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Introducing For Science! - Major Content Update Out in December


Intercept Games

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2 hours ago, 737 said:

You have restored my optimism, can't wait! BTW a small request: maybe test proton performance so I don't have to reinstall Microsoft's wobbly OS?

Honestly… I hope not. Having to maintain it for multiple platforms while simultaneously developing lots of new content would significantly slow things down even if they were doing everything by the book (and I don’t think that’s the case, at least not yet). 

This isn’t intended as a slight to Linux/Steam Deck gamers, it’s just that they haven’t had an easy time delivering for plain old Windows and they really need to avoid everything that could make things more complicated until they’re well and truly on solid ground.

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1 hour ago, Datau03 said:

Nate talked about a little bit of "narrative excitement" after completing missions.

Very excited about that!

Can't wait for FOR SCIENCE!

Also this will prove doubters, that the KSP 2 devs aren´t just working 6 minutes a day :( 

17 minutes ago, xng said:

They say you can find the full patch notes for 0.1.5 on the forums, but I can't find them. Does anyone have any link?

It is not out yet, CM Dakota said on Discord, that Nate misspoke, it should be releasing this week. Excluding saturday and sunday of course. :)

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On 10/21/2023 at 3:13 PM, PDCWolf said:

It is still unclear to me how these systems are not just KSP1 science. Like not even a remix, just two small gameplay changes: Some parts are bigger and have mass, and there's a button to collect all science at once.

I think the important things are fixed. Not having to slap a lot of experiments on and doing the all separately, than having to remove and store the data by an EVA. Now just know this location is interesting and start experiments.  

The tech tree seems to be made up about first getting science to explore everything in kerbins sphere of influence, later for close by planets and after that the outer planets (and after that of course interstellar). While it is similar to KSP1, I really don’t mind. In the science/career mode of KSP1 the tech tree was the main focus for completing it, for KSP2 that focus probably shifts to building colonies and finding resources. This will give way more challenges, by having to launch stuff from colonies with each having its own challenge. This also gives opportunity for unique missions and shifts he focus away from the tech tree.

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5 minutes ago, Lowi_Sace said:

 

The tech tree seems to be made up about first getting science to explore everything in kerbins sphere of influence, later for close by planets and after that the outer planets (and after that of course interstellar). While it is similar to KSP1, I really don’t mind. In the science/career mode of KSP1 the tech tree was the main focus for completing it, for KSP2 that focus probably shifts to building colonies and finding resources. This will give way more challenges, by having to launch stuff from colonies with each having its own challenge. This also gives opportunity for unique missions and shifts he focus away from the tech tree.

I agree, everything will be definetely easier, just hope for less bugs, than now, I am enjoying the game but not a 100%.

Launching from an Eve colony is going to be a pain. :D 

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10 hours ago, uglyduckling81 said:

This sounds awesome but unlikely to be in the base game.

Sounds like a Satellite mod to me similar to the one we had in KSP1.

The science over time is definitely the way to go as well. It's like that in Karbalism and is a far better system than base KSP science collection.

Hopefully the game gets part failure as well.

There isn't actually any satellite mod that does this, though I'm working on creating a science only version of Kerbalism that does this among having various other improvements (I've got this part all worked out and fully functional though it was an absolute PITA to code).  It's why I asked whether something like this would be in KSP 2, since when I read about the science update I immediately thought of what I'd recently finished coding and how something similar would be a vast improvement over KSP 1 that KSP 2 could include.

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2 hours ago, Lowi_Sace said:

I think the important things are fixed. Not having to slap a lot of experiments on and doing the all separately, than having to remove and store the data by an EVA. Now just know this location is interesting and start experiments.  

The tech tree seems to be made up about first getting science to explore everything in kerbins sphere of influence, later for close by planets and after that the outer planets (and after that of course interstellar). While it is similar to KSP1, I really don’t mind. In the science/career mode of KSP1 the tech tree was the main focus for completing it, for KSP2 that focus probably shifts to building colonies and finding resources. This will give way more challenges, by having to launch stuff from colonies with each having its own challenge. This also gives opportunity for unique missions and shifts he focus away from the tech tree.

Yeah, I'll agree a million times the QOL changes are great, but I'll also argue a million times it's not worth anywhere close to $50, and that the point of a sequel is to go deeper than "QOL Changes".

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35 minutes ago, PDCWolf said:

Yeah, I'll agree a million times the QOL changes are great, but I'll also argue a million times it's not worth anywhere close to $50, and that the point of a sequel is to go deeper than "QOL Changes".

I agree with the fact that the price they asked for the current early access version is to high. For what we have now and have after the science update is not good enough for a 50 bucks game.  howeverI must say that from judging the roadmap the game will go way deeper than just the QOL changes. However, colonies, interstellar, resource gathering and multiplayer are, at least for me, more than worth spending 50 bucks. Now we just have to hope they manage to implement those things properly in a somewhat reasonable timeline.

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8 hours ago, The Aziz said:

Several dozens on planet-sized... Planets.

I hope there will be a way to detect them beforehand from space, otherwise it's gonna be like looking for a needle in a haystack. Just like with easter eggs.

You know, after the initial hype I have more and more concerns about the way this is going.

