE doing basic ground science can be done with science gained from any category, but to do more advanced ground science you'd need (or at least want for the best efficiency) results from your basic ground science first.

So you can choose to specialize down a specific path a bit more, while still having the option to start trying out alternative science styles.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...