Come on, you know how it goes. Hype, then KSP1-like features with minimal innovation are added with a lot of stuff missing (like KerbNet probably, as it was not mentioned), then everyone will be disappointed and start complaining again. But at least it's a step in a direction.

8 hours ago, The Aziz said:

 

.. duplicate text deleted

Edited by Vl3d
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16 hours ago, Vl3d said:

Come on, you know how it goes. Hype, then KSP1-like features with minimal innovation are added with a lot of stuff missing (like KerbNet probably, as it was not mentioned), then everyone will be disappointed and start complaining again. But at least it's a step in a direction

Did... Did you just tune down your expectations? :o

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21 hours ago, alexalex said:

There isn't actually any satellite mod that does this, though I'm working on creating a science only version of Kerbalism that does this among having various other improvements (I've got this part all worked out and fully functional though it was an absolute PITA to code).  It's why I asked whether something like this would be in KSP 2, since when I read about the science update I immediately thought of what I'd recently finished coding and how something similar would be a vast improvement over KSP 1 that KSP 2 could include.

I can't remember the name of that satellite mod. Kerbnet? Wasn't Scansat I don't think. I can't remember now.

I'll see if I can find it and I'll edit if I can.

It created a need for relay satellites. Introduced delays to controls as well if I remember correctly.

Edit: Remote Tech.

Edited by uglyduckling81
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3 hours ago, uglyduckling81 said:

It created a need for relay satellites. Introduced delays to controls as well if I remember correctly.

Edit: Remote Tech.

I hated that signal delay. Totally killed the fun of the game for me.

The "need" for relay satellites was introduced into the base game as well and IMO the way the base game did relays was far better. It "just worked" and didn't require you to set up targets in menus in multiple craft.

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24 minutes ago, Superfluous J said:

I hated that signal delay. Totally killed the fun of the game for me.

The "need" for relay satellites was introduced into the base game as well and IMO the way the base game did relays was far better. It "just worked" and didn't require you to set up targets in menus in multiple craft.

The problem with the base game system is as soon as you have level 3 base you have essentially unlimited range, so the only point to a network is to give coverage when your on the backside of a planet.

Remote Tech was really meant to be played with KoS. You would script events so the loss of signal or signal delay didn't matter.

It was complicated though. I watched Mike Aben use it back in the day. Made the game very realistic.

I couldn't figure out the coding myself.

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On 10/24/2023 at 9:31 AM, Periple said:

This isn’t intended as a slight to Linux/Steam Deck gamers, it’s just that they haven’t had an easy time delivering for plain old Windows and they really need to avoid everything that could make things more complicated until they’re well and truly on solid ground.

Linux User here and I agree: It's much more practical to finish the game first, then supporting it with proton

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On 10/24/2023 at 8:06 AM, PDCWolf said:

Yeah, I'll agree a million times the QOL changes are great, but I'll also argue a million times it's not worth anywhere close to $50, and that the point of a sequel is to go deeper than "QOL Changes".

If it's not worth it for you, then don't buy it. What's the problem?

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6 minutes ago, asmi said:

If it's not worth it for you, then don't buy it. What's the problem?

Not to speak on anyone else's behalf, but if it were me, I'd say in my own opinion that I'd gladly pay 50 bucks for a KSP2 with 50 bucks worth of qol features over ksp1. Instead I've begrudgingly got what we have now! :D

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23 minutes ago, asmi said:

If it's not worth it for you, then don't buy it. What's the problem?

Ah yes, this argument, one of my favorites.

Microtransactions and lootboxes were never worth it for me, now they're the things games are built around rather than the other way.

 

Edited by PDCWolf
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2 hours ago, Astroneer08 said:

Did anybody else notice that in the tech tree demo, tier 4, that there are AQUATIC SCIENCES!!!!!

I'm curious as to why it takes until the 4th tier to unlock water stuff...but we can get to the Mun just a few nodes in on the first tier.  Anybody else think that's odd?

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1 minute ago, Scarecrow71 said:

I'm curious as to why it takes until the 4th tier to unlock water stuff...but we can get to the Mun just a few nodes in on the first tier.  Anybody else think that's odd?

Perhaps kerbals are simply more interested in flying than in boating.


Happy landings!

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26 minutes ago, PDCWolf said:

Microtransactions and lootboxes were never worth it for me, now they're the things games are built around rather than the other way.

This just isn’t true! For most premium games at least. Most publishers and studios I talk to who are in that space aren’t at all interested in those kinds of business models. Free to play or freemium casual/mobile games are a different story but I don’t think that’s what you had in mind?

 

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15 minutes ago, Starhawk said:

Perhaps kerbals are simply more interested in flying than in boating.


Happy landings!

Interestingly enough, I literally had a vision of Jeb flying a rocket that dives into the water and turns into a submarine, ala James Bond.  I now want to make that happen.

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17 minutes ago, Periple said:

This just isn’t true! For most premium games at least. Most publishers and studios I talk to who are in that space aren’t at all interested in those kinds of business models. Free to play or freemium casual/mobile games are a different story but I don’t think that’s what you had in mind?

The indie space has its own problems as well, but that'd be going way off-topic. Sadly for AA/AAA it's been pretty ubiquitous to see the Nth tencent weekly rotating microtransaction store, the casino, the lootboxes and such. In fact the only reason for the later to disappear is being all but straight up outlawed.

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